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https://gitlab.com/veloren/veloren.git
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Moved animation determination to Control ECS system
Former-commit-id: 6650bc4d882d3f6779f99afea2e05155ad008282
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edcabfa68f
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@ -148,24 +148,10 @@ impl Client {
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println!("Chunk at {:?}", k);
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});
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// Step 1
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if let (Some(_), Some(vel), Some(_), Some(_)) = (
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self.state.read_component_cloned::<comp::phys::Pos>(self.player),
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self.state.read_component_cloned::<comp::phys::Vel>(self.player),
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self.state.read_component_cloned::<comp::phys::Dir>(self.player),
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self.state.read_component_cloned::<comp::Character>(self.player),
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) {
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self.state.write_component(self.player, comp::Control {
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move_dir: input.move_dir,
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});
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if input.move_dir.magnitude() > 0.01 {
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self.state.write_component(self.player, comp::Animation::Run);
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} else {
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self.state.write_component(self.player, comp::Animation::Idle);
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}
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}
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// Tick the client's LocalState (step 3)
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self.state.tick(dt);
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@ -1,27 +1,33 @@
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// Library
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use specs::{Join, Read, ReadStorage, System, WriteStorage};
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use specs::{Join, Read, ReadStorage, System, WriteStorage, Entities};
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use vek::*;
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// Crate
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use crate::comp::{Control, phys::{Pos, Vel, Dir}};
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use crate::comp::{Control, Animation, phys::{Pos, Vel, Dir}};
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// Basic ECS AI agent system
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Dir>,
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WriteStorage<'a, Animation>,
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ReadStorage<'a, Control>,
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);
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fn run(&mut self, (mut vels, mut dirs, controls): Self::SystemData) {
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for (mut vel, mut dir, control) in (&mut vels, &mut dirs, &controls).join() {
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fn run(&mut self, (entities, mut vels, mut dirs, mut anims, controls): Self::SystemData) {
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for (entity, mut vel, mut dir, control) in (&entities, &mut vels, &mut dirs, &controls).join() {
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// TODO: Don't hard-code this
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vel.0 = vel.0 + control.move_dir * 2.0 - vel.0.map(|e| e * e.abs() + e) * 0.03;
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// Apply physics to the player: acceleration and non-linear decceleration
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vel.0 += control.move_dir * 2.0 - vel.0.map(|e| e * e.abs() + e) * 0.03;
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if control.move_dir.magnitude() > 0.01 {
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dir.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0);
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anims.insert(entity, Animation::Run);
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} else {
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anims.insert(entity, Animation::Run);
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}
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}
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}
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@ -74,7 +74,6 @@ impl Server {
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this.create_character(comp::Character::test())
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.with(comp::Agent::Wanderer(Vec2::zero()))
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.with(comp::Control::default())
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.with(comp::Animation::Run)
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.build();
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}
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@ -111,9 +110,8 @@ impl Server {
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.create_entity_synced()
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.with(comp::phys::Pos(Vec3::zero()))
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.with(comp::phys::Vel(Vec3::zero()))
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.with(comp::phys::Dir(Vec3::zero()))
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.with(comp::phys::Dir(Vec3::unit_y()))
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.with(character)
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.with(comp::Animation::Idle)
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}
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/// Execute a single server tick, handle input and update the game state by the given duration
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