Merge branch 'timo-no-ckback' into 'master'

no-ckback

See merge request veloren/veloren!391
This commit is contained in:
Joshua Barretto 2019-08-03 12:09:23 +00:00
commit 66a8ed58db
4 changed files with 76 additions and 64 deletions

View File

@ -1,4 +1,4 @@
use crate::comp::{Agent, Controller, Pos};
use crate::comp::{Agent, Controller, Pos, Stats};
use rand::{seq::SliceRandom, thread_rng};
use specs::{Entities, Join, ReadStorage, System, WriteStorage};
use vek::*;
@ -8,14 +8,15 @@ pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
WriteStorage<'a, Agent>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Stats>,
WriteStorage<'a, Agent>,
WriteStorage<'a, Controller>,
);
fn run(&mut self, (entities, mut agents, positions, mut controllers): Self::SystemData) {
for (entity, agent, pos, controller) in
(&entities, &mut agents, &positions, &mut controllers).join()
fn run(&mut self, (entities, positions, stats, mut agents, mut controllers): Self::SystemData) {
for (entity, pos, agent, controller) in
(&entities, &positions, &mut agents, &mut controllers).join()
{
match agent {
Agent::Wanderer(bearing) => {
@ -60,30 +61,35 @@ impl<'a> System<'a> for Sys {
}
Agent::Enemy { bearing, target } => {
const SIGHT_DIST: f32 = 30.0;
let mut choose_new = false;
let choose_new = match target.map(|tgt| positions.get(tgt)).flatten() {
Some(tgt_pos) => {
let dist = Vec2::<f32>::from(tgt_pos.0 - pos.0).magnitude();
if dist < 2.0 {
controller.move_dir = Vec2::zero();
if let Some((Some(target_pos), Some(target_stats))) =
target.map(|target| (positions.get(target), stats.get(target)))
{
let dist = Vec2::<f32>::from(target_pos.0 - pos.0).magnitude();
if target_stats.is_dead {
choose_new = true;
} else if dist < 1.5 {
// Get more distance
controller.move_dir =
Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * -0.96;
} else if dist < 4.0 {
// Fight and slowly move closer
controller.move_dir =
Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.1;
if rand::random::<f32>() < 0.05 {
if rand::random::<f32>() < 0.1 {
controller.attack = true;
} else {
controller.attack = false;
}
false
} else if dist < SIGHT_DIST {
controller.move_dir =
Vec2::<f32>::from(tgt_pos.0 - pos.0).normalized();
false
Vec2::<f32>::from(target_pos.0 - pos.0).normalized() * 0.96;
} else {
true
choose_new = true;
}
}
None => {
} else {
*bearing +=
Vec2::new(rand::random::<f32>() - 0.5, rand::random::<f32>() - 0.5)
* 0.1
@ -94,18 +100,19 @@ impl<'a> System<'a> for Sys {
} else {
Vec2::zero()
};
true
choose_new = true;
}
};
if choose_new && rand::random::<f32>() < 0.1 {
let entities = (&entities, &positions)
let entities = (&entities, &positions, &stats)
.join()
.filter(|(e, e_pos)| {
.filter(|(e, e_pos, e_stats)| {
Vec2::<f32>::from(e_pos.0 - pos.0).magnitude() < SIGHT_DIST
&& *e != entity
&& !e_stats.is_dead
})
.map(|(e, _)| e)
.map(|(e, _, _)| e)
.collect::<Vec<_>>();
let mut rng = thread_rng();

View File

@ -48,14 +48,13 @@ impl<'a> System<'a> for Sys {
if entity != b
&& !stat_b.is_dead
&& pos.0.distance_squared(pos_b.0) < 50.0
&& ori.0.angle_between(pos_b.0 - pos.0).to_degrees() < 70.0
&& ori.0.angle_between(pos_b.0 - pos.0).to_degrees() < 90.0
{
// Deal damage
stat_b
.health
.change_by(-10, HealthSource::Attack { by: *uid }); // TODO: variable damage and weapon
vel_b.0 += (pos_b.0 - pos.0).normalized() * 10.0;
vel_b.0.z = 15.0;
vel_b.0.z = 4.0;
let _ = force_updates.insert(b, ForceUpdate);
}
}

View File

@ -126,7 +126,7 @@ impl<'a> System<'a> for Sys {
}
// Set direction based on velocity when on the ground
if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.1 {
if Vec2::<f32>::from(vel.0).magnitude_squared() > 0.0001 {
ori.0 = Lerp::lerp(
ori.0,
vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0),

View File

@ -767,24 +767,30 @@ impl FigureMgr {
};
let target_skeleton = match animation_info.animation {
comp::Animation::Run => anim::quadruped::RunAnimation::update_skeleton(
comp::Animation::Run | comp::Animation::Crun => {
anim::quadruped::RunAnimation::update_skeleton(
state.skeleton_mut(),
(vel.0.magnitude(), time),
animation_info.time,
skeleton_attr,
),
comp::Animation::Idle => anim::quadruped::IdleAnimation::update_skeleton(
)
}
comp::Animation::Idle | comp::Animation::Cidle => {
anim::quadruped::IdleAnimation::update_skeleton(
state.skeleton_mut(),
time,
animation_info.time,
skeleton_attr,
),
comp::Animation::Jump => anim::quadruped::JumpAnimation::update_skeleton(
)
}
comp::Animation::Jump | comp::Animation::Cjump => {
anim::quadruped::JumpAnimation::update_skeleton(
state.skeleton_mut(),
(vel.0.magnitude(), time),
animation_info.time,
skeleton_attr,
),
)
}
// TODO!
_ => state.skeleton_mut().clone(),
@ -807,7 +813,7 @@ impl FigureMgr {
};
let target_skeleton = match animation_info.animation {
comp::Animation::Run => {
comp::Animation::Run | comp::Animation::Crun => {
anim::quadrupedmedium::RunAnimation::update_skeleton(
state.skeleton_mut(),
(vel.0.magnitude(), time),
@ -815,7 +821,7 @@ impl FigureMgr {
skeleton_attr,
)
}
comp::Animation::Idle => {
comp::Animation::Idle | comp::Animation::Cidle => {
anim::quadrupedmedium::IdleAnimation::update_skeleton(
state.skeleton_mut(),
time,
@ -823,7 +829,7 @@ impl FigureMgr {
skeleton_attr,
)
}
comp::Animation::Jump => {
comp::Animation::Jump | comp::Animation::Cjump => {
anim::quadrupedmedium::JumpAnimation::update_skeleton(
state.skeleton_mut(),
(vel.0.magnitude(), time),