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Implemented Flight
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@ -27,6 +27,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Added Dutch translations
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- Buff system
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- Sneaking lets you be closer to enemies without being detected
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- Flight
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### Changed
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@ -460,6 +460,7 @@ magically infused items?"#,
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"gameinput.acceptgroupinvite": "Accept Group Invite",
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"gameinput.declinegroupinvite": "Decline Group Invite",
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"gameinput.crafting": "Crafting",
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"gameinput.fly": "Fly",
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"gameinput.sneak": "Sneak",
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"gameinput.swimdown": "Swim downwards",
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"gameinput.swimup": "Swim upwards",
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@ -175,12 +175,13 @@ pub struct ControllerInputs {
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pub jump: Input,
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pub roll: Input,
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pub glide: Input,
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pub fly: Input, // Flying entities only
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pub wall_leap: Input,
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pub charge: Input,
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pub climb: Option<Climb>,
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pub swimup: Input,
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pub swimdown: Input,
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pub move_dir: Vec2<f32>,
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pub move_z: f32, /* z axis (not combined with move_dir because they may have independent
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* limits) */
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pub look_dir: Dir,
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}
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@ -201,10 +202,9 @@ impl ControllerInputs {
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self.jump.tick(dt);
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self.roll.tick(dt);
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self.glide.tick(dt);
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self.fly.tick(dt);
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self.wall_leap.tick(dt);
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self.charge.tick(dt);
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self.swimup.tick(dt);
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self.swimdown.tick(dt);
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}
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pub fn tick_freshness(&mut self) {
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@ -214,10 +214,9 @@ impl ControllerInputs {
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self.jump.tick_freshness();
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self.roll.tick_freshness();
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self.glide.tick_freshness();
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self.fly.tick_freshness();
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self.wall_leap.tick_freshness();
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self.charge.tick_freshness();
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self.swimup.tick_freshness();
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self.swimdown.tick_freshness();
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}
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/// Updates Controller inputs with new version received from the client
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@ -228,12 +227,12 @@ impl ControllerInputs {
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self.jump.update_with_new(new.jump);
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self.roll.update_with_new(new.roll);
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self.glide.update_with_new(new.glide);
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self.fly.update_with_new(new.fly);
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self.wall_leap.update_with_new(new.wall_leap);
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self.charge.update_with_new(new.charge);
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self.climb = new.climb;
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self.swimup.update_with_new(new.swimup);
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self.swimdown.update_with_new(new.swimdown);
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self.move_dir = new.move_dir;
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self.move_z = new.move_z;
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self.look_dir = new.look_dir;
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}
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@ -94,7 +94,7 @@ impl Route {
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vol: &V,
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pos: Vec3<f32>,
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vel: Vec3<f32>,
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traversal_cfg: TraversalConfig,
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traversal_cfg: &TraversalConfig,
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) -> Option<(Vec3<f32>, f32)>
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where
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V: BaseVol<Vox = Block> + ReadVol,
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@ -364,7 +364,7 @@ impl Chaser {
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} else {
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self.route
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.as_mut()
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.and_then(|(r, _)| r.traverse(vol, pos, vel, traversal_cfg))
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.and_then(|(r, _)| r.traverse(vol, pos, vel, &traversal_cfg))
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}
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} else {
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None
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@ -14,6 +14,7 @@ use vek::*;
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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const BASE_HUMANOID_AIR_ACCEL: f32 = 8.0;
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const BASE_FLIGHT_ACCEL: f32 = 16.0;
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const BASE_HUMANOID_WATER_ACCEL: f32 = 150.0;
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const BASE_HUMANOID_WATER_SPEED: f32 = 180.0;
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// const BASE_HUMANOID_CLIMB_ACCEL: f32 = 10.0;
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@ -65,12 +66,23 @@ impl Body {
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Body::QuadrupedLow(_) => 12.0,
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}
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}
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pub fn can_fly(&self) -> bool {
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match self {
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Body::BirdMedium(_) => true,
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Body::Dragon(_) => true,
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Body::BirdSmall(_) => true,
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_ => false,
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}
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}
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}
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/// Handles updating `Components` to move player based on state of `JoinData`
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pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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if let Some(depth) = data.physics.in_fluid {
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swim_move(data, update, efficiency, depth);
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} else if data.inputs.fly.is_pressed() && !data.physics.on_ground && data.body.can_fly() {
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fly_move(data, update, efficiency);
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} else {
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basic_move(data, update, efficiency);
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}
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@ -171,16 +183,31 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth:
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handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 });
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// Swim
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if data.inputs.swimup.is_pressed() {
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update.vel.0.z = (update.vel.0.z
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+ data.dt.0 * GRAVITY * 4.0 * depth.clamped(0.0, 1.0).powf(3.0))
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+ data.dt.0
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* GRAVITY
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* 4.0
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* data
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.inputs
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.move_z
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.clamped(-1.0, depth.clamped(0.0, 1.0).powf(3.0)))
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.min(BASE_HUMANOID_WATER_SPEED);
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}
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// Swim
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if data.inputs.swimdown.is_pressed() {
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update.vel.0.z =
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(update.vel.0.z + data.dt.0 * GRAVITY * -3.5).min(BASE_HUMANOID_WATER_SPEED);
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}
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/// Updates components to move entity as if it's flying
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fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
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// Update velocity (counteract gravity with lift)
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// TODO: Do this better
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update.vel.0 += Vec3::unit_z() * data.dt.0 * GRAVITY
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+ Vec3::new(
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data.inputs.move_dir.x,
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data.inputs.move_dir.y,
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data.inputs.move_z,
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) * data.dt.0
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* BASE_FLIGHT_ACCEL
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* efficiency;
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handle_orientation(data, update, 1.0);
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}
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/// First checks whether `primary`, `secondary` or `ability3` input is pressed,
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@ -283,8 +283,7 @@ impl<'a> System<'a> for Sys {
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bearing.xy().try_normalized().unwrap_or(Vec2::zero())
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* speed.min(0.2 + (dist - AVG_FOLLOW_DIST) / 8.0);
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inputs.jump.set_state(bearing.z > 1.5);
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inputs.swimup.set_state(bearing.z > 0.5);
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inputs.swimdown.set_state(bearing.z < 0.5);
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inputs.move_z = bearing.z;
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}
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} else {
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do_idle = true;
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@ -388,8 +387,7 @@ impl<'a> System<'a> for Sys {
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* speed
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* 0.2; //Let small/slow animals flee slower than the player
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inputs.jump.set_state(bearing.z > 1.5);
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inputs.swimup.set_state(bearing.z > 0.5);
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inputs.swimdown.set_state(bearing.z < 0.5);
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inputs.move_z = bearing.z;
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}
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} else {
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do_idle = true;
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@ -530,8 +528,7 @@ impl<'a> System<'a> for Sys {
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bearing.xy().try_normalized().unwrap_or(Vec2::zero())
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* speed;
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inputs.jump.set_state(bearing.z > 1.5);
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inputs.swimup.set_state(bearing.z > 0.5);
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inputs.swimdown.set_state(bearing.z < 0.5);
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inputs.move_z = bearing.z;
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}
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}
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@ -13,6 +13,7 @@ use specs::{
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saveload::{Marker, MarkerAllocator},
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Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage,
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};
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use vek::*;
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// const CHARGE_COST: i32 = 200;
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// const ROLL_COST: i32 = 30;
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@ -72,6 +73,7 @@ impl<'a> System<'a> for Sys {
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} else {
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inputs.move_dir
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};
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inputs.move_z = inputs.move_z.clamped(-1.0, 1.0);
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// Process other controller events
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for event in controller.events.drain(..) {
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@ -7,6 +7,9 @@ pub struct KeyState {
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pub down: bool,
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pub climb_up: bool,
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pub climb_down: bool,
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pub swim_up: bool,
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pub swim_down: bool,
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pub fly: bool,
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pub toggle_wield: bool,
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pub toggle_glide: bool,
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pub toggle_lantern: bool,
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@ -29,6 +32,9 @@ impl Default for KeyState {
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down: false,
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climb_up: false,
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climb_down: false,
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swim_up: false,
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swim_down: false,
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fly: false,
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toggle_wield: false,
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toggle_glide: false,
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toggle_lantern: false,
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@ -356,10 +356,10 @@ impl PlayState for SessionState {
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self.inputs.jump.set_state(state);
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},
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Event::InputUpdate(GameInput::SwimUp, state) => {
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self.inputs.swimup.set_state(state);
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self.key_state.swim_up = state;
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},
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Event::InputUpdate(GameInput::SwimDown, state) => {
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self.inputs.swimdown.set_state(state);
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self.key_state.swim_down = state;
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},
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Event::InputUpdate(GameInput::Sit, state)
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if state != self.key_state.toggle_sit =>
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@ -421,6 +421,9 @@ impl PlayState for SessionState {
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self.client.borrow_mut().toggle_glide();
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}
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}
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Event::InputUpdate(GameInput::Fly, state) => {
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self.key_state.fly ^= state;
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},
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Event::InputUpdate(GameInput::Climb, state) => {
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self.key_state.climb_up = state;
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},
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@ -656,6 +659,9 @@ impl PlayState for SessionState {
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};
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self.inputs.climb = self.key_state.climb();
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self.inputs.fly.set_state(self.key_state.fly);
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self.inputs.move_z =
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self.key_state.swim_up as i32 as f32 - self.key_state.swim_down as i32 as f32;
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let mut outcomes = Vec::new();
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@ -136,6 +136,7 @@ impl ControlSettings {
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GameInput::ClimbDown => KeyMouse::Key(VirtualKeyCode::LControl),
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GameInput::SwimUp => KeyMouse::Key(VirtualKeyCode::Space),
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GameInput::SwimDown => KeyMouse::Key(VirtualKeyCode::LShift),
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GameInput::Fly => KeyMouse::Key(VirtualKeyCode::F),
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GameInput::Sneak => KeyMouse::Key(VirtualKeyCode::LControl),
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//GameInput::WallLeap => MIDDLE_CLICK_KEY,
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GameInput::ToggleLantern => KeyMouse::Key(VirtualKeyCode::G),
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@ -203,6 +204,7 @@ impl Default for ControlSettings {
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GameInput::ClimbDown,
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GameInput::SwimUp,
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GameInput::SwimDown,
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GameInput::Fly,
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GameInput::Sneak,
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//GameInput::WallLeap,
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GameInput::ToggleLantern,
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@ -44,6 +44,7 @@ pub enum GameInput {
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ClimbDown,
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SwimUp,
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SwimDown,
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Fly,
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Sneak,
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//WallLeap,
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ToggleLantern,
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@ -95,6 +96,7 @@ impl GameInput {
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GameInput::ClimbDown => "gameinput.climbdown",
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GameInput::SwimUp => "gameinput.swimup",
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GameInput::SwimDown => "gameinput.swimdown",
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GameInput::Fly => "gameinput.fly",
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GameInput::Sneak => "gameinput.sneak",
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//GameInput::WallLeap => "gameinput.wallleap",
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GameInput::ToggleLantern => "gameinput.togglelantern",
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@ -156,6 +158,7 @@ impl GameInput {
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GameInput::ClimbDown,
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GameInput::SwimUp,
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GameInput::SwimDown,
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GameInput::Fly,
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GameInput::Sneak,
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GameInput::ToggleLantern,
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GameInput::Mount,
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