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https://gitlab.com/veloren/veloren.git
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clean up based on pr review comment
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b96d71a8c7
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862efb147c
@ -3,7 +3,8 @@ use crate::{
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states::*,
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sys::character_behavior::JoinData,
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};
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use specs::{Component, DenseVecStorage, FlaggedStorage, HashMapStorage};
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use specs::{Component, FlaggedStorage, HashMapStorage};
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use specs_idvs::IDVStorage;
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use std::time::Duration;
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#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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@ -40,7 +41,9 @@ pub enum CharacterAbility {
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}
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impl CharacterAbility {
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pub fn test_requirements(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
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/// Attempts to fulfill requirements, mutating `update` (taking energy) if
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/// applicable.
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pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
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match self {
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CharacterAbility::Roll => {
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data.physics.on_ground
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@ -64,7 +67,7 @@ impl CharacterAbility {
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}
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impl Component for CharacterAbility {
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type Storage = DenseVecStorage<Self>;
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type Storage = IDVStorage<Self>;
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}
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#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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@ -159,5 +162,5 @@ impl From<&CharacterAbility> for CharacterState {
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}
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impl Component for Loadout {
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type Storage = FlaggedStorage<Self, HashMapStorage<Self>>;
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type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
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}
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@ -112,8 +112,6 @@ impl Default for Input {
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#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
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pub struct ControllerInputs {
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// When adding new inputs:
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// 1. Add to tick() update
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pub primary: Input,
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pub secondary: Input,
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pub sit: Input,
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@ -155,24 +153,6 @@ impl ControllerInputs {
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self.swap_loadout.tick(dt);
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self.charge.tick(dt);
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}
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/*
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/// Updates `inputs.move_dir`.
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pub fn update_move_dir(&mut self) {
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self.move_dir = if self.move_dir.magnitude_squared() > 1.0 {
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// Cap move_dir to 1
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self.move_dir.normalized()
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} else {
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self.move_dir
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};
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}
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/// Updates `inputs.look_dir`
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pub fn update_look_dir(&mut self) {
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self.look_dir
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.try_normalized()
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.unwrap_or(self.move_dir.into());
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}*/
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}
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impl Controller {
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@ -46,16 +46,28 @@ pub enum SfxEvent {
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}
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pub enum LocalEvent {
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/// Applies upward force to entity's `Vel`
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Jump(EcsEntity),
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Knockback(EcsEntity),
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/// Applies the `force` + implicit upward force, in `dir` direction to
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/// `entity`'s `Vel`
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KnockUp {
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entity: EcsEntity,
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dir: Vec3<f32>,
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force: f32,
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},
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/// Applies the `force`, in `dir` direction to `entity`'s `Vel`
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ApplyForce {
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entity: EcsEntity,
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dir: Vec3<f32>,
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force: f32,
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},
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/// Applies leaping force to `entity`'s `Vel` away from `wall_dir` direction
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WallLeap {
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entity: EcsEntity,
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wall_dir: Vec3<f32>,
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},
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Boost {
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entity: EcsEntity,
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vel: Vec3<f32>,
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},
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/// Applies `vel` velocity to `entity`
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Boost { entity: EcsEntity, vel: Vec3<f32> },
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}
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pub enum ServerEvent {
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@ -351,7 +351,6 @@ impl State {
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let events = self.ecs.read_resource::<EventBus<LocalEvent>>().recv_all();
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for event in events {
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let mut velocities = self.ecs.write_storage::<comp::Vel>();
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let mut orientations = self.ecs.write_storage::<comp::Ori>();
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let mut controllers = self.ecs.write_storage::<comp::Controller>();
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match event {
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LocalEvent::Jump(entity) => {
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@ -359,12 +358,15 @@ impl State {
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vel.0.z = HUMANOID_JUMP_ACCEL;
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}
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},
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LocalEvent::Knockback(entity) => {
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LocalEvent::KnockUp { entity, dir, force } => {
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if let Some(vel) = velocities.get_mut(entity) {
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if let Some(ori) = orientations.get_mut(entity) {
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vel.0 = -ori.0 * 10.0;
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vel.0.z = HUMANOID_JUMP_ACCEL;
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}
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vel.0 = dir * force;
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vel.0.z = HUMANOID_JUMP_ACCEL;
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}
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},
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LocalEvent::ApplyForce { entity, dir, force } => {
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if let Some(vel) = velocities.get_mut(entity) {
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vel.0 = dir * force;
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}
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},
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LocalEvent::WallLeap { entity, wall_dir } => {
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@ -48,12 +48,6 @@ impl CharacterBehavior for Data {
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// If player stops holding input,
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if !data.inputs.primary.is_pressed() {
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// // Done
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// update.character = CharacterState::Wielding;
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// // Make sure attack component is removed
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// data.updater.remove::<Attacking>(data.entity);
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// return update;
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should_transition = false;
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}
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@ -105,14 +105,14 @@ pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
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time_left: tool.equip_time(),
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});
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} else {
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update.character = CharacterState::Idle {};
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update.character = CharacterState::Idle;
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};
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}
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/// Checks that player can `Sit` and updates `CharacterState` if so
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pub fn handle_sit(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.sit.is_pressed() && data.physics.on_ground && data.body.is_humanoid() {
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update.character = CharacterState::Sit {};
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update.character = CharacterState::Sit;
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}
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}
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@ -125,7 +125,7 @@ pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
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&& data.body.is_humanoid()
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&& update.energy.current() > 100
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{
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update.character = CharacterState::Climb {};
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update.character = CharacterState::Climb;
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}
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}
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@ -133,7 +133,7 @@ pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
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pub fn handle_unwield(data: &JoinData, update: &mut StateUpdate) {
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if let CharacterState::Wielding { .. } = update.character {
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if data.inputs.toggle_wield.is_pressed() {
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update.character = CharacterState::Idle {};
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update.character = CharacterState::Idle;
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}
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}
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}
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@ -158,7 +158,7 @@ pub fn handle_glide(data: &JoinData, update: &mut StateUpdate) {
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&& !data.physics.in_fluid
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&& data.body.is_humanoid()
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{
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update.character = CharacterState::Glide {};
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update.character = CharacterState::Glide;
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}
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}
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}
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@ -181,7 +181,7 @@ pub fn handle_primary_input(data: &JoinData, update: &mut StateUpdate) {
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.active_item
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.as_ref()
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.and_then(|i| i.primary_ability.as_ref())
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.filter(|ability| ability.test_requirements(data, update))
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.filter(|ability| ability.requirements_paid(data, update))
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{
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update.character = ability.into();
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}
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@ -197,7 +197,7 @@ pub fn handle_secondary_input(data: &JoinData, update: &mut StateUpdate) {
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.active_item
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.as_ref()
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.and_then(|i| i.secondary_ability.as_ref())
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.filter(|ability| ability.test_requirements(data, update))
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.filter(|ability| ability.requirements_paid(data, update))
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{
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update.character = ability.into();
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}
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@ -213,7 +213,7 @@ pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
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.active_item
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.as_ref()
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.and_then(|i| i.dodge_ability.as_ref())
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.filter(|ability| ability.test_requirements(data, update))
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.filter(|ability| ability.requirements_paid(data, update))
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{
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update.character = ability.into();
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}
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@ -70,6 +70,7 @@ impl<'a> System<'a> for Sys {
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controller.reset();
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//TODO: Make npcs have valid `look_dir` during all activities
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let mut inputs = &mut controller.inputs;
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const AVG_FOLLOW_DIST: f32 = 6.0;
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@ -77,12 +77,9 @@ impl<'a> JoinData<'a> {
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}
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}
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/// /// ## Character State System
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/// #### Calls updates to `CharacterState`s. Acts on tuples of (
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/// `CharacterState`, `Pos`, `Vel`, and `Ori` ).
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///
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/// _System forms `CharacterEntityData` tuples and passes those to `ActionState`
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/// `update()` fn, then does the same for `MoveState` `update`_
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/// ## Character Behavior System
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/// Passes `JoinData` to `CharacterState`'s `behavior` handler fn's. Recieves a
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/// `StateUpdate` in return and performs updates to ECS Components from that.
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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@ -176,7 +173,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::Climb => states::climb::Data.behavior(&j),
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CharacterState::Glide => states::glide::Data.behavior(&j),
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CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
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CharacterState::BasicBlock => states::basic_block::Data.behavior(&j),
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CharacterState::BasicBlock => states::basic_block::Data.behavior(&j),
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CharacterState::Roll(data) => data.behavior(&j),
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CharacterState::Wielding => states::wielding::Data.behavior(&j),
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CharacterState::Equipping(data) => data.behavior(&j),
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@ -186,17 +183,6 @@ impl<'a> System<'a> for Sys {
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CharacterState::Boost(data) => data.behavior(&j),
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CharacterState::DashMelee(data) => data.behavior(&j),
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CharacterState::TimedCombo(data) => data.behavior(&j),
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// Do not use default match.
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// _ => StateUpdate {
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// character: *j.character,
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// pos: *j.pos,
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// vel: *j.vel,
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// ori: *j.ori,
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// energy: *j.energy,
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// local_events: VecDeque::new(),
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// server_events: VecDeque::new(),
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// },
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};
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*tuple.2 = state_update.character;
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@ -3,12 +3,10 @@ use crate::{
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Attacking, Body, CharacterState, Controller, HealthChange, HealthSource, Ori, Pos, Scale,
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Stats,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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state::DeltaTime,
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event::{EventBus, ServerEvent},
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sync::Uid,
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};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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// use std::time::Duration;
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use vek::*;
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const BLOCK_EFFICIENCY: f32 = 0.9;
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@ -23,8 +21,6 @@ impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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Read<'a, EventBus<ServerEvent>>,
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Read<'a, EventBus<LocalEvent>>,
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Read<'a, DeltaTime>,
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ReadStorage<'a, Uid>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, Ori>,
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@ -41,8 +37,6 @@ impl<'a> System<'a> for Sys {
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(
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entities,
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server_bus,
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_local_bus,
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_dt,
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uids,
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positions,
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orientations,
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