Merge branch 'sam/yeet-inputs' into 'master'

Reworked Controller Inputs to use Control Actions

See merge request veloren/veloren!1900
This commit is contained in:
Marcel 2021-03-15 01:32:02 +00:00
commit 5570b57282
42 changed files with 1022 additions and 921 deletions

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@ -11,5 +11,4 @@ BasicRanged(
projectile_light: None,
projectile_gravity: Some(Gravity(0.2)),
projectile_speed: 100.0,
can_continue: true,
)

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@ -11,5 +11,4 @@ BasicRanged(
projectile_light: None,
projectile_gravity: Some(Gravity(0.2)),
projectile_speed: 100.0,
can_continue: true,
)

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@ -10,5 +10,4 @@ BasicRanged(
}),*/
projectile_gravity: None,
projectile_speed: 100.0,
can_continue: false,
)

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@ -14,5 +14,4 @@ BasicRanged(
}),*/
projectile_gravity: Some(Gravity(0.3)),
projectile_speed: 60.0,
can_continue: true,
)

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@ -14,5 +14,4 @@ BasicRanged(
}),*/
projectile_gravity: Some(Gravity(0.3)),
projectile_speed: 60.0,
can_continue: true,
)

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@ -14,5 +14,4 @@ BasicRanged(
}),*/
projectile_gravity: Some(Gravity(5.0)),
projectile_speed: 70.0,
can_continue: true,
)

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@ -11,5 +11,4 @@ BasicRanged(
projectile_light: None,
projectile_gravity: Some(Gravity(0.1)),
projectile_speed: 100.0,
can_continue: true,
)

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@ -13,5 +13,4 @@ BasicRanged(
}),*/
projectile_gravity: Some(Gravity(0.3)),
projectile_speed: 60.0,
can_continue: true,
)

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@ -26,7 +26,7 @@ use common::{
invite::{InviteKind, InviteResponse},
skills::Skill,
slot::Slot,
ChatMode, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip,
ChatMode, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, InputKind,
InventoryAction, InventoryEvent, InventoryUpdateEvent,
},
event::{EventBus, LocalEvent},
@ -60,7 +60,7 @@ use num::traits::FloatConst;
use rayon::prelude::*;
use specs::Component;
use std::{
collections::VecDeque,
collections::{BTreeSet, VecDeque},
sync::Arc,
time::{Duration, Instant},
};
@ -997,6 +997,17 @@ impl Client {
}
}
pub fn handle_input(&mut self, input: InputKind, pressed: bool) {
if pressed {
self.control_action(ControlAction::StartInput {
input,
target: None,
});
} else {
self.control_action(ControlAction::CancelInput(input));
}
}
fn control_action(&mut self, control_action: ControlAction) {
if let Some(controller) = self
.state
@ -1139,6 +1150,7 @@ impl Client {
entry
.or_insert_with(|| Controller {
inputs: inputs.clone(),
queued_inputs: BTreeSet::new(),
events: Vec::new(),
actions: Vec::new(),
})

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@ -75,7 +75,6 @@ pub enum CharacterAbility {
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
projectile_speed: f32,
can_continue: bool,
},
RepeaterRanged {
energy_cost: f32,
@ -1130,7 +1129,6 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
projectile_light,
projectile_gravity,
projectile_speed,
can_continue,
energy_cost: _,
} => CharacterState::BasicRanged(basic_ranged::Data {
static_data: basic_ranged::StaticData {
@ -1141,13 +1139,11 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
projectile_speed: *projectile_speed,
can_continue: *can_continue,
ability_info,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
continue_next: false,
}),
CharacterAbility::Boost {
movement_duration,
@ -1156,6 +1152,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
static_data: boost::StaticData {
movement_duration: Duration::from_secs_f32(*movement_duration),
only_up: *only_up,
ability_info,
},
timer: Duration::default(),
}),
@ -1250,7 +1247,6 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
stage: 1,
timer: Duration::default(),
stage_section: StageSection::Buildup,
next_stage: false,
}),
CharacterAbility::LeapMelee {
energy_cost: _,

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@ -1,13 +1,13 @@
use crate::{
combat::Attack,
comp::{Energy, Ori, Pos, Vel},
comp::{Energy, InputKind, Ori, Pos, Vel},
event::{LocalEvent, ServerEvent},
states::{behavior::JoinData, *},
};
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage, VecStorage};
use specs_idvs::IdvStorage;
use std::collections::VecDeque;
use std::collections::{BTreeSet, VecDeque};
/// Data returned from character behavior fn's to Character Behavior System.
pub struct StateUpdate {
@ -17,6 +17,8 @@ pub struct StateUpdate {
pub ori: Ori,
pub energy: Energy,
pub swap_equipped_weapons: bool,
pub queued_inputs: BTreeSet<InputKind>,
pub removed_inputs: Vec<InputKind>,
pub local_events: VecDeque<LocalEvent>,
pub server_events: VecDeque<ServerEvent>,
}
@ -30,6 +32,8 @@ impl From<&JoinData<'_>> for StateUpdate {
energy: *data.energy,
swap_equipped_weapons: false,
character: data.character.clone(),
queued_inputs: BTreeSet::new(),
removed_inputs: Vec::new(),
local_events: VecDeque::new(),
server_events: VecDeque::new(),
}

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@ -11,12 +11,9 @@ use crate::{
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage};
use specs_idvs::IdvStorage;
use std::time::Duration;
use std::collections::BTreeSet;
use vek::*;
/// Default duration before an input is considered 'held'.
pub const DEFAULT_HOLD_DURATION: Duration = Duration::from_millis(200);
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryEvent {
Pickup(Uid),
@ -111,108 +108,27 @@ pub enum ControlAction {
Sneak,
Stand,
Talk,
StartInput {
input: InputKind,
target: Option<Uid>,
},
CancelInput(InputKind),
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
enum Freshness {
New,
TickedOnce,
Old,
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Ord, PartialOrd)]
#[repr(u32)]
pub enum InputKind {
Primary = 0,
Secondary = 1,
Ability(usize) = 2,
Roll = 3,
Jump = 4,
Fly = 5,
}
/// Whether a key is pressed or unpressed
/// and how long it has been in that state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Input {
/// Should not be pub because duration should
/// always be reset when state is updated
pressed: bool,
/// Should only be updated by npc agents
/// through appropriate fn
duration: Duration,
/// How fresh is the last change to the input state
freshness: Freshness,
}
impl Input {
fn tick(&mut self, dt: Duration) {
// Increase how long input has been in current state
self.duration = self.duration.checked_add(dt).unwrap_or_default();
self.tick_freshness();
}
fn tick_freshness(&mut self) {
self.freshness = match self.freshness {
Freshness::New => Freshness::TickedOnce,
Freshness::TickedOnce => Freshness::Old,
Freshness::Old => Freshness::Old,
};
}
/// Update input with newer version
/// Used to update inputs with input received from clients
pub fn update_with_new(&mut self, new: Self) {
if self.pressed != new.pressed {
self.freshness = Freshness::New;
}
self.pressed = new.pressed;
self.duration = new.duration;
}
/// Whether input is being pressed down
pub fn is_pressed(&self) -> bool { self.pressed }
/// Whether it's the first frame this input has been pressed
pub fn is_just_pressed(&self) -> bool { self.is_pressed() && self.freshness != Freshness::Old }
/// Whether it's the first frame this input has been unpressed
pub fn is_just_unpressed(&self) -> bool {
!self.is_pressed() && self.freshness != Freshness::Old
}
/// Whether input has been pressed longer than
/// `DEFAULT_HOLD_DURATION`
pub fn is_held_down(&self) -> bool {
self.is_pressed() && self.duration >= DEFAULT_HOLD_DURATION
}
/// Whether input has been unpressed longer than
/// `DEFAULT_HOLD_DURATION`
pub fn is_held_up(&self) -> bool {
!self.is_pressed() && self.duration >= DEFAULT_HOLD_DURATION
}
/// Whether input has been pressed for longer than `threshold` duration
pub fn held_for_dur(&self, threshold: Duration) -> bool {
self.is_pressed() && self.duration >= threshold
}
/// Handles logic of updating state of Input
pub fn set_state(&mut self, pressed: bool) {
if self.pressed != pressed {
self.pressed = pressed;
self.duration = Duration::default();
self.freshness = Freshness::New;
}
}
/// Increases `input.duration` by `dur`
pub fn inc_dur(&mut self, dur: Duration) {
self.duration = self.duration.checked_add(dur).unwrap_or_default();
}
/// Returns `input.duration`
pub fn get_dur(&self) -> Duration { self.duration }
}
impl Default for Input {
fn default() -> Self {
Self {
pressed: false,
duration: Duration::default(),
freshness: Freshness::New,
}
impl InputKind {
pub fn is_ability(self) -> bool {
matches!(self, Self::Primary | Self::Secondary | Self::Ability(_))
}
}
@ -225,16 +141,6 @@ pub enum Climb {
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct ControllerInputs {
pub primary: Input,
pub secondary: Input,
pub ability3: Input,
pub ability4: Input,
pub jump: Input,
pub roll: Input,
pub glide: Input,
pub fly: Input, // Flying entities only
pub wall_leap: Input,
pub charge: Input,
pub climb: Option<Climb>,
pub move_dir: Vec2<f32>,
pub move_z: f32, /* z axis (not combined with move_dir because they may have independent
@ -245,63 +151,20 @@ pub struct ControllerInputs {
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Controller {
pub inputs: ControllerInputs,
pub queued_inputs: BTreeSet<InputKind>,
// TODO: consider SmallVec
pub events: Vec<ControlEvent>,
pub actions: Vec<ControlAction>,
}
impl ControllerInputs {
/// Updates all inputs, accounting for delta time
pub fn tick(&mut self, dt: Duration) {
self.primary.tick(dt);
self.secondary.tick(dt);
self.ability3.tick(dt);
self.ability4.tick(dt);
self.jump.tick(dt);
self.roll.tick(dt);
self.glide.tick(dt);
self.fly.tick(dt);
self.wall_leap.tick(dt);
self.charge.tick(dt);
}
pub fn tick_freshness(&mut self) {
self.primary.tick_freshness();
self.secondary.tick_freshness();
self.ability3.tick_freshness();
self.ability4.tick_freshness();
self.jump.tick_freshness();
self.roll.tick_freshness();
self.glide.tick_freshness();
self.fly.tick_freshness();
self.wall_leap.tick_freshness();
self.charge.tick_freshness();
}
/// Updates Controller inputs with new version received from the client
pub fn update_with_new(&mut self, new: Self) {
self.primary.update_with_new(new.primary);
self.secondary.update_with_new(new.secondary);
self.ability3.update_with_new(new.ability3);
self.ability4.update_with_new(new.ability4);
self.jump.update_with_new(new.jump);
self.roll.update_with_new(new.roll);
self.glide.update_with_new(new.glide);
self.fly.update_with_new(new.fly);
self.wall_leap.update_with_new(new.wall_leap);
self.charge.update_with_new(new.charge);
self.climb = new.climb;
self.move_dir = new.move_dir;
self.move_z = new.move_z;
self.look_dir = new.look_dir;
}
pub fn holding_ability_key(&self) -> bool {
self.primary.is_pressed()
|| self.secondary.is_pressed()
|| self.ability3.is_pressed()
|| self.ability4.is_pressed()
}
}
impl Controller {

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@ -61,7 +61,7 @@ pub use self::{
},
combo::Combo,
controller::{
Climb, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, Input,
Climb, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, InputKind,
InventoryAction, InventoryEvent, InventoryManip, MountState, Mounting,
},
energy::{Energy, EnergyChange, EnergySource},

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@ -51,15 +51,6 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 0.8);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::BasicAura(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
@ -132,6 +123,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

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@ -71,15 +71,6 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::BasicBeam(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
@ -108,7 +99,7 @@ impl CharacterBehavior for Data {
}
},
StageSection::Cast => {
if ability_key_is_pressed(data, self.static_data.ability_info.key)
if input_is_pressed(data, self.static_data.ability_info.input)
&& (self.static_data.energy_drain <= f32::EPSILON
|| update.energy.current() > 0)
{
@ -203,6 +194,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

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@ -17,11 +17,6 @@ impl CharacterBehavior for Data {
handle_move(&data, &mut update, 0.4);
if !data.physics.on_ground
|| !(data.inputs.secondary.is_pressed() || data.inputs.primary.is_pressed())
{
attempt_wield(data, &mut update);
}
update
}
}

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@ -52,15 +52,6 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 0.7);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::BasicMelee(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
@ -162,9 +153,11 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, &mut update);
} else {
update.character = CharacterState::Wielding;
}
}
},
_ => {
@ -175,6 +168,15 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input);
}

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@ -24,8 +24,6 @@ pub struct StaticData {
pub projectile_speed: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Whether or not the ability can auto continue
pub can_continue: bool,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
@ -39,9 +37,6 @@ pub struct Data {
pub stage_section: StageSection,
/// Whether the attack fired already
pub exhausted: bool,
/// If in buildup, whether the attack has continued form previous attack; if
/// in recover, whether the attack will continue to a new attack
pub continue_next: bool,
}
impl CharacterBehavior for Data {
@ -50,15 +45,6 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 0.3);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::BasicRanged(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
@ -103,41 +89,24 @@ impl CharacterBehavior for Data {
update.character = CharacterState::BasicRanged(Data {
exhausted: true,
continue_next: false,
..*self
});
} else if self.timer < self.static_data.recover_duration {
if ability_key_is_pressed(data, self.static_data.ability_info.key) {
// Recovers
update.character = CharacterState::BasicRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
continue_next: self.static_data.can_continue,
..*self
});
} else {
// Recovers
update.character = CharacterState::BasicRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
}
} else if self.continue_next {
// Restarts character state
// Recovers
update.character = CharacterState::BasicRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
})
});
} else {
// Done
update.character = CharacterState::Wielding;
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, &mut update);
} else {
update.character = CharacterState::Wielding;
}
}
},
_ => {
@ -146,6 +115,15 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input);
}

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@ -1,8 +1,8 @@
use crate::{
comp::{
item::MaterialStatManifest, Beam, Body, CharacterState, Combo, ControlAction, Controller,
ControllerInputs, Energy, Health, Inventory, InventoryAction, Melee, Ori, PhysicsState,
Pos, StateUpdate, Stats, Vel,
ControllerInputs, Energy, Health, InputKind, Inventory, InventoryAction, Melee, Ori,
PhysicsState, Pos, StateUpdate, Stats, Vel,
},
resources::DeltaTime,
uid::Uid,
@ -29,6 +29,16 @@ pub trait CharacterBehavior {
fn sneak(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn stand(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn talk(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn start_input(&self, data: &JoinData, input: InputKind, _target: Option<Uid>) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.queued_inputs.insert(input);
update
}
fn cancel_input(&self, data: &JoinData, input: InputKind) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.removed_inputs.push(input);
update
}
fn handle_event(&self, data: &JoinData, event: ControlAction) -> StateUpdate {
match event {
ControlAction::SwapEquippedWeapons => self.swap_equipped_weapons(data),
@ -41,6 +51,8 @@ pub trait CharacterBehavior {
ControlAction::Sneak => self.sneak(data),
ControlAction::Stand => self.stand(data),
ControlAction::Talk => self.talk(data),
ControlAction::StartInput { input, target } => self.start_input(data, input, target),
ControlAction::CancelInput(input) => self.cancel_input(data, input),
}
}
// fn init(data: &JoinData) -> CharacterState;

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@ -13,6 +13,7 @@ use std::time::Duration;
pub struct StaticData {
pub movement_duration: Duration,
pub only_up: bool,
pub ability_info: AbilityInfo,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
@ -46,9 +47,17 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, &mut update);
} else {
update.character = CharacterState::Wielding;
}
}
update
}
}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input);
}

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@ -68,19 +68,10 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 0.7);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::ChargedMelee(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Charge => {
if ability_key_is_pressed(data, self.static_data.ability_info.key)
if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() as f32 >= self.static_data.energy_cost
&& self.timer < self.static_data.charge_duration
{
@ -107,7 +98,7 @@ impl CharacterBehavior for Data {
* self.static_data.speed) as i32,
source: EnergySource::Ability,
});
} else if ability_key_is_pressed(data, self.static_data.ability_info.key)
} else if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() as f32 >= self.static_data.energy_cost
{
// Maintains charge
@ -240,6 +231,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

View File

@ -68,15 +68,6 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, self.static_data.move_speed);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::ChargedRanged(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
@ -99,9 +90,7 @@ impl CharacterBehavior for Data {
}
},
StageSection::Charge => {
if !ability_key_is_pressed(data, self.static_data.ability_info.key)
&& !self.exhausted
{
if !input_is_pressed(data, self.static_data.ability_info.input) && !self.exhausted {
let charge_frac = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
@ -162,7 +151,7 @@ impl CharacterBehavior for Data {
..*self
});
} else if self.timer < self.static_data.charge_duration
&& ability_key_is_pressed(data, self.static_data.ability_info.key)
&& input_is_pressed(data, self.static_data.ability_info.input)
{
// Charges
update.character = CharacterState::ChargedRanged(Data {
@ -182,7 +171,7 @@ impl CharacterBehavior for Data {
* self.static_data.speed) as i32,
source: EnergySource::Ability,
});
} else if ability_key_is_pressed(data, self.static_data.ability_info.key) {
} else if input_is_pressed(data, self.static_data.ability_info.input) {
// Holds charge
update.character = CharacterState::ChargedRanged(Data {
timer: self
@ -225,6 +214,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

View File

@ -1,8 +1,11 @@
use crate::{
comp::{CharacterState, Climb, EnergySource, Ori, StateUpdate},
comp::{CharacterState, Climb, EnergySource, InputKind, Ori, StateUpdate},
consts::GRAVITY,
event::LocalEvent,
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
util::Dir,
};
use serde::{Deserialize, Serialize};
@ -29,7 +32,7 @@ impl CharacterBehavior for Data {
) {
(wall_dir, climb)
} else {
if data.inputs.jump.is_pressed() {
if input_is_pressed(data, InputKind::Jump) {
// They've climbed atop something, give them a boost
update
.local_events

View File

@ -113,8 +113,6 @@ pub struct Data {
pub timer: Duration,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Whether the state should go onto the next stage
pub next_stage: bool,
}
impl CharacterBehavior for Data {
@ -123,15 +121,6 @@ impl CharacterBehavior for Data {
handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 0.3);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, self.static_data.is_interruptible);
match update.character {
CharacterState::ComboMelee(_) => {},
_ => {
return update;
},
}
}
let stage_index = (self.stage - 1) as usize;
@ -261,41 +250,21 @@ impl CharacterBehavior for Data {
StageSection::Recover => {
if self.timer < self.static_data.stage_data[stage_index].base_recover_duration {
// Recovers
if ability_key_is_pressed(data, self.static_data.ability_info.key) {
// Checks if state will transition to next stage after recover
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
.unwrap_or_default(),
next_stage: true,
..*self
});
} else {
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
.unwrap_or_default(),
..*self
});
}
} else if self.next_stage {
// Transitions to buildup section of next stage
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
stage: (self.stage % self.static_data.num_stages) + 1,
timer: Duration::default(),
stage_section: StageSection::Buildup,
next_stage: false,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
.unwrap_or_default(),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, &mut update);
} else {
update.character = CharacterState::Wielding;
}
}
},
_ => {
@ -306,20 +275,19 @@ impl CharacterBehavior for Data {
},
}
// Grant energy on successful hit
if let Some(attack) = data.melee_attack {
if attack.applied && attack.hit_count > 0 {
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
stage: self.stage,
timer: self.timer,
stage_section: self.stage_section,
next_stage: self.next_stage,
});
data.updater.remove::<Melee>(data.entity);
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, self.static_data.is_interruptible);
}
update
}
}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input);
if let CharacterState::ComboMelee(c) = &mut update.character {
c.stage = (data.stage % data.static_data.num_stages) + 1;
}
}

View File

@ -55,7 +55,8 @@ pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Whether the charge should end
/// Whether the charge should last a default amount of time or until the
/// mouse is released
pub auto_charge: bool,
/// Timer for each stage
pub timer: Duration,
@ -73,15 +74,6 @@ impl CharacterBehavior for Data {
handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 0.1);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, self.static_data.is_interruptible);
match update.character {
CharacterState::DashMelee(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
@ -97,10 +89,7 @@ impl CharacterBehavior for Data {
} else {
// Transitions to charge section of stage
update.character = CharacterState::DashMelee(Data {
auto_charge: !ability_key_is_pressed(
data,
self.static_data.ability_info.key,
),
auto_charge: !input_is_pressed(data, self.static_data.ability_info.input),
timer: Duration::default(),
stage_section: StageSection::Charge,
..*self
@ -110,7 +99,7 @@ impl CharacterBehavior for Data {
StageSection::Charge => {
if (self.static_data.infinite_charge
|| self.timer < self.static_data.charge_duration)
&& (ability_key_is_pressed(data, self.static_data.ability_info.key)
&& (input_is_pressed(data, self.static_data.ability_info.input)
|| (self.auto_charge && self.timer < self.static_data.charge_duration))
&& update.energy.current() > 0
{
@ -265,6 +254,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, self.static_data.is_interruptible);
}
update
}
}

View File

@ -54,15 +54,6 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::HealingBeam(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
@ -91,7 +82,7 @@ impl CharacterBehavior for Data {
}
},
StageSection::Cast => {
if ability_key_is_pressed(data, self.static_data.ability_info.key) {
if input_is_pressed(data, self.static_data.ability_info.input) {
let speed =
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
let heal = AttackEffect::new(
@ -162,6 +153,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

View File

@ -58,15 +58,6 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 0.3);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::LeapMelee(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
// Delay before leaping into the air
@ -220,6 +211,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

View File

@ -53,15 +53,6 @@ impl CharacterBehavior for Data {
handle_move(data, &mut update, 1.0);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::RepeaterRanged(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Movement => {
@ -220,6 +211,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

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@ -1,5 +1,5 @@
use crate::{
comp::{CharacterState, StateUpdate},
comp::{CharacterState, InputKind, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
@ -37,7 +37,7 @@ pub struct Data {
/// Was sneaking
pub was_sneak: bool,
/// Was in state with combo
pub was_combo: Option<(AbilityKey, u32)>,
pub was_combo: Option<(InputKind, u32)>,
}
impl CharacterBehavior for Data {
@ -114,9 +114,9 @@ impl CharacterBehavior for Data {
});
} else {
// Done
if let Some((key, stage)) = self.was_combo {
if ability_key_is_pressed(data, key) {
handle_interrupt(data, &mut update, true);
if let Some((input, stage)) = self.was_combo {
if input_is_pressed(data, input) {
handle_input(data, &mut update, input);
// If other states are introduced that progress through stages, add them
// here
if let CharacterState::ComboMelee(c) = &mut update.character {

View File

@ -60,15 +60,6 @@ impl CharacterBehavior for Data {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, self.static_data.move_efficiency);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::Shockwave(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
@ -171,6 +162,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

View File

@ -75,16 +75,6 @@ impl CharacterBehavior for Data {
},
}
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, self.static_data.is_interruptible);
match update.character {
CharacterState::SpinMelee(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
@ -179,7 +169,7 @@ impl CharacterBehavior for Data {
} else if update.energy.current() as f32 >= self.static_data.energy_cost
&& (self.spins_remaining != 0
|| (self.static_data.is_infinite
&& ability_key_is_pressed(data, self.static_data.ability_info.key)))
&& input_is_pressed(data, self.static_data.ability_info.input)))
{
let new_spins_remaining = if self.static_data.is_infinite {
self.spins_remaining
@ -231,6 +221,11 @@ impl CharacterBehavior for Data {
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, self.static_data.is_interruptible);
}
update
}
}

View File

@ -5,7 +5,7 @@ use crate::{
item::{Hands, ItemKind, Tool, ToolKind},
quadruped_low, quadruped_medium, quadruped_small,
skills::Skill,
theropod, Body, CharacterAbility, CharacterState, InventoryAction, StateUpdate,
theropod, Body, CharacterAbility, CharacterState, InputKind, InventoryAction, StateUpdate,
},
consts::{FRIC_GROUND, GRAVITY},
event::{LocalEvent, ServerEvent},
@ -185,7 +185,10 @@ impl Body {
pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
if let Some(depth) = data.physics.in_liquid {
swim_move(data, update, efficiency, depth);
} else if data.inputs.fly.is_pressed() && !data.physics.on_ground && data.body.can_fly() {
} else if input_is_pressed(data, InputKind::Fly)
&& !data.physics.on_ground
&& data.body.can_fly()
{
fly_move(data, update, efficiency);
} else {
basic_move(data, update, efficiency);
@ -316,14 +319,10 @@ fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
handle_orientation(data, update, 1.0);
}
/// First checks whether `primary`, `secondary`, `ability3`, or `ability4` input
/// is pressed, then attempts to go into Equipping state, otherwise Idle
/// Checks if an input related to an attack is held. If one is, moves entity
/// into wielding state
pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.primary.is_pressed()
|| data.inputs.secondary.is_pressed()
|| data.inputs.ability3.is_pressed()
|| data.inputs.ability4.is_pressed()
{
if data.controller.queued_inputs.iter().any(|i| i.is_ability()) {
attempt_wield(data, update);
}
}
@ -423,7 +422,7 @@ pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
/// Checks that player can jump and sends jump event if so
pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.jump.is_pressed()
if input_is_pressed(data, InputKind::Jump)
&& data.physics.on_ground
&& !data
.physics
@ -437,14 +436,14 @@ pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
}
}
fn handle_ability_pressed(data: &JoinData, update: &mut StateUpdate, ability_key: AbilityKey) {
fn handle_ability(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
let hands = |equip_slot| match data.inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
// Mouse1 and Skill1 always use the MainHand slot
let always_main_hand = matches!(ability_key, AbilityKey::Mouse1 | AbilityKey::Skill1);
let always_main_hand = matches!(input, InputKind::Primary | InputKind::Ability(0));
// skill_index used to select ability for the AbilityKey::Skill2 input
let (equip_slot, skill_index) = if always_main_hand {
(Some(EquipSlot::Mainhand), 0)
@ -468,16 +467,16 @@ fn handle_ability_pressed(data: &JoinData, update: &mut StateUpdate, ability_key
.inventory
.equipped(equip_slot)
.map(|i| &i.item_config_expect().abilities)
.and_then(|abilities| match ability_key {
AbilityKey::Mouse1 => Some(abilities.primary.clone()),
AbilityKey::Mouse2 => Some(abilities.secondary.clone()),
AbilityKey::Skill1 => abilities.abilities.get(0).cloned().and_then(unlocked),
AbilityKey::Skill2 => abilities
.and_then(|abilities| match input {
InputKind::Primary => Some(abilities.primary.clone()),
InputKind::Secondary => Some(abilities.secondary.clone()),
InputKind::Ability(0) => abilities.abilities.get(0).cloned().and_then(unlocked),
InputKind::Ability(_) => abilities
.abilities
.get(skill_index)
.cloned()
.and_then(unlocked),
AbilityKey::Dodge => None,
InputKind::Roll | InputKind::Jump | InputKind::Fly => None,
})
.map(|a| {
let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind);
@ -487,41 +486,46 @@ fn handle_ability_pressed(data: &JoinData, update: &mut StateUpdate, ability_key
{
update.character = (
&ability,
AbilityInfo::from_key(data, ability_key, matches!(equip_slot, EquipSlot::Offhand)),
AbilityInfo::from_input(data, matches!(equip_slot, EquipSlot::Offhand), input),
)
.into();
}
}
}
pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.primary.is_pressed() {
handle_ability_pressed(data, update, AbilityKey::Mouse1);
pub fn handle_ability_input(data: &JoinData, update: &mut StateUpdate) {
if let Some(input) = data
.controller
.queued_inputs
.iter()
.find(|i| i.is_ability())
{
handle_ability(data, update, *input);
}
}
pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.secondary.is_pressed() {
handle_ability_pressed(data, update, AbilityKey::Mouse2);
pub fn handle_input(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
match input {
InputKind::Primary | InputKind::Secondary | InputKind::Ability(_) => {
handle_ability(data, update, input)
},
InputKind::Roll => handle_dodge_input(data, update),
InputKind::Jump => handle_jump(data, update),
InputKind::Fly => {},
}
}
pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.ability3.is_pressed() {
handle_ability_pressed(data, update, AbilityKey::Skill1);
}
}
pub fn handle_ability4_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.ability4.is_pressed() {
handle_ability_pressed(data, update, AbilityKey::Skill2);
pub fn attempt_input(data: &JoinData, update: &mut StateUpdate) {
// TODO: look into using first() when it becomes stable
if let Some(input) = data.controller.queued_inputs.iter().next() {
handle_input(data, update, *input);
}
}
/// Checks that player can perform a dodge, then
/// attempts to perform their dodge ability
pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.roll.is_pressed() && data.body.is_humanoid() {
if input_is_pressed(data, InputKind::Roll) && data.body.is_humanoid() {
if let Some(ability) = data
.inventory
.equipped(EquipSlot::Mainhand)
@ -536,17 +540,17 @@ pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
if let CharacterState::ComboMelee(c) = data.character {
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Dodge, false),
AbilityInfo::from_input(data, false, InputKind::Roll),
)
.into();
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_combo = Some((c.static_data.ability_info.key, c.stage));
roll.was_combo = Some((c.static_data.ability_info.input, c.stage));
roll.was_wielded = true;
}
} else if data.character.is_wield() {
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Dodge, false),
AbilityInfo::from_input(data, false, InputKind::Roll),
)
.into();
if let CharacterState::Roll(roll) = &mut update.character {
@ -555,7 +559,7 @@ pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
} else if data.character.is_stealthy() {
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Dodge, false),
AbilityInfo::from_input(data, false, InputKind::Roll),
)
.into();
if let CharacterState::Roll(roll) = &mut update.character {
@ -564,7 +568,7 @@ pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
} else {
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Dodge, false),
AbilityInfo::from_input(data, false, InputKind::Roll),
)
.into();
}
@ -598,24 +602,15 @@ pub fn get_crit_data(data: &JoinData, ai: AbilityInfo) -> (f32, f32) {
DEFAULT_CRIT_DATA
}
pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) {
pub fn handle_state_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) {
if attacks_interrupt {
handle_ability1_input(data, update);
handle_ability2_input(data, update);
handle_ability3_input(data, update);
handle_ability4_input(data, update);
handle_ability_input(data, update);
}
handle_dodge_input(data, update);
}
pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool {
match ability_key {
AbilityKey::Mouse1 => data.inputs.primary.is_pressed(),
AbilityKey::Mouse2 => data.inputs.secondary.is_pressed(),
AbilityKey::Skill1 => data.inputs.ability3.is_pressed(),
AbilityKey::Skill2 => data.inputs.ability4.is_pressed(),
AbilityKey::Dodge => data.inputs.roll.is_pressed(),
}
pub fn input_is_pressed(data: &JoinData, input: InputKind) -> bool {
data.controller.queued_inputs.contains(&input)
}
/// Determines what portion a state is in. Used in all attacks (eventually). Is
@ -632,15 +627,6 @@ pub enum StageSection {
Movement,
}
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub enum AbilityKey {
Mouse1,
Mouse2,
Skill1,
Skill2,
Dodge,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ForcedMovement {
Forward {
@ -679,11 +665,11 @@ impl MovementDirection {
pub struct AbilityInfo {
pub tool: Option<ToolKind>,
pub hand: Option<HandInfo>,
pub key: AbilityKey,
pub input: InputKind,
}
impl AbilityInfo {
pub fn from_key(data: &JoinData, key: AbilityKey, from_offhand: bool) -> Self {
pub fn from_input(data: &JoinData, from_offhand: bool, input: InputKind) -> Self {
let tool_data = if from_offhand {
unwrap_tool_data(data, EquipSlot::Offhand)
} else {
@ -698,7 +684,7 @@ impl AbilityInfo {
)
};
Self { tool, hand, key }
Self { tool, hand, input }
}
}

View File

@ -14,13 +14,8 @@ impl CharacterBehavior for Data {
let mut update = StateUpdate::from(data);
handle_move(&data, &mut update, 1.0);
handle_jump(&data, &mut update);
handle_climb(&data, &mut update);
handle_ability1_input(&data, &mut update);
handle_ability2_input(&data, &mut update);
handle_ability3_input(&data, &mut update);
handle_ability4_input(&data, &mut update);
handle_dodge_input(&data, &mut update);
attempt_input(&data, &mut update);
update
}

View File

@ -23,7 +23,7 @@ use common::{
use common_ecs::{Job, Origin, Phase, System};
use std::time::Duration;
fn incorporate_update(join: &mut JoinStruct, state_update: StateUpdate) {
fn incorporate_update(join: &mut JoinStruct, mut state_update: StateUpdate) {
// TODO: if checking equality is expensive use optional field in StateUpdate
if join.char_state.get_unchecked() != &state_update.character {
*join.char_state.get_mut_unchecked() = state_update.character
@ -35,6 +35,12 @@ fn incorporate_update(join: &mut JoinStruct, state_update: StateUpdate) {
if join.energy.get_unchecked() != &state_update.energy {
*join.energy.get_mut_unchecked() = state_update.energy
};
join.controller
.queued_inputs
.append(&mut state_update.queued_inputs);
for input in state_update.removed_inputs {
join.controller.queued_inputs.remove(&input);
}
if state_update.swap_equipped_weapons {
let mut inventory = join.inventory.get_mut_unchecked();
let inventory = &mut *inventory;

View File

@ -34,15 +34,6 @@ impl<'a> System<'a> for Sys {
for (entity, controller) in (&read_data.entities, &mut controllers).join() {
let mut inputs = &mut controller.inputs;
// Note(imbris): I avoided incrementing the duration with inputs.tick() because
// this is being done manually in voxygen right now so it would double up on
// speed of time.
// Perhaphs the duration aspects of inputs could be
// calculated exclusively on the server (since the client can't be
// trusted anyway). It needs to be considered if these calculations
// being on the client are critical for responsiveness/client-side prediction.
inputs.tick_freshness();
// Update `inputs.move_dir`.
inputs.move_dir = if inputs.move_dir.magnitude_squared() > 1.0 {
// Cap move_dir to 1

View File

@ -11,8 +11,8 @@ use common::{
},
skills::{AxeSkill, BowSkill, HammerSkill, Skill, StaffSkill, SwordSkill},
Agent, Alignment, Body, CharacterState, ControlAction, ControlEvent, Controller, Energy,
Health, Inventory, LightEmitter, MountState, Ori, PhysicsState, Pos, Scale, Stats,
UnresolvedChatMsg, Vel,
Health, InputKind, Inventory, LightEmitter, MountState, Ori, PhysicsState, Pos, Scale,
Stats, UnresolvedChatMsg, Vel,
},
event::{Emitter, EventBus, ServerEvent},
path::TraversalConfig,
@ -571,16 +571,24 @@ impl<'a> AgentData<'a> {
if let Some((travel_to, _destination)) = &agent.rtsim_controller.travel_to {
// if it has an rtsim destination and can fly then it should
// if it is flying and bumps something above it then it should move down
controller.inputs.fly.set_state(
self.traversal_config.can_fly
&& !read_data
.terrain
.ray(self.pos.0, self.pos.0 + (Vec3::unit_z() * 3.0))
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some()),
);
if self.traversal_config.can_fly
&& !read_data
.terrain
.ray(self.pos.0, self.pos.0 + (Vec3::unit_z() * 3.0))
.until(Block::is_solid)
.cast()
.1
.map_or(true, |b| b.is_some())
{
controller.actions.push(ControlAction::StartInput {
input: InputKind::Fly,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Fly))
}
if let Some((bearing, speed)) = agent.chaser.chase(
&*read_data.terrain,
self.pos.0,
@ -594,10 +602,18 @@ impl<'a> AgentData<'a> {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
* speed.min(agent.rtsim_controller.speed_factor);
controller.inputs.jump.set_state(
bearing.z > 1.5
|| self.traversal_config.can_fly && self.traversal_config.on_ground,
);
if bearing.z > 1.5
|| self.traversal_config.can_fly && self.traversal_config.on_ground
{
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.climb = Some(comp::Climb::Up);
//.filter(|_| bearing.z > 0.1 || self.physics_state.in_liquid.is_some());
@ -925,7 +941,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
agent.action_timer += dt.0;
@ -1085,7 +1110,10 @@ impl<'a> AgentData<'a> {
match tactic {
Tactic::Melee => {
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
controller.inputs.move_dir = Vec2::zero();
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
@ -1100,7 +1128,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
@ -1108,7 +1145,10 @@ impl<'a> AgentData<'a> {
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller.inputs.roll.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Roll,
target: None,
});
}
} else {
agent.target = None;
@ -1118,10 +1158,15 @@ impl<'a> AgentData<'a> {
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = Vec2::zero();
if agent.action_timer > 6.0 {
controller.inputs.secondary.set_state(false);
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_timer = 0.0;
} else if agent.action_timer > 4.0 && self.energy.current() > 10 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer += dt.0;
} else if self
.stats
@ -1130,10 +1175,16 @@ impl<'a> AgentData<'a> {
&& self.energy.current() > 800
&& thread_rng().gen_bool(0.5)
{
controller.inputs.ability3.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
agent.action_timer += dt.0;
} else {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
@ -1149,14 +1200,26 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller.inputs.roll.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Roll,
target: None,
});
}
} else {
agent.target = None;
@ -1166,10 +1229,15 @@ impl<'a> AgentData<'a> {
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = Vec2::zero();
if agent.action_timer > 4.0 {
controller.inputs.secondary.set_state(false);
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_timer = 0.0;
} else if agent.action_timer > 2.0 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer += dt.0;
} else if self
.stats
@ -1178,10 +1246,16 @@ impl<'a> AgentData<'a> {
&& self.energy.current() > 700
&& thread_rng().gen_bool(0.9)
{
controller.inputs.ability3.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
agent.action_timer += dt.0;
} else {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
@ -1204,7 +1278,10 @@ impl<'a> AgentData<'a> {
.has_skill(Skill::Hammer(HammerSkill::UnlockLeap))
&& agent.action_timer > 5.0
{
controller.inputs.ability3.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
agent.action_timer = 0.0;
} else {
agent.action_timer += dt.0;
@ -1212,7 +1289,16 @@ impl<'a> AgentData<'a> {
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
}
@ -1220,7 +1306,10 @@ impl<'a> AgentData<'a> {
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller.inputs.roll.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Roll,
target: None,
});
}
} else {
agent.target = None;
@ -1236,12 +1325,18 @@ impl<'a> AgentData<'a> {
&& agent.action_timer < 2.0
&& self.energy.current() > 600
{
controller.inputs.ability3.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
agent.action_timer += dt.0;
} else if agent.action_timer > 2.0 {
agent.action_timer = 0.0;
} else {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
@ -1259,7 +1354,10 @@ impl<'a> AgentData<'a> {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
if agent.action_timer > 4.0 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer = 0.0;
} else {
agent.action_timer += dt.0;
@ -1267,7 +1365,16 @@ impl<'a> AgentData<'a> {
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
}
@ -1275,7 +1382,10 @@ impl<'a> AgentData<'a> {
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller.inputs.roll.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Roll,
target: None,
});
}
} else {
agent.target = None;
@ -1285,7 +1395,10 @@ impl<'a> AgentData<'a> {
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < (2.0 * min_attack_dist * self.scale).powi(2)
{
controller.inputs.roll.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Roll,
target: None,
});
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
@ -1305,10 +1418,15 @@ impl<'a> AgentData<'a> {
.unwrap_or_else(Vec2::zero)
* speed;
if agent.action_timer > 4.0 {
controller.inputs.secondary.set_state(false);
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
agent.action_timer = 0.0;
} else if agent.action_timer > 2.0 && self.energy.current() > 300 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer += dt.0;
} else if self
.stats
@ -1317,18 +1435,37 @@ impl<'a> AgentData<'a> {
&& self.energy.current() > 400
&& thread_rng().gen_bool(0.8)
{
controller.inputs.secondary.set_state(false);
controller.inputs.ability3.set_state(true);
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
agent.action_timer += dt.0;
} else {
controller.inputs.secondary.set_state(false);
controller.inputs.primary.set_state(true);
controller
.actions
.push(ControlAction::CancelInput(InputKind::Secondary));
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
}
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
}
@ -1336,7 +1473,10 @@ impl<'a> AgentData<'a> {
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller.inputs.roll.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Roll,
target: None,
});
}
} else if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
if let Some((bearing, speed)) = agent.chaser.chase(
@ -1351,7 +1491,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1362,7 +1511,10 @@ impl<'a> AgentData<'a> {
if self.body.map(|b| b.is_humanoid()).unwrap_or(false)
&& dist_sqrd < (min_attack_dist * self.scale).powi(2)
{
controller.inputs.roll.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Roll,
target: None,
});
} else if dist_sqrd < (5.0 * min_attack_dist * self.scale).powi(2) {
if agent.action_timer < 1.5 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
@ -1388,11 +1540,20 @@ impl<'a> AgentData<'a> {
&& self.energy.current() > 800
&& thread_rng().gen::<f32>() > 0.8
{
controller.inputs.ability3.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
} else if self.energy.current() > 10 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
} else {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
@ -1412,11 +1573,23 @@ impl<'a> AgentData<'a> {
.try_normalized()
.unwrap_or_else(Vec2::zero)
* speed;
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
}
@ -1424,7 +1597,10 @@ impl<'a> AgentData<'a> {
&& dist_sqrd < 16.0f32.powi(2)
&& thread_rng().gen::<f32>() < 0.02
{
controller.inputs.roll.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Roll,
target: None,
});
}
} else if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
if let Some((bearing, speed)) = agent.chaser.chase(
@ -1439,7 +1615,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1451,10 +1636,17 @@ impl<'a> AgentData<'a> {
// 2.0 is temporary correction factor to allow them to melee with their
// large hitbox
controller.inputs.move_dir = Vec2::zero();
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if self.vel.0.is_approx_zero() {
controller.inputs.ability3.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
}
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
@ -1470,7 +1662,10 @@ impl<'a> AgentData<'a> {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
if agent.action_timer > 5.0 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer = 0.0;
} else {
agent.action_timer += dt.0;
@ -1478,7 +1673,16 @@ impl<'a> AgentData<'a> {
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
}
@ -1493,7 +1697,10 @@ impl<'a> AgentData<'a> {
if dist_sqrd < (min_attack_dist * self.scale).powi(2) && thread_rng().gen_bool(0.5)
{
controller.inputs.move_dir = Vec2::zero();
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
} else if dist_sqrd < (radius as f32 * min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = (self.pos.0 - tgt_pos.0)
.xy()
@ -1510,7 +1717,10 @@ impl<'a> AgentData<'a> {
.unwrap_or_else(Vec2::unit_y);
agent.action_timer += dt.0;
} else if agent.action_timer < circle_time as f32 + 0.5 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer += dt.0;
} else if agent.action_timer < 2.0 * circle_time as f32 + 0.5 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
@ -1520,7 +1730,10 @@ impl<'a> AgentData<'a> {
.unwrap_or_else(Vec2::unit_y);
agent.action_timer += dt.0;
} else if agent.action_timer < 2.0 * circle_time as f32 + 1.0 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer += dt.0;
} else {
agent.action_timer = 0.0;
@ -1538,7 +1751,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1551,7 +1773,10 @@ impl<'a> AgentData<'a> {
.xy()
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
@ -1583,13 +1808,34 @@ impl<'a> AgentData<'a> {
* speed;
agent.action_timer += dt.0;
}
controller.inputs.secondary.set_state(true);
controller.inputs.jump.set_state(bearing.z > 1.5);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1602,13 +1848,21 @@ impl<'a> AgentData<'a> {
Tactic::TailSlap => {
if dist_sqrd < (1.5 * min_attack_dist * self.scale).powi(2) {
if agent.action_timer > 4.0 {
controller.inputs.primary.set_state(false);
controller
.actions
.push(ControlAction::CancelInput(InputKind::Primary));
agent.action_timer = 0.0;
} else if agent.action_timer > 1.0 {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
} else {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer += dt.0;
}
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
@ -1629,7 +1883,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1639,11 +1902,17 @@ impl<'a> AgentData<'a> {
Tactic::QuadLowQuick => {
if dist_sqrd < (1.5 * min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
} else if dist_sqrd < (3.0 * min_attack_dist * self.scale).powi(2)
&& dist_sqrd > (2.0 * min_attack_dist * self.scale).powi(2)
{
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
.xy()
.rotated_z(-0.47 * PI)
@ -1662,7 +1931,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1675,10 +1953,16 @@ impl<'a> AgentData<'a> {
if agent.action_timer > 5.0 {
agent.action_timer = 0.0;
} else if agent.action_timer > 2.0 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer += dt.0;
} else {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
}
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
@ -1694,7 +1978,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1704,9 +1997,15 @@ impl<'a> AgentData<'a> {
Tactic::QuadMedJump => {
if dist_sqrd < (1.5 * min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
} else if dist_sqrd < (5.0 * min_attack_dist * self.scale).powi(2) {
controller.inputs.ability3.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
@ -1719,13 +2018,25 @@ impl<'a> AgentData<'a> {
},
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
} else {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
}
@ -1737,10 +2048,16 @@ impl<'a> AgentData<'a> {
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = Vec2::zero();
if agent.action_timer < 2.0 {
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
agent.action_timer += dt.0;
} else if agent.action_timer < 3.0 {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
} else {
agent.action_timer = 0.0;
@ -1758,7 +2075,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1768,7 +2094,10 @@ impl<'a> AgentData<'a> {
Tactic::Lavadrake | Tactic::QuadLowBeam => {
if dist_sqrd < (2.5 * min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller.inputs.secondary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Secondary,
target: None,
});
} else if dist_sqrd < (7.0 * min_attack_dist * self.scale).powi(2) {
if agent.action_timer < 2.0 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
@ -1776,7 +2105,10 @@ impl<'a> AgentData<'a> {
.rotated_z(0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
} else if agent.action_timer < 4.0 {
controller.inputs.move_dir = (tgt_pos.0 - self.pos.0)
@ -1784,10 +2116,16 @@ impl<'a> AgentData<'a> {
.rotated_z(-0.47 * PI)
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
agent.action_timer += dt.0;
} else if agent.action_timer < 6.0 {
controller.inputs.ability3.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(0),
target: None,
});
agent.action_timer += dt.0;
} else {
agent.action_timer = 0.0;
@ -1805,7 +2143,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1815,7 +2162,10 @@ impl<'a> AgentData<'a> {
Tactic::Theropod => {
if dist_sqrd < (2.0 * min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
} else if dist_sqrd < MAX_CHASE_DIST.powi(2) {
if let Some((bearing, speed)) = agent.chaser.chase(
&*terrain,
@ -1829,7 +2179,16 @@ impl<'a> AgentData<'a> {
) {
controller.inputs.move_dir =
bearing.xy().try_normalized().unwrap_or_else(Vec2::zero) * speed;
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
} else {
@ -1838,7 +2197,10 @@ impl<'a> AgentData<'a> {
},
Tactic::Turret => {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
} else {
agent.target = None;
}
@ -1846,7 +2208,10 @@ impl<'a> AgentData<'a> {
Tactic::FixedTurret => {
controller.inputs.look_dir = self.ori.look_dir();
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
} else {
agent.target = None;
}
@ -1860,7 +2225,10 @@ impl<'a> AgentData<'a> {
.unwrap_or_default(),
);
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.inputs.primary.set_state(true);
controller.actions.push(ControlAction::StartInput {
input: InputKind::Primary,
target: None,
});
} else {
agent.target = None;
}
@ -1888,7 +2256,16 @@ impl<'a> AgentData<'a> {
let dist_sqrd = self.pos.0.distance_squared(tgt_pos.0);
controller.inputs.move_dir = bearing.xy().try_normalized().unwrap_or_else(Vec2::zero)
* speed.min(0.2 + (dist_sqrd - AVG_FOLLOW_DIST.powi(2)) / 8.0);
controller.inputs.jump.set_state(bearing.z > 1.5);
if bearing.z > 1.5 {
controller.actions.push(ControlAction::StartInput {
input: InputKind::Jump,
target: None,
});
} else {
controller
.actions
.push(ControlAction::CancelInput(InputKind::Jump))
}
controller.inputs.move_z = bearing.z;
}
}

View File

@ -3,7 +3,7 @@ use crate::audio::sfx::SfxEvent;
use common::{
comp::{
inventory::loadout_builder::LoadoutBuilder, item::tool::ToolKind, CharacterAbilityType,
CharacterState, Item,
CharacterState, InputKind, Item,
},
states,
};
@ -137,7 +137,6 @@ fn matches_ability_stage() {
stage: 1,
timer: Duration::default(),
stage_section: states::utils::StageSection::Swing,
next_stage: false,
}),
&PreviousEntityState {
event: SfxEvent::Idle,
@ -195,7 +194,6 @@ fn ignores_different_ability_stage() {
stage: 1,
timer: Duration::default(),
stage_section: states::utils::StageSection::Swing,
next_stage: false,
}),
&PreviousEntityState {
event: SfxEvent::Idle,
@ -218,6 +216,6 @@ fn empty_ability_info() -> states::utils::AbilityInfo {
states::utils::AbilityInfo {
tool: None,
hand: None,
key: states::utils::AbilityKey::Mouse1,
input: InputKind::Primary,
}
}

View File

@ -117,9 +117,6 @@ impl From<&crate::settings::GamepadSettings> for ControllerSettings {
map.entry(settings.game_buttons.sneak)
.or_default()
.push(GameInput::Sneak);
/*map.entry(settings.game_buttons.wall_leap)
.or_default()
.push(GameInput::WallLeap);*/
map.entry(settings.game_buttons.toggle_lantern)
.or_default()
.push(GameInput::ToggleLantern);
@ -177,9 +174,6 @@ impl From<&crate::settings::GamepadSettings> for ControllerSettings {
map.entry(settings.game_buttons.swap_loadout)
.or_default()
.push(GameInput::SwapLoadout);
/*map.entry(settings.game_buttons.charge)
.or_default()
.push(GameInput::Charge);*/
map
},
menu_button_map: {

View File

@ -10,16 +10,7 @@ pub struct KeyState {
pub swim_up: bool,
pub swim_down: bool,
pub fly: bool,
pub toggle_wield: bool,
pub toggle_glide: bool,
pub toggle_lantern: bool,
pub toggle_sit: bool,
pub toggle_sneak: bool,
pub toggle_dance: bool,
pub auto_walk: bool,
pub swap_loadout: bool,
pub respawn: bool,
pub interact: bool,
pub trade: bool,
pub analog_matrix: Vec2<f32>,
}
@ -36,16 +27,7 @@ impl Default for KeyState {
swim_up: false,
swim_down: false,
fly: false,
toggle_wield: false,
toggle_glide: false,
toggle_lantern: false,
toggle_sit: false,
toggle_sneak: false,
toggle_dance: false,
auto_walk: false,
swap_loadout: false,
respawn: false,
interact: false,
trade: false,
analog_matrix: Vec2::zero(),
}

View File

@ -1,4 +1,4 @@
use std::{cell::RefCell, rc::Rc, time::Duration};
use std::{cell::RefCell, collections::HashSet, rc::Rc, time::Duration};
use ordered_float::OrderedFloat;
use specs::{Join, WorldExt};
@ -10,8 +10,8 @@ use common::{
assets::AssetExt,
comp,
comp::{
inventory::slot::Slot, invite::InviteKind, ChatMsg, ChatType, InventoryUpdateEvent, Pos,
Vel,
inventory::slot::Slot, invite::InviteKind, ChatMsg, ChatType, InputKind,
InventoryUpdateEvent, Pos, Vel,
},
consts::{MAX_MOUNT_RANGE, MAX_PICKUP_RANGE},
outcome::Outcome,
@ -61,6 +61,7 @@ pub struct SessionState {
hud: Hud,
key_state: KeyState,
inputs: comp::ControllerInputs,
inputs_state: HashSet<GameInput>,
selected_block: Block,
walk_forward_dir: Vec2<f32>,
walk_right_dir: Vec2<f32>,
@ -96,6 +97,7 @@ impl SessionState {
client,
key_state: KeyState::default(),
inputs: comp::ControllerInputs::default(),
inputs_state: HashSet::new(),
hud,
selected_block: Block::new(BlockKind::Misc, Rgb::broadcast(255)),
walk_forward_dir,
@ -124,7 +126,6 @@ impl SessionState {
outcomes: &mut Vec<Outcome>,
) -> Result<TickAction, Error> {
span!(_guard, "tick", "Session::tick");
self.inputs.tick(dt);
let mut client = self.client.borrow_mut();
for event in client.tick(self.inputs.clone(), dt, crate::ecs::sys::add_local_systems)? {
@ -349,313 +350,300 @@ impl PlayState for SessionState {
Event::Close => {
return PlayStateResult::Shutdown;
},
Event::InputUpdate(GameInput::Primary, state) => {
// If we can build, use LMB to break blocks, if not, use it to attack
let mut client = self.client.borrow_mut();
if state && can_build {
if let Some(select_pos) = select_pos {
client.remove_block(select_pos);
}
} else {
self.inputs.primary.set_state(state);
}
},
Event::InputUpdate(GameInput::Secondary, state) => {
self.inputs.secondary.set_state(false); // To be changed later on
let mut client = self.client.borrow_mut();
if state && can_build {
if let Some(build_pos) = build_pos {
client.place_block(build_pos, self.selected_block);
}
} else {
self.inputs.secondary.set_state(state);
}
},
Event::InputUpdate(GameInput::Roll, state) => {
let client = self.client.borrow();
if can_build {
if state {
if let Some(block) = select_pos
.and_then(|sp| client.state().terrain().get(sp).ok().copied())
{
self.selected_block = block;
}
}
} else {
self.inputs.roll.set_state(state);
}
},
Event::InputUpdate(GameInput::Respawn, state)
if state != self.key_state.respawn =>
Event::InputUpdate(input, state)
if state != self.inputs_state.contains(&input) =>
{
self.stop_auto_walk();
self.key_state.respawn = state;
if state {
self.client.borrow_mut().respawn();
if !self.inputs_state.insert(input) {
self.inputs_state.remove(&input);
}
}
Event::InputUpdate(GameInput::Jump, state) => {
self.inputs.jump.set_state(state);
},
Event::InputUpdate(GameInput::SwimUp, state) => {
self.key_state.swim_up = state;
},
Event::InputUpdate(GameInput::SwimDown, state) => {
self.key_state.swim_down = state;
},
Event::InputUpdate(GameInput::Sit, state)
if state != self.key_state.toggle_sit =>
{
self.key_state.toggle_sit = state;
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_sit();
}
}
Event::InputUpdate(GameInput::Dance, state)
if state != self.key_state.toggle_dance =>
{
self.key_state.toggle_dance = state;
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_dance();
}
}
Event::InputUpdate(GameInput::Sneak, state)
if state != self.key_state.toggle_sneak =>
{
self.key_state.toggle_sneak = state;
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_sneak();
}
}
Event::InputUpdate(GameInput::MoveForward, state) => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.up = state
},
Event::InputUpdate(GameInput::MoveBack, state) => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.down = state
},
Event::InputUpdate(GameInput::MoveLeft, state) => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.left = state
},
Event::InputUpdate(GameInput::MoveRight, state) => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.right = state
},
Event::InputUpdate(GameInput::Glide, state)
if state != self.key_state.toggle_glide =>
{
self.key_state.toggle_glide = state;
if state {
self.client.borrow_mut().toggle_glide();
}
}
Event::InputUpdate(GameInput::Fly, state) => {
self.key_state.fly ^= state;
},
Event::InputUpdate(GameInput::Climb, state) => {
self.key_state.climb_up = state;
},
Event::InputUpdate(GameInput::ClimbDown, state) => {
self.key_state.climb_down = state;
},
/*Event::InputUpdate(GameInput::WallLeap, state) => {
self.inputs.wall_leap.set_state(state)
},*/
Event::InputUpdate(GameInput::ToggleWield, state)
if state != self.key_state.toggle_wield =>
{
self.key_state.toggle_wield = state;
if state {
self.client.borrow_mut().toggle_wield();
}
}
Event::InputUpdate(GameInput::SwapLoadout, state)
if state != self.key_state.swap_loadout =>
{
self.key_state.swap_loadout = state;
if state {
self.client.borrow_mut().swap_loadout();
}
}
Event::InputUpdate(GameInput::ToggleLantern, true) => {
let mut client = self.client.borrow_mut();
if client.is_lantern_enabled() {
client.disable_lantern();
} else {
client.enable_lantern();
}
},
Event::InputUpdate(GameInput::Mount, true) => {
let mut client = self.client.borrow_mut();
if client.is_mounted() {
client.unmount();
} else {
let player_pos = client
.state()
.read_storage::<comp::Pos>()
.get(client.entity())
.copied();
if let Some(player_pos) = player_pos {
// Find closest mountable entity
let closest_mountable_entity = (
&client.state().ecs().entities(),
&client.state().ecs().read_storage::<comp::Pos>(),
&client.state().ecs().read_storage::<comp::MountState>(),
)
.join()
.filter(|(entity, _, mount_state)| {
*entity != client.entity()
&& **mount_state == comp::MountState::Unmounted
})
.map(|(entity, pos, _)| {
(entity, player_pos.0.distance_squared(pos.0))
})
.filter(|(_, dist_sqr)| *dist_sqr < MAX_MOUNT_RANGE.powi(2))
.min_by_key(|(_, dist_sqr)| OrderedFloat(*dist_sqr));
if let Some((mountee_entity, _)) = closest_mountable_entity {
client.mount(mountee_entity);
}
}
}
},
Event::InputUpdate(GameInput::Interact, state)
if state != self.key_state.interact =>
{
self.key_state.interact = state;
if state {
if let Some(interactable) = self.interactable {
match input {
GameInput::Primary => {
// If we can build, use LMB to break blocks, if not, use it to
// attack
let mut client = self.client.borrow_mut();
match interactable {
Interactable::Block(block, pos) => {
if block.is_collectible() {
client.collect_block(pos);
}
},
Interactable::Entity(entity) => {
if client
.state()
.ecs()
.read_storage::<comp::Item>()
.get(entity)
.is_some()
{
client.pick_up(entity);
} else {
client.npc_interact(entity);
}
},
if state && can_build {
if let Some(select_pos) = select_pos {
client.remove_block(select_pos);
}
} else {
client.handle_input(InputKind::Primary, state);
}
}
}
}
Event::InputUpdate(GameInput::Trade, state)
if state != self.key_state.trade =>
{
self.key_state.trade = state;
if state {
if let Some(interactable) = self.interactable {
},
GameInput::Secondary => {
let mut client = self.client.borrow_mut();
match interactable {
Interactable::Block(_, _) => {},
Interactable::Entity(entity) => {
if let Some(uid) =
client.state().ecs().uid_from_entity(entity)
{
let name = client
.player_list()
.get(&uid)
.map(|info| info.player_alias.clone())
.unwrap_or_else(|| format!("<entity {:?}>", uid));
let msg = global_state
.i18n
.read()
.get("hud.trade.invite_sent")
.replace("{playername}", &name);
self.hud.new_message(ChatType::Meta.chat_msg(msg));
client.send_invite(uid, InviteKind::Trade)
};
},
if state && can_build {
if let Some(build_pos) = build_pos {
client.place_block(build_pos, self.selected_block);
}
} else {
client.handle_input(InputKind::Secondary, state);
}
}
}
}
/*Event::InputUpdate(GameInput::Charge, state) => {
self.inputs.charge.set_state(state);
},*/
Event::InputUpdate(GameInput::FreeLook, state) => {
match (global_state.settings.gameplay.free_look_behavior, state) {
(PressBehavior::Toggle, true) => {
self.free_look = !self.free_look;
self.hud.free_look(self.free_look);
},
(PressBehavior::Hold, state) => {
self.free_look = state;
self.hud.free_look(self.free_look);
GameInput::Roll => {
let mut client = self.client.borrow_mut();
if can_build {
if state {
if let Some(block) = select_pos.and_then(|sp| {
client.state().terrain().get(sp).ok().copied()
}) {
self.selected_block = block;
}
}
} else {
client.handle_input(InputKind::Roll, state);
}
},
_ => {},
};
},
Event::InputUpdate(GameInput::AutoWalk, state) => {
match (global_state.settings.gameplay.auto_walk_behavior, state) {
(PressBehavior::Toggle, true) => {
self.auto_walk = !self.auto_walk;
self.key_state.auto_walk = self.auto_walk;
self.hud.auto_walk(self.auto_walk);
GameInput::Respawn => {
self.stop_auto_walk();
if state {
self.client.borrow_mut().respawn();
}
},
(PressBehavior::Hold, state) => {
self.auto_walk = state;
self.key_state.auto_walk = self.auto_walk;
self.hud.auto_walk(self.auto_walk);
GameInput::Jump => {
let mut client = self.client.borrow_mut();
client.handle_input(InputKind::Jump, state);
},
GameInput::SwimUp => {
self.key_state.swim_up = state;
},
GameInput::SwimDown => {
self.key_state.swim_down = state;
},
GameInput::Sit => {
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_sit();
}
},
GameInput::Dance => {
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_dance();
}
},
GameInput::Sneak => {
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_sneak();
}
},
GameInput::MoveForward => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.up = state
},
GameInput::MoveBack => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.down = state
},
GameInput::MoveLeft => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.left = state
},
GameInput::MoveRight => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.right = state
},
GameInput::Glide => {
if state {
self.client.borrow_mut().toggle_glide();
}
},
GameInput::Fly => {
// Not sure where to put comment, but I noticed when testing flight
// Syncing of inputs between mounter and mountee broke with
// controller change
self.key_state.fly ^= state;
let mut client = self.client.borrow_mut();
client.handle_input(InputKind::Fly, self.key_state.fly);
},
GameInput::Climb => {
self.key_state.climb_up = state;
},
GameInput::ClimbDown => {
self.key_state.climb_down = state;
},
GameInput::ToggleWield => {
if state {
self.client.borrow_mut().toggle_wield();
}
},
GameInput::SwapLoadout => {
if state {
self.client.borrow_mut().swap_loadout();
}
},
GameInput::ToggleLantern if state => {
let mut client = self.client.borrow_mut();
if client.is_lantern_enabled() {
client.disable_lantern();
} else {
client.enable_lantern();
}
},
GameInput::Mount if state => {
let mut client = self.client.borrow_mut();
if client.is_mounted() {
client.unmount();
} else {
let player_pos = client
.state()
.read_storage::<comp::Pos>()
.get(client.entity())
.copied();
if let Some(player_pos) = player_pos {
// Find closest mountable entity
let closest_mountable_entity = (
&client.state().ecs().entities(),
&client.state().ecs().read_storage::<comp::Pos>(),
&client
.state()
.ecs()
.read_storage::<comp::MountState>(),
)
.join()
.filter(|(entity, _, mount_state)| {
*entity != client.entity()
&& **mount_state == comp::MountState::Unmounted
})
.map(|(entity, pos, _)| {
(entity, player_pos.0.distance_squared(pos.0))
})
.filter(|(_, dist_sqr)| {
*dist_sqr < MAX_MOUNT_RANGE.powi(2)
})
.min_by_key(|(_, dist_sqr)| OrderedFloat(*dist_sqr));
if let Some((mountee_entity, _)) = closest_mountable_entity
{
client.mount(mountee_entity);
}
}
}
},
GameInput::Interact => {
if state {
if let Some(interactable) = self.interactable {
let mut client = self.client.borrow_mut();
match interactable {
Interactable::Block(block, pos) => {
if block.is_collectible() {
client.collect_block(pos);
}
},
Interactable::Entity(entity) => {
if client
.state()
.ecs()
.read_storage::<comp::Item>()
.get(entity)
.is_some()
{
client.pick_up(entity);
} else {
client.npc_interact(entity);
}
},
}
}
}
},
GameInput::Trade => {
if state {
if let Some(interactable) = self.interactable {
let mut client = self.client.borrow_mut();
match interactable {
Interactable::Block(_, _) => {},
Interactable::Entity(entity) => {
if let Some(uid) =
client.state().ecs().uid_from_entity(entity)
{
let name = client
.player_list()
.get(&uid)
.map(|info| info.player_alias.clone())
.unwrap_or_else(|| {
format!("<entity {:?}>", uid)
});
let msg = global_state
.i18n
.read()
.get("hud.trade.invite_sent")
.replace("{playername}", &name);
self.hud
.new_message(ChatType::Meta.chat_msg(msg));
client.send_invite(uid, InviteKind::Trade)
};
},
}
}
}
},
GameInput::FreeLook => {
match (global_state.settings.gameplay.free_look_behavior, state) {
(PressBehavior::Toggle, true) => {
self.free_look = !self.free_look;
self.hud.free_look(self.free_look);
},
(PressBehavior::Hold, state) => {
self.free_look = state;
self.hud.free_look(self.free_look);
},
_ => {},
};
},
GameInput::AutoWalk => {
match (global_state.settings.gameplay.auto_walk_behavior, state) {
(PressBehavior::Toggle, true) => {
self.auto_walk = !self.auto_walk;
self.key_state.auto_walk = self.auto_walk;
self.hud.auto_walk(self.auto_walk);
},
(PressBehavior::Hold, state) => {
self.auto_walk = state;
self.key_state.auto_walk = self.auto_walk;
self.hud.auto_walk(self.auto_walk);
},
_ => {},
}
},
GameInput::CycleCamera if state => {
// Prevent accessing camera modes which aren't available in
// multiplayer unless you are an
// admin. This is an easily bypassed clientside check.
// The server should do its own filtering of which entities are sent
// to clients to prevent abuse.
let camera = self.scene.camera_mut();
camera.next_mode(self.client.borrow().is_admin());
},
GameInput::Select => {
if !state {
self.selected_entity =
self.target_entity.map(|e| (e, std::time::Instant::now()));
}
},
GameInput::AcceptGroupInvite if state => {
let mut client = self.client.borrow_mut();
if client.invite().is_some() {
client.accept_invite();
}
},
GameInput::DeclineGroupInvite if state => {
let mut client = self.client.borrow_mut();
if client.invite().is_some() {
client.decline_invite();
}
},
_ => {},
}
},
Event::InputUpdate(GameInput::CycleCamera, true) => {
// Prevent accessing camera modes which aren't available in multiplayer
// unless you are an admin. This is an easily bypassed clientside check.
// The server should do its own filtering of which entities are sent to
// clients to prevent abuse.
let camera = self.scene.camera_mut();
camera.next_mode(self.client.borrow().is_admin());
},
Event::InputUpdate(GameInput::Select, state) => {
if !state {
self.selected_entity =
self.target_entity.map(|e| (e, std::time::Instant::now()));
}
},
Event::InputUpdate(GameInput::AcceptGroupInvite, true) => {
let mut client = self.client.borrow_mut();
if client.invite().is_some() {
client.accept_invite();
}
},
Event::InputUpdate(GameInput::DeclineGroupInvite, true) => {
let mut client = self.client.borrow_mut();
if client.invite().is_some() {
client.decline_invite();
}
},
}
Event::AnalogGameInput(input) => match input {
AnalogGameInput::MovementX(v) => {
self.key_state.analog_matrix.x = v;
@ -739,7 +727,6 @@ impl PlayState for SessionState {
};
self.inputs.climb = self.key_state.climb();
self.inputs.fly.set_state(self.key_state.fly);
self.inputs.move_z =
self.key_state.swim_up as i32 as f32 - self.key_state.swim_down as i32 as f32;
@ -1232,8 +1219,14 @@ impl PlayState for SessionState {
let mut client = self.client.borrow_mut();
client.perform_trade_action(action);
},
HudEvent::Ability3(state) => self.inputs.ability3.set_state(state),
HudEvent::Ability4(state) => self.inputs.ability4.set_state(state),
HudEvent::Ability3(state) => {
let mut client = self.client.borrow_mut();
client.handle_input(InputKind::Ability(0), state);
},
HudEvent::Ability4(state) => {
let mut client = self.client.borrow_mut();
client.handle_input(InputKind::Ability(1), state);
},
HudEvent::ChangeFOV(new_fov) => {
global_state.settings.graphics.fov = new_fov;
global_state.settings.save_to_file_warn();

View File

@ -138,7 +138,6 @@ impl ControlSettings {
GameInput::SwimDown => KeyMouse::Key(VirtualKeyCode::LShift),
GameInput::Fly => KeyMouse::Key(VirtualKeyCode::H),
GameInput::Sneak => KeyMouse::Key(VirtualKeyCode::LControl),
//GameInput::WallLeap => MIDDLE_CLICK_KEY,
GameInput::ToggleLantern => KeyMouse::Key(VirtualKeyCode::G),
GameInput::Mount => KeyMouse::Key(VirtualKeyCode::F),
GameInput::Map => KeyMouse::Key(VirtualKeyCode::M),
@ -158,7 +157,6 @@ impl ControlSettings {
GameInput::Respawn => KeyMouse::Key(VirtualKeyCode::Space),
GameInput::Interact => KeyMouse::Key(VirtualKeyCode::E),
GameInput::ToggleWield => KeyMouse::Key(VirtualKeyCode::T),
//GameInput::Charge => KeyMouse::Key(VirtualKeyCode::Key1),
GameInput::FreeLook => KeyMouse::Key(VirtualKeyCode::L),
GameInput::AutoWalk => KeyMouse::Key(VirtualKeyCode::Period),
GameInput::CycleCamera => KeyMouse::Key(VirtualKeyCode::Key0),
@ -257,7 +255,6 @@ pub mod con_settings {
pub swimup: Button,
pub swimdown: Button,
pub sneak: Button,
//pub wall_leap: Button,
pub toggle_lantern: Button,
pub mount: Button,
pub map: Button,
@ -279,7 +276,6 @@ pub mod con_settings {
pub interact: Button,
pub toggle_wield: Button,
pub swap_loadout: Button,
//pub charge: Button,
}
#[derive(Clone, Debug, Serialize, Deserialize)]
@ -349,7 +345,6 @@ pub mod con_settings {
swimup: Button::Simple(GilButton::South),
swimdown: Button::Simple(GilButton::East),
sneak: Button::Simple(GilButton::East),
//wall_leap: Button::Simple(GilButton::Unknown),
toggle_lantern: Button::Simple(GilButton::DPadLeft),
mount: Button::Simple(GilButton::North),
map: Button::Simple(GilButton::Select),
@ -371,7 +366,6 @@ pub mod con_settings {
interact: Button::Simple(GilButton::North),
toggle_wield: Button::Simple(GilButton::West),
swap_loadout: Button::Simple(GilButton::LeftThumb),
//charge: Button::Simple(GilButton::Unknown),
}
}
}

View File

@ -46,7 +46,6 @@ pub enum GameInput {
SwimDown,
Fly,
Sneak,
//WallLeap,
ToggleLantern,
Mount,
Chat,
@ -69,7 +68,6 @@ pub enum GameInput {
Respawn,
Interact,
ToggleWield,
//Charge,
SwapLoadout,
FreeLook,
AutoWalk,
@ -99,7 +97,6 @@ impl GameInput {
GameInput::SwimDown => "gameinput.swimdown",
GameInput::Fly => "gameinput.fly",
GameInput::Sneak => "gameinput.sneak",
//GameInput::WallLeap => "gameinput.wallleap",
GameInput::ToggleLantern => "gameinput.togglelantern",
GameInput::Mount => "gameinput.mount",
GameInput::Chat => "gameinput.chat",
@ -123,7 +120,6 @@ impl GameInput {
GameInput::Respawn => "gameinput.respawn",
GameInput::Interact => "gameinput.interact",
GameInput::ToggleWield => "gameinput.togglewield",
//GameInput::Charge => "gameinput.charge",
GameInput::FreeLook => "gameinput.freelook",
GameInput::AutoWalk => "gameinput.autowalk",
GameInput::Slot1 => "gameinput.slot1",