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https://gitlab.com/veloren/veloren.git
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don't sit through walls
This commit is contained in:
parent
7eba16a2d7
commit
6ddfd631d6
@ -21,9 +21,9 @@ use crate::{
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event::{LocalEvent, ServerEvent},
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outcome::Outcome,
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states::{behavior::JoinData, utils::CharacterState::Idle, *},
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terrain::{TerrainGrid, UnlockKind},
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terrain::{TerrainGrid, UnlockKind, SpriteKind},
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util::Dir,
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vol::ReadVol, terrain::SpriteKind,
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vol::ReadVol,
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};
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use core::hash::BuildHasherDefault;
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use fxhash::FxHasher64;
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@ -796,14 +796,15 @@ pub fn sprite_mount_points(sprite_kind: SpriteKind, pos: Vec3<i32>, ori: u8) ->
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})
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}
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pub const SPRITE_MOUNT_DIST_SQR: f32 = 5.0;
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const SPRITE_MOUNT_RANGE: f32 = 2.0;
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pub const SPRITE_MOUNT_RANGE_SQR: f32 = SPRITE_MOUNT_RANGE * SPRITE_MOUNT_RANGE;
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pub fn attempt_mount_sprite(data: &JoinData<'_>, update: &mut StateUpdate, pos: Vec3<i32>) {
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if let Some((kind, ori)) = data.terrain.get(pos).ok().and_then(|block| block.get_sprite().zip(block.get_ori())) {
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if let Some((mount_pos, mount_dir)) = sprite_mount_points(kind, pos, ori).min_by_key(|(pos, _)| {
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OrderedFloat(data.pos.0.distance_squared(*pos))
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}) {
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if mount_pos.distance_squared(data.pos.0) < SPRITE_MOUNT_DIST_SQR {
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if reach_block(data.pos.0, pos, SPRITE_MOUNT_RANGE_SQR, data.body, data.terrain) {
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update.character = CharacterState::MountSprite(mount_sprite::Data {
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static_data: mount_sprite::StaticData {
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mount_pos,
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@ -886,6 +887,71 @@ pub fn attempt_swap_equipped_weapons(data: &JoinData<'_>, update: &mut StateUpda
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}
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}
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fn reach_block(player_pos: Vec3<f32>, block_pos: Vec3<i32>, range: f32, body: &Body, terrain: &TerrainGrid) -> bool {
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let block_pos_f32 = block_pos.map(|x| x as f32 + 0.5);
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// Closure to check if distance between a point and the block is less than
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// MAX_PICKUP_RANGE and the radius of the body
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let block_range_check = |pos: Vec3<f32>| {
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(block_pos_f32 - pos).magnitude_squared()
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< (range + body.max_radius()).powi(2)
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};
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// Checks if player's feet or head is near to block
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let close_to_block = block_range_check(player_pos)
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|| block_range_check(player_pos + Vec3::new(0.0, 0.0, body.height()));
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if close_to_block {
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// Do a check that a path can be found between sprite and entity
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// interacting with sprite Use manhattan distance * 1.5 for number
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// of iterations
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let iters =
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(3.0 * (block_pos_f32 - player_pos).map(|x| x.abs()).sum()) as usize;
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// Heuristic compares manhattan distance of start and end pos
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let heuristic = move |pos: &Vec3<i32>, _: &Vec3<i32>| {
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(block_pos - pos).map(|x| x.abs()).sum() as f32
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};
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let mut astar = Astar::new(
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iters,
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player_pos.map(|x| x.floor() as i32),
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BuildHasherDefault::<FxHasher64>::default(),
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);
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// Neighbors are all neighboring blocks that are air
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let neighbors = |pos: &Vec3<i32>| {
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const DIRS: [Vec3<i32>; 6] = [
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Vec3::new(1, 0, 0),
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Vec3::new(-1, 0, 0),
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Vec3::new(0, 1, 0),
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Vec3::new(0, -1, 0),
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Vec3::new(0, 0, 1),
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Vec3::new(0, 0, -1),
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];
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let pos = *pos;
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DIRS.iter().map(move |dir| dir + pos).filter(|pos| {
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terrain
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.get(*pos)
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.ok()
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.map_or(false, |block| !block.is_filled())
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})
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};
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// Transition uses manhattan distance as the cost, with a slightly lower cost
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// for z transitions
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let transition = |a: Vec3<i32>, b: Vec3<i32>| {
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let (a, b) = (a.map(|x| x as f32), b.map(|x| x as f32));
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((a - b) * Vec3::new(1.0, 1.0, 0.9)).map(|e| e.abs()).sum()
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};
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// Pathing satisfied when it reaches the block position
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let satisfied = |pos: &Vec3<i32>| *pos == block_pos;
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astar
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.poll(iters, heuristic, neighbors, transition, satisfied)
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.into_path()
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.is_some()
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} else {
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false
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}
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}
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/// Handles inventory manipulations that affect the loadout
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pub fn handle_manipulate_loadout(
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data: &JoinData<'_>,
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@ -927,90 +993,21 @@ pub fn handle_manipulate_loadout(
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}
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},
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InventoryAction::Collect(sprite_pos) => {
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let sprite_pos_f32 = sprite_pos.map(|x| x as f32 + 0.5);
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// Closure to check if distance between a point and the sprite is less than
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// MAX_PICKUP_RANGE and the radius of the body
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let sprite_range_check = |pos: Vec3<f32>| {
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(sprite_pos_f32 - pos).magnitude_squared()
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< (MAX_PICKUP_RANGE + data.body.max_radius()).powi(2)
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};
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// Checks if player's feet or head is near to sprite
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let close_to_sprite = sprite_range_check(data.pos.0)
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|| sprite_range_check(data.pos.0 + Vec3::new(0.0, 0.0, data.body.height()));
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if close_to_sprite {
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// First, get sprite data for position, if there is a sprite
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use sprite_interact::SpriteInteractKind;
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let sprite_chunk_pos = TerrainGrid::chunk_offs(sprite_pos);
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let sprite_cfg = data
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.terrain
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.pos_chunk(sprite_pos)
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.and_then(|chunk| chunk.meta().sprite_cfg_at(sprite_chunk_pos));
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let sprite_at_pos = data
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.terrain
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let sprite_at_pos = data.terrain
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.get(sprite_pos)
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.ok()
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.copied()
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.and_then(|b| b.get_sprite());
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// Checks if position has a collectible sprite as well as what sprite is at the
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// position
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let sprite_interact = sprite_at_pos.and_then(Option::<SpriteInteractKind>::from);
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let sprite_interact = sprite_at_pos.and_then(Option::<sprite_interact::SpriteInteractKind>::from);
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if let Some(sprite_interact) = sprite_interact {
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// Do a check that a path can be found between sprite and entity
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// interacting with sprite Use manhattan distance * 1.5 for number
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// of iterations
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let iters =
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(3.0 * (sprite_pos_f32 - data.pos.0).map(|x| x.abs()).sum()) as usize;
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// Heuristic compares manhattan distance of start and end pos
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let heuristic = move |pos: &Vec3<i32>, _: &Vec3<i32>| {
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(sprite_pos - pos).map(|x| x.abs()).sum() as f32
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};
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let mut astar = Astar::new(
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iters,
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data.pos.0.map(|x| x.floor() as i32),
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BuildHasherDefault::<FxHasher64>::default(),
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);
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// Transition uses manhattan distance as the cost, with a slightly lower cost
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// for z transitions
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let transition = |a: Vec3<i32>, b: Vec3<i32>| {
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let (a, b) = (a.map(|x| x as f32), b.map(|x| x as f32));
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((a - b) * Vec3::new(1.0, 1.0, 0.9)).map(|e| e.abs()).sum()
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};
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// Neighbors are all neighboring blocks that are air
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let neighbors = |pos: &Vec3<i32>| {
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const DIRS: [Vec3<i32>; 6] = [
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Vec3::new(1, 0, 0),
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Vec3::new(-1, 0, 0),
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Vec3::new(0, 1, 0),
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Vec3::new(0, -1, 0),
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Vec3::new(0, 0, 1),
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Vec3::new(0, 0, -1),
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];
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let pos = *pos;
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DIRS.iter()
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.map(move |dir| {
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let dest = dir + pos;
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(dest, transition(pos, dest))
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})
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.filter(|(pos, _)| {
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data.terrain
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.get(*pos)
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.ok()
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.map_or(false, |block| !block.is_filled())
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})
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};
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// Pathing satisfied when it reaches the sprite position
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let satisfied = |pos: &Vec3<i32>| *pos == sprite_pos;
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let not_blocked_by_terrain = astar
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.poll(iters, heuristic, neighbors, satisfied)
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.into_path()
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.is_some();
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if reach_block(data.pos.0, sprite_pos, MAX_PICKUP_RANGE, data.body, data.terrain) {
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let sprite_chunk_pos = TerrainGrid::chunk_offs(sprite_pos);
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let sprite_cfg = data.terrain
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.pos_chunk(sprite_pos)
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.and_then(|chunk| chunk.meta().sprite_cfg_at(sprite_chunk_pos));
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let required_item =
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sprite_at_pos.and_then(|s| match s.unlock_condition(sprite_cfg.cloned()) {
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UnlockKind::Free => None,
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@ -1029,10 +1026,6 @@ pub fn handle_manipulate_loadout(
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.map(|slot| Some((item_id, slot, consume))),
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None => Some(None),
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};
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// If path can be found between entity interacting with sprite and entity, start
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// interaction with sprite
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if not_blocked_by_terrain {
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if let Some(required_item) = has_required_items {
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// If the sprite is collectible, enter the sprite interaction character
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// state TODO: Handle cases for sprite being
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@ -1063,7 +1056,6 @@ pub fn handle_manipulate_loadout(
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}
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}
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}
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}
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},
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// For inventory actions without a dedicated character state, just do action instantaneously
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InventoryAction::Swap(equip, slot) => {
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@ -13,9 +13,10 @@ use common::{
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consts::MAX_PICKUP_RANGE,
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link::Is,
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mounting::Mount,
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states::utils::SPRITE_MOUNT_RANGE_SQR,
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terrain::{Block, TerrainGrid, UnlockKind},
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util::find_dist::{Cube, Cylinder, FindDist},
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vol::ReadVol, states::utils::SPRITE_MOUNT_DIST_SQR,
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vol::ReadVol,
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};
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use common_base::span;
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@ -257,7 +258,7 @@ pub(super) fn select_interactable(
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} else if let Interaction::Mount(mount_points) = interaction {
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mount_points.iter()
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.map(|p| (p + pos.as_()).distance_squared(player_pos))
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.filter(|dist| *dist < SPRITE_MOUNT_DIST_SQR)
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.filter(|dist| *dist < SPRITE_MOUNT_RANGE_SQR)
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.min_by_key(|dist| OrderedFloat(*dist))
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.map(|dist| (pos, dist))
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.zip(Some(interaction))
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let mut client = self.client.borrow_mut();
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if client.is_riding() {
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client.unmount();
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} else if client.stand_if_mounted() { } else {
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} else if client.stand_if_mounted() {
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} else {
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if let Some(interactable) = &self.interactable {
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match interactable {
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Interactable::Block(_, pos, interaction) => {
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if matches!(interaction, BlockInteraction::Mount(_)) {
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client.mount_sprite(*pos)
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}
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}
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},
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Interactable::Entity(entity) => client.mount(*entity),
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}
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}
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