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Add more components in /body
* Add mass * Add density * Add collider. This one is strange as always, I don't know what's wrong, but debug hitbox changes only after death. Real one seems to work.
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@ -27,7 +27,7 @@ use specs::{Component, DerefFlaggedStorage};
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use strum::Display;
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use vek::*;
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use super::{BuffKind, Density, Mass};
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use super::{BuffKind, Collider, Density, Mass};
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make_case_elim!(
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body,
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@ -567,6 +567,23 @@ impl Body {
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}
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}
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// Body collider
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pub fn collider(&self) -> Collider {
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if let Body::Ship(ship) = self {
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ship.make_collider()
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} else {
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let (p0, p1, radius) = self.sausage();
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Collider::CapsulePrism {
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p0,
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p1,
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radius,
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z_min: 0.0,
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z_max: self.height(),
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}
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}
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}
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// How far away other entities should try to be. Will be added upon the other
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// entity's spacing_radius. So an entity with 2.0 and an entity with 3.0 will
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// lead to that both entities will try to keep 5.0 units away from each
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@ -3715,11 +3715,10 @@ fn handle_body(
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) -> CmdResult<()> {
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if let Some(npc::NpcBody(_id, mut body)) = parse_cmd_args!(args, npc::NpcBody) {
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let body = body();
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let ecs = &server.state.ecs();
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let mut bodies = ecs.write_storage::<comp::Body>();
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if let Some(mut target_body) = bodies.get_mut(target) {
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*target_body = body;
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}
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insert_or_replace_component(server, target, body, "body")?;
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insert_or_replace_component(server, target, body.mass(), "mass")?;
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insert_or_replace_component(server, target, body.density(), "density")?;
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insert_or_replace_component(server, target, body.collider(), "collider")?;
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Ok(())
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} else {
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Err(action.help_string())
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@ -241,10 +241,7 @@ impl StateExt for State {
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)
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.with(body.mass())
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.with(body.density())
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.with(match body {
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comp::Body::Ship(ship) => ship.make_collider(),
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_ => capsule(&body),
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})
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.with(body.collider())
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.with(comp::Controller::default())
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.with(body)
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.with(comp::Energy::new(
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@ -275,7 +272,7 @@ impl StateExt for State {
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.with(comp::Ori::default())
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.with(body.mass())
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.with(body.density())
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.with(capsule(&body))
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.with(body.collider())
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.with(body)
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}
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@ -290,7 +287,7 @@ impl StateExt for State {
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.with(item_drop.orientation(&mut thread_rng()))
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.with(item_drop.mass())
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.with(item_drop.density())
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.with(capsule(&body))
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.with(body.collider())
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.with(body)
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}
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@ -352,7 +349,7 @@ impl StateExt for State {
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if projectile.is_point {
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projectile_base = projectile_base.with(comp::Collider::Point)
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} else {
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projectile_base = projectile_base.with(capsule(&body))
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projectile_base = projectile_base.with(body.collider())
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}
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projectile_base.with(projectile).with(body)
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@ -425,7 +422,10 @@ impl StateExt for State {
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.with(pos)
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.with(comp::Vel(Vec3::zero()))
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.with(comp::Ori::default())
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.with(capsule(&object.into()))
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.with({
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let body: comp::Body = object.into();
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body.collider()
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})
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.with(comp::Body::Object(object))
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.with(comp::Mass(100.0))
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// .with(comp::Sticky)
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@ -577,7 +577,7 @@ impl StateExt for State {
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// and we call nothing that can delete it in any of the subsequent
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// commands, so we can assume that all of these calls succeed,
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// justifying ignoring the result of insertion.
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self.write_component_ignore_entity_dead(entity, capsule(&body));
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self.write_component_ignore_entity_dead(entity, body.collider());
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self.write_component_ignore_entity_dead(entity, body);
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self.write_component_ignore_entity_dead(entity, body.mass());
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self.write_component_ignore_entity_dead(entity, body.density());
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@ -1040,15 +1040,3 @@ fn send_to_group(g: &Group, ecs: &specs::World, msg: &comp::ChatMsg) {
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}
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}
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}
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fn capsule(body: &comp::Body) -> comp::Collider {
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let (p0, p1, radius) = body.sausage();
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comp::Collider::CapsulePrism {
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p0,
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p1,
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radius,
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z_min: 0.0,
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z_max: body.height(),
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}
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}
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