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https://gitlab.com/veloren/veloren.git
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orient airships correctly on load
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parent
2208a3037e
commit
3548b464da
@ -227,6 +227,7 @@ pub enum ServerEvent {
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},
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CreateShip {
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pos: Pos,
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ori: Ori,
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ship: comp::ship::Body,
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rtsim_entity: Option<RtSimVehicle>,
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driver: Option<NpcBuilder>,
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@ -262,6 +262,7 @@ pub enum VehicleKind {
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#[derive(Clone, Serialize, Deserialize)]
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pub struct Vehicle {
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pub wpos: Vec3<f32>,
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pub dir: Vec2<f32>,
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pub body: comp::ship::Body,
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@ -283,6 +284,7 @@ impl Vehicle {
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pub fn new(wpos: Vec3<f32>, body: comp::ship::Body) -> Self {
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Self {
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wpos,
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dir: Vec2::unit_y(),
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body,
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chunk_pos: None,
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driver: None,
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@ -301,7 +301,6 @@ fn goto(wpos: Vec3<f32>, speed_factor: f32, goal_dist: f32) -> impl Action {
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ctx.world
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.sim()
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.get_surface_alt_approx(wpos.xy().as_())
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.map(|alt| alt)
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.unwrap_or(wpos.z),
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)
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});
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@ -314,7 +313,6 @@ fn goto(wpos: Vec3<f32>, speed_factor: f32, goal_dist: f32) -> impl Action {
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.map(|_| {})
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}
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fn goto_flying(
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wpos: Vec3<f32>,
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speed_factor: f32,
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@ -902,21 +900,17 @@ fn pilot(ship: common::comp::ship::Body) -> impl Action {
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})
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.choose(&mut ctx.rng);
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if let Some((_id, site)) = site {
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Either::Right(goto_2d_flying(
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Either::Right(
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goto_2d_flying(
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site.wpos.as_(),
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1.0,
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50.0,
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150.0,
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110.0,
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ship.flying_height(),
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).then(goto_2d_flying(
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site.wpos.as_(),
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1.0,
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10.0,
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32.0,
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16.0,
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10.0,
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)))
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)
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.then(goto_2d_flying(site.wpos.as_(), 1.0, 10.0, 32.0, 16.0, 10.0)),
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)
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} else {
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Either::Left(finish())
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}
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@ -11,6 +11,7 @@ use common::{
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use rand::prelude::*;
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use rand_chacha::ChaChaRng;
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use tracing::{error, warn};
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use vek::Vec2;
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use world::site::SiteKind;
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pub struct SimulateNpcs;
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@ -189,6 +190,9 @@ fn on_tick(ctx: EventCtx<SimulateNpcs, OnTick>) {
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if is_valid {
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vehicle.wpos = wpos;
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}
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vehicle.dir = (target.xy() - vehicle.wpos.xy())
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.try_normalized()
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.unwrap_or(Vec2::unit_y());
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}
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},
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// When riding, other actions are disabled
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@ -1572,19 +1572,14 @@ fn handle_spawn_airship(
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pos.0.z += 50.0;
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const DESTINATION_RADIUS: f32 = 2000.0;
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let angle = angle.map(|a| a * std::f32::consts::PI / 180.0);
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let destination = angle.map(|a| {
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pos.0
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+ Vec3::new(
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DESTINATION_RADIUS * a.cos(),
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DESTINATION_RADIUS * a.sin(),
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200.0,
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)
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});
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let dir = angle.map(|a| Vec3::new(a.cos(), a.sin(), 0.0));
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let destination = dir.map(|dir| pos.0 + dir * DESTINATION_RADIUS + Vec3::new(0.0, 0.0, 200.0));
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let mut rng = thread_rng();
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let ship = comp::ship::Body::random_airship_with(&mut rng);
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let ori = comp::Ori::from(common::util::Dir::new(dir.unwrap_or(Vec3::unit_y())));
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let mut builder = server
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.state
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.create_ship(pos, ship, |ship| ship.make_collider())
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.create_ship(pos, ori, ship, |ship| ship.make_collider())
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.with(LightEmitter {
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col: Rgb::new(1.0, 0.65, 0.2),
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strength: 2.0,
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@ -1621,19 +1616,14 @@ fn handle_spawn_ship(
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pos.0.z += 50.0;
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const DESTINATION_RADIUS: f32 = 2000.0;
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let angle = angle.map(|a| a * std::f32::consts::PI / 180.0);
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let destination = angle.map(|a| {
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pos.0
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+ Vec3::new(
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DESTINATION_RADIUS * a.cos(),
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DESTINATION_RADIUS * a.sin(),
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200.0,
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)
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});
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let dir = angle.map(|a| Vec3::new(a.cos(), a.sin(), 0.0));
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let destination = dir.map(|dir| pos.0 + dir * DESTINATION_RADIUS + Vec3::new(0.0, 0.0, 200.0));
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let mut rng = thread_rng();
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let ship = comp::ship::Body::random_ship_with(&mut rng);
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let ori = comp::Ori::from(common::util::Dir::new(dir.unwrap_or(Vec3::unit_y())));
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let mut builder = server
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.state
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.create_ship(pos, ship, |ship| ship.make_collider())
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.create_ship(pos, ori, ship, |ship| ship.make_collider())
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.with(LightEmitter {
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col: Rgb::new(1.0, 0.65, 0.2),
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strength: 2.0,
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@ -1683,9 +1673,12 @@ fn handle_make_volume(
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};
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server
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.state
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.create_ship(comp::Pos(pos.0 + Vec3::unit_z() * 50.0), ship, move |_| {
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collider
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})
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.create_ship(
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comp::Pos(pos.0 + Vec3::unit_z() * 50.0),
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comp::Ori::default(),
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ship,
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move |_| collider,
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)
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.build();
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server.notify_client(
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@ -194,6 +194,7 @@ pub fn handle_create_npc(server: &mut Server, pos: Pos, mut npc: NpcBuilder) ->
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pub fn handle_create_ship(
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server: &mut Server,
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pos: Pos,
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ori: Ori,
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ship: comp::ship::Body,
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rtsim_vehicle: Option<RtSimVehicle>,
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driver: Option<NpcBuilder>,
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@ -201,7 +202,7 @@ pub fn handle_create_ship(
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) {
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let mut entity = server
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.state
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.create_ship(pos, ship, |ship| ship.make_collider());
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.create_ship(pos, ori, ship, |ship| ship.make_collider());
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/*
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if let Some(mut agent) = agent {
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let (kp, ki, kd) = pid_coefficients(&Body::Ship(ship));
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@ -193,10 +193,11 @@ impl Server {
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},
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ServerEvent::CreateShip {
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pos,
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ori,
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ship,
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rtsim_entity,
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driver,
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} => handle_create_ship(self, pos, ship, rtsim_entity, driver, Vec::new()),
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} => handle_create_ship(self, pos, ori, ship, rtsim_entity, driver, Vec::new()),
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ServerEvent::CreateWaypoint(pos) => handle_create_waypoint(self, pos),
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ServerEvent::ClientDisconnect(entity, reason) => {
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frontend_events.push(handle_client_disconnect(self, entity, reason, false))
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@ -11,6 +11,7 @@ use common::{
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slowjob::SlowJobPool,
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terrain::CoordinateConversions,
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trade::{Good, SiteInformation},
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util::Dir,
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LoadoutBuilder,
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};
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use common_ecs::{Job, Origin, Phase, System};
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@ -315,6 +316,7 @@ impl<'a> System<'a> for Sys {
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emitter.emit(ServerEvent::CreateShip {
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pos: comp::Pos(vehicle.wpos),
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ori: comp::Ori::from(Dir::new(vehicle.dir.with_z(0.0))),
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ship: vehicle.body,
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rtsim_entity: Some(RtSimVehicle(vehicle_id)),
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driver: vehicle.driver.and_then(&mut actor_info),
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@ -64,6 +64,7 @@ pub trait StateExt {
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fn create_ship<F: FnOnce(comp::ship::Body) -> comp::Collider>(
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&mut self,
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pos: comp::Pos,
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ori: comp::Ori,
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ship: comp::ship::Body,
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make_collider: F,
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) -> EcsEntityBuilder;
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@ -338,6 +339,7 @@ impl StateExt for State {
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fn create_ship<F: FnOnce(comp::ship::Body) -> comp::Collider>(
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&mut self,
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pos: comp::Pos,
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ori: comp::Ori,
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ship: comp::ship::Body,
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make_collider: F,
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) -> EcsEntityBuilder {
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@ -347,7 +349,7 @@ impl StateExt for State {
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.create_entity_synced()
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.with(pos)
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.with(comp::Vel(Vec3::zero()))
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.with(comp::Ori::default())
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.with(ori)
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.with(body.mass())
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.with(body.density())
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.with(make_collider(ship))
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