refactor: combine actionstate and movestate

This commit is contained in:
timokoesters 2020-01-21 23:54:32 +01:00
parent 7353ab3432
commit 7b558b4542
23 changed files with 614 additions and 833 deletions

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@ -23,10 +23,10 @@ impl Component for AbilityAction {
#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)]
pub struct AbilityPool {
pub primary: Option<comp::AttackKind>,
pub secondary: Option<comp::AttackKind>,
pub block: Option<comp::BlockKind>,
pub dodge: Option<comp::DodgeKind>,
pub primary: Option<comp::CharacterState>,
pub secondary: Option<comp::CharacterState>,
pub block: Option<comp::CharacterState>,
pub dodge: Option<comp::CharacterState>,
}
impl Component for AbilityPool {

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@ -1,4 +1,3 @@
use self::ActionState::*;
use crate::states::*;
use crate::{
comp::{Body, ControllerInputs, Ori, PhysicsState, Pos, Stats, Vel},
@ -10,7 +9,6 @@ use serde::Deserialize;
use serde::Serialize;
use specs::LazyUpdate;
use specs::{Component, Entity, FlaggedStorage, HashMapStorage};
use std::time::Duration;
pub struct EcsStateData<'a> {
pub entity: &'a Entity,
@ -36,123 +34,95 @@ pub struct StateUpdate {
pub ori: Ori,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum MoveState {
Stand(Option<stand::State>),
Run(Option<run::State>),
Sit(Option<sit::State>),
Jump(Option<jump::State>),
Fall(Option<fall::State>),
Glide(Option<glide::State>),
Swim(Option<swim::State>),
Climb(Option<climb::State>),
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum ActionState {
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum CharacterState {
Idle(Option<idle::State>),
Wield(Option<wield::State>),
Attack(AttackKind),
Block(BlockKind),
Dodge(DodgeKind),
// Interact?,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum AttackKind {
BasicAttack(Option<basic_attack::State>),
Charge(Option<charge_attack::State>),
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum BlockKind {
BasicBlock(Option<basic_block::State>),
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum DodgeKind {
Climb(Option<climb::State>),
Sit(Option<sit::State>),
Wielding(Option<wielding::State>),
Wielded(Option<wielded::State>),
//BasicAttack(Option<basic_attack::State>),
//BasicBlock(Option<basic_block::State>),
//Charge(Option<charge_attack::State>),
Roll(Option<roll::State>),
Glide(Option<glide::State>),
}
impl ActionState {
pub fn is_equip_finished(&self) -> bool {
impl CharacterState {
pub fn is_attack(&self) -> bool {
match self {
Wield(Some(wield::State { equip_delay })) => *equip_delay == Duration::default(),
_ => true,
}
}
/// Returns the current `equip_delay` if in `WieldState`, otherwise `Duration::default()`
pub fn get_delay(&self) -> Duration {
match self {
Wield(Some(wield::State { equip_delay })) => *equip_delay,
_ => Duration::default(),
}
}
pub fn is_attacking(&self) -> bool {
match self {
Attack(_) => true,
//CharacterState::BasicAttack(_) => true,
_ => false,
}
}
pub fn is_blocking(&self) -> bool {
pub fn is_block(&self) -> bool {
match self {
Block(_) => true,
//CharacterState::BasicBlock(_) => true,
_ => false,
}
}
pub fn is_dodging(&self) -> bool {
pub fn is_dodge(&self) -> bool {
match self {
Dodge(_) => true,
CharacterState::Roll(_) => true,
_ => false,
}
}
/// Compares `action_state`s for shallow equality (does not check internal struct equality)
pub fn equals(&self, other: &Self) -> bool {
// Check if state is the same without looking at the inner data
std::mem::discriminant(&self) == std::mem::discriminant(&other)
}
}
impl MoveState {
/// Compares `move_state`s for shallow equality (does not check internal struct equality)
pub fn equals(&self, other: &Self) -> bool {
// Check if state is the same without looking at the inner data
std::mem::discriminant(&self) == std::mem::discriminant(&other)
}
}
/// __A concurrent state machine that allows for separate `ActionState`s and `MoveState`s.__
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct CharacterState {
/// __How the character is currently moving, e.g. Running, Standing, Falling.__
///
/// _Primarily `handle()`s updating `Pos`, `Vel`, `Ori`, and lower body animations.
pub move_state: MoveState,
/// __How the character is currently acting, e.g. Wielding, Attacking, Dodging.__
///
/// _Primarily `handle()`s how character interacts with world, and upper body animations.
pub action_state: ActionState,
}
impl CharacterState {
/// Compares both `move_state`s and `action_state`a for shallow equality
/// (does not check internal struct equality)
pub fn equals(&self, other: &Self) -> bool {
self.move_state.equals(&other.move_state) && self.action_state.equals(&other.action_state)
/// Passes data to variant or subvariant handlers
/// States contain `Option<StateHandler Implementor>`s, and will be
/// `None` if state data has not been initialized. So we have to
/// check and intialize new state data if so.
pub fn update(&self, ecs_data: &EcsStateData) -> StateUpdate {
match self {
CharacterState::Idle(opt_state) => opt_state
.unwrap_or_else(|| idle::State::new(ecs_data))
.handle(ecs_data),
CharacterState::Climb(opt_state) => opt_state
.unwrap_or_else(|| climb::State::new(ecs_data))
.handle(ecs_data),
CharacterState::Sit(opt_state) => opt_state
.unwrap_or_else(|| sit::State::new(ecs_data))
.handle(ecs_data),
CharacterState::Wielding(opt_state) => opt_state
.unwrap_or_else(|| wielding::State::new(ecs_data))
.handle(ecs_data),
CharacterState::Wielded(opt_state) => opt_state
.unwrap_or_else(|| wielded::State::new(ecs_data))
.handle(ecs_data),
/*CharacterState::BasicAttack(opt_state) => opt_state
// If data hasn't been initialized, initialize a new one
.unwrap_or_else(|| basic_attack::State::new(ecs_data))
// Call handler
.handle(ecs_data),
CharacterState::Charge(opt_state) => opt_state
.unwrap_or_else(|| charge_attack::State::new(ecs_data))
.handle(ecs_data),
CharacterState::BasicBlock(opt_state) => opt_state
.unwrap_or_else(|| basic_block::State::new(ecs_data))
.handle(ecs_data),*/
CharacterState::Roll(opt_state) => opt_state
.unwrap_or_else(|| roll::State::new(ecs_data))
.handle(ecs_data),
CharacterState::Glide(opt_state) => opt_state
.unwrap_or_else(|| glide::State::new(ecs_data))
.handle(ecs_data),
// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
}
impl Default for CharacterState {
fn default() -> Self {
Self {
move_state: MoveState::Fall(None),
action_state: ActionState::Idle(None),
}
Self::Idle(None)
}
}

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@ -23,10 +23,7 @@ pub use body::{
biped_large, bird_medium, bird_small, dragon, fish_medium, fish_small, humanoid, object,
quadruped_medium, quadruped_small, Body,
};
pub use character_state::{
ActionState, AttackKind, BlockKind, CharacterState, DodgeKind, EcsStateData, MoveState,
StateUpdate,
};
pub use character_state::{CharacterState, EcsStateData, StateUpdate};
pub use controller::{
ControlEvent, Controller, ControllerInputs, Input, InputState, InventoryManip, MountState,
Mounting,

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@ -1,4 +1,5 @@
use super::{ActionState, EcsStateData, MoveState, StateHandler, StateUpdate};
use crate::comp::{CharacterState, EcsStateData, StateUpdate};
use crate::states::StateHandler;
use crate::sys::phys::GRAVITY;
use vek::vec::{Vec2, Vec3};
use vek::Lerp;
@ -22,27 +23,20 @@ impl StateHandler for State {
character: *ecs_data.character,
};
update.character.action_state = ActionState::Idle(None);
// If no wall is in front of character ...
if let None = ecs_data.physics.on_wall {
if ecs_data.inputs.jump.is_pressed() {
// They've climbed atop something, give them a boost
update.character.move_state = MoveState::Jump(None);
return update;
//TODO: JUMP EVENT
} else {
// Just fall off
update.character.move_state = MoveState::Fall(None);
return update;
update.character = CharacterState::Idle(None);
}
}
// Remove climb state on ground, otherwise character will get stuck
if ecs_data.physics.on_ground {
update.character.move_state = MoveState::Stand(None);
return update;
update.character = CharacterState::Idle(None);
}
// Move player
@ -65,6 +59,7 @@ impl StateHandler for State {
Vec2::from(update.vel.0)
};
// Smooth orientation
if ori_dir.magnitude_squared() > 0.0001
&& (update.ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared()
> 0.001

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@ -1,4 +1,4 @@
use crate::comp::{ActionState, EcsStateData, MoveState, StateUpdate};
use crate::comp::{CharacterState, EcsStateData, StateUpdate};
use crate::states::StateHandler;
use vek::{Vec2, Vec3};
@ -16,6 +16,7 @@ impl StateHandler for State {
}
fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
dbg!();
let mut update = StateUpdate {
pos: *ecs_data.pos,
vel: *ecs_data.vel,
@ -23,26 +24,14 @@ impl StateHandler for State {
character: *ecs_data.character,
};
// Defaults for this state
update.character.action_state = ActionState::Idle(None);
update.character.move_state = MoveState::Glide(None);
// If glide button isn't held, start falling
if !ecs_data.inputs.glide.is_pressed() {
update.character.move_state = MoveState::Fall(None);
return update;
// If glide button isn't held or player is on ground, end glide
if !ecs_data.inputs.glide.is_pressed() || ecs_data.physics.on_ground {
update.character = CharacterState::Idle(None);
}
// If there is a wall in front of character go to climb
if let Some(_wall_dir) = ecs_data.physics.on_wall {
update.character.move_state = MoveState::Climb(None);
return update;
}
// If on ground go to stand
if ecs_data.physics.on_ground {
update.character.move_state = MoveState::Stand(None);
return update;
if let Some(_) = ecs_data.physics.on_wall {
update.character = CharacterState::Climb(None);
}
// Move player according to movement direction vector

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@ -1,4 +1,5 @@
use crate::comp::{ActionState, EcsStateData, ItemKind::Tool, StateUpdate};
use super::utils::*;
use crate::comp::{EcsStateData, StateUpdate};
use crate::states::StateHandler;
#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
@ -17,18 +18,13 @@ impl StateHandler for State {
ori: *ecs_data.ori,
};
// Try to wield
if ecs_data.inputs.primary.is_pressed()
|| ecs_data.inputs.secondary.is_pressed()
|| (ecs_data.inputs.toggle_wield.is_just_pressed()
&& update.character.action_state.is_equip_finished())
{
if let Some(Tool(_)) = ecs_data.stats.equipment.main.as_ref().map(|i| &i.kind) {
update.character.action_state = ActionState::Wield(None);
}
// else unarmed stuff?
}
handle_move_dir(ecs_data, &mut update);
handle_wield(ecs_data, &mut update);
handle_sit(ecs_data, &mut update);
handle_climb(ecs_data, &mut update);
handle_roll(ecs_data, &mut update);
//handle_jump(ecs_data, &mut update);
handle_glide(ecs_data, &mut update);
update
}

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@ -1,24 +1,14 @@
// Module declarations
pub mod basic_attack;
pub mod basic_block;
pub mod charge_attack;
pub mod climb;
pub mod fall;
pub mod glide;
pub mod idle;
pub mod jump;
pub mod roll;
pub mod run;
pub mod sit;
pub mod stand;
pub mod swim;
pub mod utils;
pub mod wield;
pub mod wielded;
pub mod wielding;
use crate::comp::{
ActionState, ActionState::*, AttackKind::*, BlockKind::*, DodgeKind::*, EcsStateData,
MoveState, MoveState::*, StateUpdate,
};
use crate::comp::{EcsStateData, StateUpdate};
/// ## A type for implementing State Handling Behavior.
///
@ -69,123 +59,3 @@ pub trait StateHandler: Default {
fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate;
fn new(ecs_data: &EcsStateData) -> Self;
}
// fn's relating to individual `ActionState`s
// or passing data from system to handlers
impl ActionState {
/// Passes data to variant or subvariant handlers
/// States contain `Option<StateHandler Implementor>`s, and will be
/// `None` if state data has not been initialized. So we have to
/// check and intialize new state data if so.
pub fn update(&self, ecs_data: &EcsStateData) -> StateUpdate {
match self {
Attack(kind) => match kind {
BasicAttack(opt_state) => opt_state
// If data hasn't been initialized, initialize a new one
.unwrap_or_else(|| basic_attack::State::new(ecs_data))
// Call handler
.handle(ecs_data),
Charge(opt_state) => opt_state
.unwrap_or_else(|| charge_attack::State::new(ecs_data))
.handle(ecs_data),
},
Block(kind) => match kind {
BasicBlock(opt_state) => opt_state
.unwrap_or_else(|| basic_block::State::new(ecs_data))
.handle(ecs_data),
},
Dodge(kind) => match kind {
Roll(opt_state) => opt_state
.unwrap_or_else(|| roll::State::new(ecs_data))
.handle(ecs_data),
},
Wield(opt_state) => opt_state
.unwrap_or_else(|| wield::State::new(ecs_data))
.handle(ecs_data),
Idle(opt_state) => opt_state
.unwrap_or_else(|| idle::State::new(ecs_data))
.handle(ecs_data),
// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
// TODO: remove when we split up character states into SingleAction and MultiAction enum variants
/// Returns whether a given `ActionState` overrides `MoveState` `handle()`ing
pub fn overrides_move_state(&self) -> bool {
match self {
Attack(kind) => match kind {
BasicAttack(_) => false,
Charge(_) => true,
},
Block(kind) => match kind {
BasicBlock(_) => true,
},
Dodge(kind) => match kind {
Roll(_) => true,
},
Wield(_) => false,
Idle(_) => false,
// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
}
// fn's that relate to individual `MoveState`s
// or passing data from system to handlers
impl MoveState {
// TODO: remove when we split up character states into SingleAction and MultiAction enum variants
/// Passes data to variant or subvariant handlers
/// States contain `Option<StateHandler Implementor>`s, and will be
/// `None` if state data has not been initialized. So we have to
/// check and intialize new state data if so.
pub fn overrides_action_state(&self) -> bool {
match self {
Stand(_) => false,
Run(_) => false,
Jump(_) => false,
Climb(_) => true,
Glide(_) => true,
Swim(_) => false,
Fall(_) => false,
Sit(_) => true,
// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
/// Passes handle to variant handlers
pub fn update(&self, ecs_data: &EcsStateData) -> StateUpdate {
match self {
Stand(opt_state) => opt_state
// If data hasn't been initialized, initialize a new one
.unwrap_or_else(|| stand::State::new(ecs_data))
// Call handler
.handle(ecs_data),
Run(opt_state) => opt_state
.unwrap_or_else(|| run::State::new(ecs_data))
.handle(ecs_data),
Jump(opt_state) => opt_state
.unwrap_or_else(|| jump::State::new(ecs_data))
.handle(ecs_data),
Climb(opt_state) => opt_state
.unwrap_or_else(|| climb::State::new(ecs_data))
.handle(ecs_data),
Glide(opt_state) => opt_state
.unwrap_or_else(|| glide::State::new(ecs_data))
.handle(ecs_data),
Swim(opt_state) => opt_state
.unwrap_or_else(|| swim::State::new(ecs_data))
.handle(ecs_data),
Fall(opt_state) => opt_state
.unwrap_or_else(|| fall::State::new(ecs_data))
.handle(ecs_data),
Sit(opt_state) => opt_state
.unwrap_or_else(|| sit::State::new(ecs_data))
.handle(ecs_data),
// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
}

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@ -1,7 +1,5 @@
use super::utils::*;
use crate::comp::{
ActionState::Dodge, DodgeKind::Roll, EcsStateData, ItemKind::Tool, StateUpdate, ToolData,
};
use crate::comp::{CharacterState, EcsStateData, ItemKind::Tool, StateUpdate, ToolData};
use crate::states::StateHandler;
use std::time::Duration;
use vek::Vec3;
@ -48,20 +46,13 @@ impl StateHandler for State {
.unwrap_or_default()
* ROLL_SPEED;
// Check if roll duration has expired
if self.remaining_duration == Duration::default() {
// If so, go back to wielding or idling
update.character.action_state = attempt_wield(ecs_data.stats);
return update;
}
// Otherwise, tick down remaining_duration
update.character.action_state = Dodge(Roll(Some(State {
update.character = CharacterState::Roll(Some(State {
remaining_duration: self
.remaining_duration
.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))
.unwrap_or_default(),
})));
}));
// Keep rolling
update

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@ -1,80 +0,0 @@
use super::utils::*;
use crate::comp::{ActionState, EcsStateData, MoveState, StateUpdate};
use crate::states::StateHandler;
use vek::vec::{Vec2, Vec3};
const HUMANOID_ACCEL: f32 = 50.0;
const HUMANOID_SPEED: f32 = 120.0;
#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct State;
impl StateHandler for State {
fn new(_ecs_data: &EcsStateData) -> Self {
Self {}
}
fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
character: *ecs_data.character,
pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
};
// Move player according to move_dir
update.vel.0 += Vec2::broadcast(ecs_data.dt.0)
* ecs_data.inputs.move_dir
* if update.vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) {
HUMANOID_ACCEL
} else {
0.0
};
// Set direction based on move direction when on the ground
let ori_dir =
if let ActionState::Attack(_) | ActionState::Block(_) = update.character.action_state {
Vec2::from(ecs_data.inputs.look_dir).normalized()
} else {
Vec2::from(update.vel.0)
};
if ori_dir.magnitude_squared() > 0.0001
&& (update.ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared()
> 0.001
{
update.ori.0 =
vek::ops::Slerp::slerp(update.ori.0, ori_dir.into(), 9.0 * ecs_data.dt.0);
}
// Try to sit
if can_sit(ecs_data.physics, ecs_data.inputs, ecs_data.body) {
update.character.move_state = MoveState::Sit(None);
return update;
}
// Try to climb
if can_climb(ecs_data.physics, ecs_data.inputs, ecs_data.body) {
update.character.move_state = MoveState::Climb(None);
return update;
}
// Try to jump
if can_jump(ecs_data.physics, ecs_data.inputs) {
update.character.move_state = MoveState::Jump(None);
return update;
}
// Try to glide
if can_glide(ecs_data.physics, ecs_data.inputs, ecs_data.body) {
update.character.move_state = MoveState::Glide(None);
return update;
}
// Update based on groundedness
update.character.move_state =
determine_move_from_grounded_state(ecs_data.physics, ecs_data.inputs);
update
}
}

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@ -1,5 +1,5 @@
use super::utils::*;
use crate::comp::{ActionState, EcsStateData, MoveState, StateUpdate};
use crate::comp::{CharacterState, EcsStateData, StateUpdate};
use crate::states::StateHandler;
#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
@ -18,37 +18,17 @@ impl StateHandler for State {
ori: *ecs_data.ori,
};
// Prevent action state handling
update.character.action_state = ActionState::Idle(None);
update.character.move_state = MoveState::Sit(None);
//handle_jump(ecs_data, &mut update);
handle_wield(ecs_data, &mut update);
// Try to Fall
// ... maybe the ground disappears,
// suddenly maybe a water spell appears.
// Can't hurt to be safe :shrug:
if !ecs_data.physics.on_ground {
update.character.move_state = determine_fall_or_swim(ecs_data.physics);
return update;
}
// Try to jump
if ecs_data.inputs.jump.is_pressed() {
update.character.move_state = MoveState::Jump(None);
return update;
// Try to Fall/Stand up/Move
if !ecs_data.physics.on_ground
|| ecs_data.inputs.sit.is_just_pressed()
|| ecs_data.inputs.move_dir.magnitude_squared() > 0.0
{
update.character = CharacterState::Idle(None);
}
// Try to Run
if ecs_data.inputs.move_dir.magnitude_squared() > 0.0 {
update.character.move_state = MoveState::Run(None);
return update;
}
// Try to Stand
if ecs_data.inputs.sit.is_just_pressed() {
update.character.move_state = MoveState::Stand(None);
return update;
}
// No move has occurred, keep sitting
update
}
}

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@ -36,12 +36,6 @@ impl StateHandler for State {
return update;
}
// Check gliding
if can_glide(ecs_data.physics, ecs_data.inputs, ecs_data.body) {
update.character.move_state = MoveState::Glide(None);
return update;
}
// Else update based on groundedness
update.character.move_state =
determine_move_from_grounded_state(ecs_data.physics, ecs_data.inputs);

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@ -1,8 +1,10 @@
use crate::comp::{
ActionState, ActionState::*, AttackKind::*, BlockKind::*, Body, ControllerInputs,
ItemKind::Tool, MoveState, MoveState::*, PhysicsState, Stats,
Body, CharacterState, ControllerInputs, EcsStateData, ItemKind::Tool, PhysicsState,
StateUpdate, Stats,
};
use vek::vec::{Vec2, Vec3};
/*
/// _Determines what ability a player has selected for their primary ability,
/// and returns the corresponding `ActionState` or Idle if nothing_
pub fn determine_primary_ability(stats: &Stats) -> ActionState {
@ -102,4 +104,91 @@ pub fn can_jump(physics: &PhysicsState, inputs: &ControllerInputs) -> bool {
} else {
false
}
}*/
pub fn handle_move_dir(ecs_data: &EcsStateData, update: &mut StateUpdate) {
let (accel, speed): (f32, f32) = if ecs_data.physics.on_ground {
let accel = 50.0;
let speed = 120.0;
(accel, speed)
} else {
let accel = 10.0;
let speed = 100.0;
(accel, speed)
};
// Move player according to move_dir
update.vel.0 += Vec2::broadcast(ecs_data.dt.0)
* ecs_data.inputs.move_dir
* if update.vel.0.magnitude_squared() < speed.powf(2.0) {
accel
} else {
0.0
};
// Set direction based on move direction
let ori_dir = if update.character.is_attack() || update.character.is_block() {
Vec2::from(ecs_data.inputs.look_dir).normalized()
} else {
Vec2::from(update.vel.0)
};
// Smooth orientation
if ori_dir.magnitude_squared() > 0.0001
&& (update.ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared()
> 0.001
{
update.ori.0 = vek::ops::Slerp::slerp(update.ori.0, ori_dir.into(), 9.0 * ecs_data.dt.0);
}
}
pub fn handle_wield(ecs_data: &EcsStateData, update: &mut StateUpdate) {
if ecs_data.inputs.primary.is_pressed() || ecs_data.inputs.secondary.is_pressed() {
if let Some(Tool(_)) = ecs_data.stats.equipment.main.as_ref().map(|i| &i.kind) {
update.character = CharacterState::Wielding(None);
}
}
}
pub fn handle_sit(ecs_data: &EcsStateData, update: &mut StateUpdate) {
if ecs_data.inputs.sit.is_pressed() && ecs_data.physics.on_ground && ecs_data.body.is_humanoid()
{
update.character = CharacterState::Sit(None);
}
}
pub fn handle_climb(ecs_data: &EcsStateData, update: &mut StateUpdate) {
if (ecs_data.inputs.climb.is_pressed() || ecs_data.inputs.climb_down.is_pressed())
&& ecs_data.physics.on_wall.is_some()
&& ecs_data.body.is_humanoid()
{
update.character = CharacterState::Climb(None);
}
}
pub fn handle_roll(ecs_data: &EcsStateData, update: &mut StateUpdate) {
if ecs_data.inputs.roll.is_pressed()
&& ecs_data.physics.on_ground
&& ecs_data.body.is_humanoid()
{
update.character = CharacterState::Roll(None);
}
}
pub fn handle_unwield(ecs_data: &EcsStateData, update: &mut StateUpdate) {
if let CharacterState::Wielded(_) = update.character {
if ecs_data.inputs.toggle_wield.is_pressed() {
update.character = CharacterState::Idle(None);
}
}
}
pub fn handle_glide(ecs_data: &EcsStateData, update: &mut StateUpdate) {
if ecs_data.inputs.glide.is_pressed()
&& !ecs_data.physics.on_ground
&& ecs_data.body.is_humanoid()
{
dbg!();
update.character = CharacterState::Glide(None);
}
}

View File

@ -0,0 +1,43 @@
use super::utils::*;
use crate::comp::{EcsStateData, ItemKind::Tool, StateUpdate, ToolData};
use crate::states::StateHandler;
use std::time::Duration;
#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct State {
/// How long before a new action can be performed
/// after equipping
pub equip_delay: Duration,
}
impl StateHandler for State {
fn new(ecs_data: &EcsStateData) -> Self {
let tool_data =
if let Some(Tool(data)) = ecs_data.stats.equipment.main.as_ref().map(|i| i.kind) {
data
} else {
ToolData::default()
};
Self {
equip_delay: tool_data.equip_time(),
}
}
fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
character: *ecs_data.character,
pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
};
handle_move_dir(&ecs_data, &mut update);
handle_sit(&ecs_data, &mut update);
handle_roll(&ecs_data, &mut update);
handle_climb(&ecs_data, &mut update);
handle_glide(&ecs_data, &mut update);
handle_unwield(&ecs_data, &mut update);
update
}
}

View File

@ -1,4 +1,5 @@
use crate::comp::{ActionState, EcsStateData, ItemKind::Tool, StateUpdate, ToolData};
use super::utils::*;
use crate::comp::{CharacterState, EcsStateData, ItemKind::Tool, StateUpdate, ToolData};
use crate::states::StateHandler;
use std::time::Duration;
@ -17,6 +18,7 @@ impl StateHandler for State {
} else {
ToolData::default()
};
Self {
equip_delay: tool_data.equip_time(),
}
@ -30,30 +32,15 @@ impl StateHandler for State {
ori: *ecs_data.ori,
};
// Only act once equip_delay has expired
if self.equip_delay == Duration::default() {
// Toggle Weapons
if ecs_data.inputs.toggle_wield.is_just_pressed()
&& ecs_data.character.action_state.is_equip_finished()
{
update.character.action_state = ActionState::Idle(None);
return update;
}
handle_move_dir(&ecs_data, &mut update);
// Try weapon actions
if ecs_data.inputs.primary.is_pressed() {
// ecs_data
// .updater
// .insert(*ecs_data.entity, AbilityAction(Primary));
} else if ecs_data.inputs.secondary.is_pressed() {
// ecs_data
// .updater
// .insert(*ecs_data.entity, AbilityAction(Secondary));
}
if self.equip_delay == Duration::default() {
// Wield delay has expired
update.character = CharacterState::Wielded(None);
} else {
// Equip delay hasn't expired yet
// Wield delay hasn't expired yet
// Update wield delay
update.character.action_state = ActionState::Wield(Some(State {
update.character = CharacterState::Wielding(Some(State {
equip_delay: self
.equip_delay
.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))

View File

@ -1,8 +1,6 @@
#![allow(unused_imports)]
#![allow(dead_code)]
use crate::comp::{
AbilityAction, AbilityActionKind, AbilityPool, ActionState::*, AttackKind, CharacterState,
};
use crate::comp::{AbilityAction, AbilityActionKind, AbilityPool, CharacterState};
use crate::states::StateHandler;
use specs::{Entities, Join, LazyUpdate, Read, ReadStorage, System, WriteStorage};

View File

@ -1,4 +1,4 @@
use crate::comp::{Agent, CharacterState, Controller, MountState, MoveState::Glide, Pos, Stats};
use crate::comp::{Agent, CharacterState, Controller, MountState, Pos, Stats};
use crate::hierarchical::ChunkPath;
use crate::pathfinding::WorldPath;
use crate::terrain::TerrainGrid;
@ -167,11 +167,11 @@ impl<'a> System<'a> for Sys {
inputs.roll.set_state(true);
}
if target_character.move_state == Glide(None)
&& target_pos.0.z > pos.0.z + 5.0
{
inputs.glide.set_state(true);
inputs.jump.set_state(true);
if let CharacterState::Glide(_) = target_character {
if target_pos.0.z > pos.0.z + 5.0 {
inputs.glide.set_state(true);
inputs.jump.set_state(true);
}
}
} else {
choose_new = true;

View File

@ -1,7 +1,7 @@
use crate::{
comp::{
Body, CharacterState, Controller, EcsStateData, Mounting, MoveState::*, Ori, PhysicsState,
Pos, Stats, Vel,
Body, CharacterState, Controller, EcsStateData, Mounting, Ori, PhysicsState, Pos, Stats,
Vel,
},
event::{EventBus, LocalEvent, ServerEvent},
state::DeltaTime,
@ -87,59 +87,31 @@ impl<'a> System<'a> for Sys {
// If mounted, character state is controlled by mount
// TODO: Make mounting a state
if let Some(Mounting(_)) = mountings.get(entity) {
character.move_state = Sit(None);
*character = CharacterState::Sit(None);
return;
}
// Determine new action if character can act
if !character.move_state.overrides_action_state() {
let state_update = character.action_state.update(&EcsStateData {
entity: &entity,
uid,
character,
pos,
vel,
ori,
dt: &dt,
inputs,
stats,
body,
physics,
updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
let state_update = character.update(&EcsStateData {
entity: &entity,
uid,
character,
pos,
vel,
ori,
dt: &dt,
inputs,
stats,
body,
physics,
updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
// Determine new move state if character can move
if !character.action_state.overrides_move_state() {
let state_update = character.move_state.update(&EcsStateData {
entity: &entity,
uid,
character,
pos,
vel,
ori,
dt: &dt,
inputs,
stats,
body,
physics,
updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
}
}

View File

@ -4,7 +4,7 @@ use crate::audio::sfx::{SfxTriggerItem, SfxTriggers};
use client::Client;
use common::{
comp::{ActionState, Body, CharacterState, MoveState, Pos},
comp::{Body, CharacterState, Pos},
event::{EventBus, SfxEvent, SfxEventItem},
};
use hashbrown::HashMap;
@ -123,28 +123,21 @@ impl MovementEventMapper {
/// as opening or closing the glider. These methods translate those entity states with some additional
/// data into more specific `SfxEvent`'s which we attach sounds to
fn map_movement_event(current_event: &CharacterState, previous_event: SfxEvent) -> SfxEvent {
match (
current_event.move_state,
current_event.action_state,
previous_event,
) {
(_, ActionState::Dodge(_), _) => SfxEvent::Roll,
(MoveState::Climb(_), ..) => SfxEvent::Climb,
(MoveState::Swim(_), ..) => SfxEvent::Swim,
(MoveState::Run(_), ..) => SfxEvent::Run,
(MoveState::Jump(_), ..) => SfxEvent::Jump,
(MoveState::Fall(_), _, SfxEvent::Glide) => SfxEvent::GliderClose,
(MoveState::Stand(_), _, SfxEvent::Fall) => SfxEvent::Run,
(MoveState::Fall(_), _, SfxEvent::Jump) => SfxEvent::Idle,
(MoveState::Fall(_), _, _) => SfxEvent::Fall,
(MoveState::Glide(_), _, previous_event) => {
match (current_event, previous_event) {
(CharacterState::Roll(_), _) => SfxEvent::Roll,
(CharacterState::Climb(_), _) => SfxEvent::Climb,
(CharacterState::Idle(_), _) => SfxEvent::Run,
(CharacterState::Idle(_), SfxEvent::Glide) => SfxEvent::GliderClose,
(CharacterState::Idle(_), SfxEvent::Fall) => SfxEvent::Run,
(CharacterState::Idle(_), SfxEvent::Jump) => SfxEvent::Idle,
(CharacterState::Glide(_), previous_event) => {
if previous_event != SfxEvent::GliderOpen && previous_event != SfxEvent::Glide {
SfxEvent::GliderOpen
} else {
SfxEvent::Glide
}
}
(MoveState::Stand(_), _, SfxEvent::Glide) => SfxEvent::GliderClose,
(CharacterState::Idle(_), SfxEvent::Glide) => SfxEvent::GliderClose,
_ => SfxEvent::Idle,
}
}
@ -153,10 +146,7 @@ impl MovementEventMapper {
#[cfg(test)]
mod tests {
use super::*;
use common::{
comp::{ActionState, CharacterState, DodgeKind::*, MoveState},
event::SfxEvent,
};
use common::{comp::CharacterState, event::SfxEvent};
use std::time::{Duration, Instant};
#[test]
@ -236,118 +226,50 @@ mod tests {
#[test]
fn maps_idle() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
move_state: MoveState::Stand(None),
action_state: ActionState::Idle(None),
},
SfxEvent::Idle,
);
let result =
MovementEventMapper::map_movement_event(&CharacterState::Idle(None), SfxEvent::Idle);
assert_eq!(result, SfxEvent::Idle);
}
#[test]
fn maps_run() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
move_state: MoveState::Run(None),
action_state: ActionState::Idle(None),
},
SfxEvent::Idle,
);
assert_eq!(result, SfxEvent::Run);
}
#[test]
fn maps_roll() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
action_state: ActionState::Dodge(Roll(None)),
move_state: MoveState::Run(None),
},
SfxEvent::Run,
);
let result =
MovementEventMapper::map_movement_event(&CharacterState::Roll(None), SfxEvent::Run);
assert_eq!(result, SfxEvent::Roll);
}
#[test]
fn maps_fall() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
move_state: MoveState::Fall(None),
action_state: ActionState::Idle(None),
},
SfxEvent::Fall,
);
assert_eq!(result, SfxEvent::Fall);
}
#[test]
fn maps_land_on_ground_to_run() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
move_state: MoveState::Stand(None),
action_state: ActionState::Idle(None),
},
SfxEvent::Fall,
);
let result =
MovementEventMapper::map_movement_event(&CharacterState::Idle(None), SfxEvent::Fall);
assert_eq!(result, SfxEvent::Run);
}
#[test]
fn maps_glider_open() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
move_state: MoveState::Glide(None),
action_state: ActionState::Idle(None),
},
SfxEvent::Jump,
);
let result =
MovementEventMapper::map_movement_event(&CharacterState::Glide(None), SfxEvent::Jump);
assert_eq!(result, SfxEvent::GliderOpen);
}
#[test]
fn maps_glide() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
move_state: MoveState::Glide(None),
action_state: ActionState::Idle(None),
},
SfxEvent::Glide,
);
let result =
MovementEventMapper::map_movement_event(&CharacterState::Glide(None), SfxEvent::Glide);
assert_eq!(result, SfxEvent::Glide);
}
#[test]
fn maps_glider_close_when_closing_mid_flight() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
move_state: MoveState::Fall(None),
action_state: ActionState::Idle(None),
},
SfxEvent::Glide,
);
let result =
MovementEventMapper::map_movement_event(&CharacterState::Idle(None), SfxEvent::Glide);
assert_eq!(result, SfxEvent::GliderClose);
}
#[test]
fn maps_glider_close_when_landing() {
let result = MovementEventMapper::map_movement_event(
&CharacterState {
move_state: MoveState::Stand(None),
action_state: ActionState::Idle(None),
},
SfxEvent::Glide,
);
let result =
MovementEventMapper::map_movement_event(&CharacterState::Idle(None), SfxEvent::Glide);
assert_eq!(result, SfxEvent::GliderClose);
}
}

View File

@ -168,7 +168,6 @@ impl Scene {
Rgba::broadcast(1.0),
1.0 / 60.0, // TODO: Use actual deltatime here?
1.0,
1.0,
0,
true,
);

View File

@ -6,7 +6,7 @@ use crate::{
};
use common::{
assets::watch::ReloadIndicator,
comp::{ActionState, Body, CharacterState, Equipment, MoveState},
comp::{Body, CharacterState, Equipment},
};
use hashbrown::HashMap;
use std::mem::{discriminant, Discriminant};
@ -24,15 +24,13 @@ enum FigureKey {
#[derive(PartialEq, Eq, Hash, Clone)]
struct CharacterStateCacheKey {
move_state: Discriminant<MoveState>,
action: Discriminant<ActionState>,
state: Discriminant<CharacterState>, // TODO: Can this be simplified?
}
impl From<&CharacterState> for CharacterStateCacheKey {
fn from(cs: &CharacterState) -> Self {
Self {
move_state: discriminant(&cs.move_state),
action: discriminant(&cs.action_state),
state: discriminant(&cs),
}
}
}
@ -132,17 +130,14 @@ impl FigureModelCache {
},
if camera_mode == CameraMode::FirstPerson
&& character_state
.map(|cs| cs.action_state.is_dodging())
.map(|cs| cs.is_dodge())
.unwrap_or_default()
{
None
} else {
Some(humanoid_armor_hand_spec.mesh_left_hand(&body))
},
if character_state
.map(|cs| cs.action_state.is_dodging())
.unwrap_or_default()
{
if character_state.map(|cs| cs.is_dodge()).unwrap_or_default() {
None
} else {
Some(humanoid_armor_hand_spec.mesh_right_hand(&body))
@ -161,10 +156,11 @@ impl FigureModelCache {
},
if camera_mode != CameraMode::FirstPerson
|| character_state
.map(|cs| match cs.action_state {
ActionState::Attack(_)
| ActionState::Block(_)
| ActionState::Wield(_) => true,
.map(|cs| match cs {
//CharacterState::BasicAttack(_) // TODO: enable
//| CharacterState::BasicBlock(_)
CharacterState::Wielding(_)
| CharacterState::Wielded(_) => true,
_ => false,
})
.unwrap_or_default()

View File

@ -18,8 +18,7 @@ use crate::{
use client::Client;
use common::{
comp::{
ActionState::*, AttackKind::*, Body, CharacterState, ItemKind, Last, MoveState::*, Ori,
Pos, Scale, Stats, ToolData, Vel,
Body, CharacterState, ItemKind, Last, Ori, PhysicsState, Pos, Scale, Stats, ToolData, Vel,
},
terrain::TerrainChunk,
vol::RectRasterableVol,
@ -80,14 +79,16 @@ impl FigureMgr {
.get(client.entity())
.map_or(Vec3::zero(), |pos| pos.0);
for (entity, pos, ori, scale, body, character, last_character, stats) in (
for (entity, pos, vel, ori, scale, body, character, last_character, physics, stats) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Vel>(),
&ecs.read_storage::<Ori>(),
ecs.read_storage::<Scale>().maybe(),
&ecs.read_storage::<Body>(),
ecs.read_storage::<CharacterState>().maybe(),
ecs.read_storage::<Last<CharacterState>>().maybe(),
&ecs.read_storage::<PhysicsState>(),
ecs.read_storage::<Stats>().maybe(),
)
.join()
@ -328,8 +329,7 @@ impl FigureMgr {
)
.1;
let mut move_state_animation_rate = 1.0;
let mut action_animation_rate = 1.0;
let mut state_animation_rate = 1.0;
let vel = ecs
.read_storage::<Vel>()
@ -357,121 +357,142 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
}
if !character
.action_state
.equals(&last_character.0.action_state)
{
state.action_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match &character.move_state {
Stand(_) => anim::character::StandAnimation::update_skeleton(
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => anim::character::StandAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Run(_) => anim::character::RunAnimation::update_skeleton(
// Running
(true, true, false) => anim::character::RunAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, vel.0, ori.0, state.last_ori, time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Jump(_) | Fall(_) => anim::character::JumpAnimation::update_skeleton(
// In air
(false, _, false) => anim::character::JumpAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Glide(_) => anim::character::GlidingAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, vel.0, ori.0, state.last_ori, time),
state.move_state_time,
&mut move_state_animation_rate,
skeleton_attr,
),
Swim(_) => anim::character::SwimAnimation::update_skeleton(
// Swim
(_, _, true) => anim::character::SwimAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, vel.0.magnitude(), ori.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
skeleton_attr,
),
Climb(_) => anim::character::ClimbAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, vel.0, ori.0, time),
state.move_state_time,
&mut move_state_animation_rate,
skeleton_attr,
),
Sit(_) => anim::character::SitAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
};
let target_bones = match (&character.move_state, &character.action_state) {
(Stand(_), Wield { .. }) => {
let target_bones = match &character {
CharacterState::Roll(_) => anim::character::RollAnimation::update_skeleton(
&target_base,
(active_tool_kind, ori.0, state.last_ori, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
CharacterState::Wielding(_) => {
anim::character::CidleAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.action_time,
&mut action_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
(Stand(_), Block { .. }) => {
CharacterState::Wielded(_) => {
anim::character::CidleAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
/*CharacterState::Block(_) => {
anim::character::BlockIdleAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.action_time,
&mut action_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
(_, Attack(kind)) => match kind {
Charge(_) => anim::character::ChargeAnimation::update_skeleton(
CharacterState::Charge(_) => {
anim::character::ChargeAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.action_time,
&mut action_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
BasicAttack(_) => anim::character::AttackAnimation::update_skeleton(
)
}
CharacterState::BasicAttack(_) => {
anim::character::AttackAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.action_time,
&mut action_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
},
(_, Wield(_)) => anim::character::WieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.action_time,
&mut action_animation_rate,
skeleton_attr,
),
(_, Dodge(_)) => anim::character::RollAnimation::update_skeleton(
&target_base,
(active_tool_kind, ori.0, state.last_ori, time),
state.action_time,
&mut action_animation_rate,
skeleton_attr,
),
(_, Block(_)) => anim::character::BlockAnimation::update_skeleton(
&target_base,
)
}*/
CharacterState::Wielding(_) => {
anim::character::WieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
CharacterState::Wielded(_) => {
anim::character::WieldAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
CharacterState::Glide(_) => {
anim::character::GlidingAnimation::update_skeleton(
&target_base,
(active_tool_kind, vel.0, ori.0, state.last_ori, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
CharacterState::Climb(_) => {
anim::character::ClimbAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, vel.0, ori.0, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
CharacterState::Sit(_) => anim::character::SitAnimation::update_skeleton(
&CharacterSkeleton::new(),
(active_tool_kind, time),
state.action_time,
&mut action_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
_ => target_base,
@ -486,8 +507,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -505,30 +525,41 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match character.move_state {
Stand(_) => anim::quadruped_small::IdleAnimation::update_skeleton(
&QuadrupedSmallSkeleton::new(),
time,
state.move_state_time,
&mut move_state_animation_rate,
skeleton_attr,
),
Run(_) => anim::quadruped_small::RunAnimation::update_skeleton(
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => {
anim::quadruped_small::IdleAnimation::update_skeleton(
&QuadrupedSmallSkeleton::new(),
time,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
// Running
(true, true, false) => {
anim::quadruped_small::RunAnimation::update_skeleton(
&QuadrupedSmallSkeleton::new(),
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
// In air
(false, _, false) => anim::quadruped_small::JumpAnimation::update_skeleton(
&QuadrupedSmallSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
skeleton_attr,
),
Jump(_) => anim::quadruped_small::JumpAnimation::update_skeleton(
&QuadrupedSmallSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
@ -545,8 +576,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -564,32 +594,45 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match character.move_state {
Stand(_) => anim::quadruped_medium::IdleAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
time,
state.move_state_time,
&mut move_state_animation_rate,
skeleton_attr,
),
Run(_) => anim::quadruped_medium::RunAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
skeleton_attr,
),
Jump(_) => anim::quadruped_medium::JumpAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
skeleton_attr,
),
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => {
anim::quadruped_medium::IdleAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
time,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
// Running
(true, true, false) => {
anim::quadruped_medium::RunAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
// In air
(false, _, false) => {
anim::quadruped_medium::JumpAnimation::update_skeleton(
&QuadrupedMediumSkeleton::new(),
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
// TODO!
_ => state.skeleton_mut().clone(),
@ -604,8 +647,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -621,30 +663,37 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match character.move_state {
Stand(_) => anim::bird_medium::IdleAnimation::update_skeleton(
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => anim::bird_medium::IdleAnimation::update_skeleton(
&BirdMediumSkeleton::new(),
time,
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Run(_) => anim::bird_medium::RunAnimation::update_skeleton(
// Running
(true, true, false) => anim::bird_medium::RunAnimation::update_skeleton(
&BirdMediumSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Jump(_) => anim::bird_medium::JumpAnimation::update_skeleton(
// In air
(false, _, false) => anim::bird_medium::JumpAnimation::update_skeleton(
&BirdMediumSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
@ -661,8 +710,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -678,30 +726,37 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match character.move_state {
Stand(_) => anim::fish_medium::IdleAnimation::update_skeleton(
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => anim::fish_medium::IdleAnimation::update_skeleton(
&FishMediumSkeleton::new(),
time,
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Run(_) => anim::fish_medium::RunAnimation::update_skeleton(
// Running
(true, true, false) => anim::fish_medium::RunAnimation::update_skeleton(
&FishMediumSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Jump(_) => anim::fish_medium::JumpAnimation::update_skeleton(
// In air
(false, _, false) => anim::fish_medium::JumpAnimation::update_skeleton(
&FishMediumSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
@ -718,8 +773,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -735,30 +789,37 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match character.move_state {
Stand(_) => anim::dragon::IdleAnimation::update_skeleton(
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => anim::dragon::IdleAnimation::update_skeleton(
&DragonSkeleton::new(),
time,
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Run(_) => anim::dragon::RunAnimation::update_skeleton(
// Running
(true, true, false) => anim::dragon::RunAnimation::update_skeleton(
&DragonSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Jump(_) => anim::dragon::JumpAnimation::update_skeleton(
// In air
(false, _, false) => anim::dragon::JumpAnimation::update_skeleton(
&DragonSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
@ -775,8 +836,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -792,30 +852,37 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match character.move_state {
Stand(_) => anim::bird_small::IdleAnimation::update_skeleton(
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => anim::bird_small::IdleAnimation::update_skeleton(
&BirdSmallSkeleton::new(),
time,
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Run(_) => anim::bird_small::RunAnimation::update_skeleton(
// Running
(true, true, false) => anim::bird_small::RunAnimation::update_skeleton(
&BirdSmallSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Jump(_) => anim::bird_small::JumpAnimation::update_skeleton(
// In air
(false, _, false) => anim::bird_small::JumpAnimation::update_skeleton(
&BirdSmallSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
@ -832,8 +899,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -849,30 +915,37 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match character.move_state {
Stand(_) => anim::fish_small::IdleAnimation::update_skeleton(
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => anim::fish_small::IdleAnimation::update_skeleton(
&FishSmallSkeleton::new(),
time,
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Run(_) => anim::fish_small::RunAnimation::update_skeleton(
// Running
(true, true, false) => anim::fish_small::RunAnimation::update_skeleton(
&FishSmallSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Jump(_) => anim::fish_small::JumpAnimation::update_skeleton(
// In air
(false, _, false) => anim::fish_small::JumpAnimation::update_skeleton(
&FishSmallSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
@ -889,8 +962,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -906,30 +978,37 @@ impl FigureMgr {
_ => continue,
};
if !character.move_state.equals(&last_character.0.move_state) {
state.move_state_time = 0.0;
if !character.equals(&last_character.0) {
state.state_time = 0.0;
}
let target_base = match character.move_state {
Stand(_) => anim::biped_large::IdleAnimation::update_skeleton(
let target_base = match (
physics.on_ground,
vel.0.magnitude_squared() > 0.001, // Moving
physics.in_fluid, // In water
) {
// Standing
(true, false, false) => anim::biped_large::IdleAnimation::update_skeleton(
&BipedLargeSkeleton::new(),
time,
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Run(_) => anim::biped_large::RunAnimation::update_skeleton(
// Running
(true, true, false) => anim::biped_large::RunAnimation::update_skeleton(
&BipedLargeSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
Jump(_) => anim::biped_large::JumpAnimation::update_skeleton(
// In air
(false, _, false) => anim::biped_large::JumpAnimation::update_skeleton(
&BipedLargeSkeleton::new(),
(vel.0.magnitude(), time),
state.move_state_time,
&mut move_state_animation_rate,
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
@ -946,8 +1025,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -967,8 +1045,7 @@ impl FigureMgr {
scale,
col,
dt,
move_state_animation_rate,
action_animation_rate,
state_animation_rate,
lpindex,
true,
);
@ -1163,8 +1240,7 @@ impl FigureMgr {
pub struct FigureState<S: Skeleton> {
bone_consts: Consts<FigureBoneData>,
locals: Consts<FigureLocals>,
move_state_time: f64,
action_time: f64,
state_time: f64,
skeleton: S,
pos: Vec3<f32>,
ori: Vec3<f32>,
@ -1180,8 +1256,7 @@ impl<S: Skeleton> FigureState<S> {
.create_consts(&skeleton.compute_matrices())
.unwrap(),
locals: renderer.create_consts(&[FigureLocals::default()]).unwrap(),
move_state_time: 0.0,
action_time: 0.0,
state_time: 0.0,
skeleton,
pos: Vec3::zero(),
ori: Vec3::zero(),
@ -1200,8 +1275,7 @@ impl<S: Skeleton> FigureState<S> {
scale: f32,
col: Rgba<f32>,
dt: f32,
move_state_rate: f32,
action_rate: f32,
state_animation_rate: f32,
lpindex: u8,
visible: bool,
) {
@ -1219,8 +1293,7 @@ impl<S: Skeleton> FigureState<S> {
self.ori = ori;
}
self.move_state_time += (dt * move_state_rate) as f64;
self.action_time += (dt * action_rate) as f64;
self.state_time += (dt * state_animation_rate) as f64;
// TODO: what are the interpolated ori values used for if not here???
let mat = Mat4::<f32>::identity()

View File

@ -170,7 +170,7 @@ impl Scene {
.ecs()
.read_storage::<comp::CharacterState>()
.get(client.entity())
.map_or(false, |cs| cs.action_state.is_dodging());
.map_or(false, |cs| cs.is_dodge());
let player_scale = match client
.state()

View File

@ -11,7 +11,7 @@ use client::{self, Client, Event::Chat};
use common::{
clock::Clock,
comp,
comp::{ActionState, Pos, Vel},
comp::{Pos, Vel},
msg::ClientState,
terrain::{Block, BlockKind},
vol::ReadVol,
@ -212,10 +212,10 @@ impl PlayState for SessionState {
.state()
.read_storage::<comp::CharacterState>()
.get(client.entity())
.map(|cs| match cs.action_state {
ActionState::Attack(_)
.map(|cs| match cs {
/*ActionState::Attack(_) // TODO: uncomment
| ActionState::Block(_)
| ActionState::Wield(_) => true,
| ActionState::Wield(_) => true,*/
_ => false,
})
.unwrap_or(false)