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Merge branch 'joedonofry/dropped_lantern_glow' into 'master'
Add glow to dropped lanterns See merge request veloren/veloren!3772
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commit
88ac238121
@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Added
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- Command to toggle experimental shaders.
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- Faster Energy Regeneration while sitting.
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- Lantern glow for dropped lanterns.
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### Changed
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- Bats move slower and use a simple proportional controller to maintain altitude
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@ -61,6 +61,8 @@ impl Lantern {
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pub fn strength(&self) -> f32 { self.strength_thousandths as f32 / 1000_f32 }
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pub fn color(&self) -> Rgb<f32> { self.color.map(|c| c as f32 / 255.0) }
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pub fn flicker(&self) -> f32 { self.flicker_thousandths as f32 / 1000_f32 }
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}
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#[derive(Clone, Debug, Eq, PartialEq, Serialize, Deserialize, Copy, PartialOrd, Ord)]
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@ -57,18 +57,18 @@ pub fn handle_lantern(server: &mut Server, entity: EcsEntity, enable: bool) {
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.and_then(|inventory| inventory.equipped(EquipSlot::Lantern))
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.and_then(|item| {
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if let comp::item::ItemKind::Lantern(l) = &*item.kind() {
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Some((l.color(), l.strength()))
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Some((l.color(), l.strength(), l.flicker()))
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} else {
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None
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}
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});
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if let Some((col, strength)) = lantern_info {
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if let Some((col, strength, flicker)) = lantern_info {
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let _ =
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ecs.write_storage::<comp::LightEmitter>()
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.insert(entity, comp::LightEmitter {
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col,
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strength,
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flicker: 0.35,
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flicker,
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animated: true,
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});
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}
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@ -16,7 +16,7 @@ use common::{
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combat::DamageContributor,
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comp::{
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self,
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item::MaterialStatManifest,
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item::{ItemKind, MaterialStatManifest},
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skills::{GeneralSkill, Skill},
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ChatType, Group, Inventory, Item, Player, Poise,
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},
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@ -299,6 +299,15 @@ impl StateExt for State {
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fn create_item_drop(&mut self, pos: comp::Pos, item: Item) -> EcsEntityBuilder {
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let item_drop = comp::item_drop::Body::from(&item);
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let body = comp::Body::ItemDrop(item_drop);
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let light_emitter = match &*item.kind() {
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ItemKind::Lantern(lantern) => Some(comp::LightEmitter {
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col: lantern.color(),
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strength: lantern.strength(),
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flicker: lantern.flicker(),
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animated: true,
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}),
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_ => None,
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};
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self.ecs_mut()
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.create_entity_synced()
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.with(item)
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@ -309,6 +318,7 @@ impl StateExt for State {
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.with(item_drop.density())
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.with(body.collider())
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.with(body)
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.maybe_with(light_emitter)
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}
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fn create_ship<F: FnOnce(comp::ship::Body) -> comp::Collider>(
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@ -35,7 +35,7 @@ impl Skeleton for ItemDropSkeleton {
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*(<&mut [_; Self::BONE_COUNT]>::try_from(&mut buf[0..Self::BONE_COUNT]).unwrap()) =
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[make_bone(bone0_mat)];
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Offsets {
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lantern: None,
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lantern: Some((bone0_mat * Vec4::new(0.0, 0.0, 3.5, 1.0)).xyz()),
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viewpoint: None,
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mount_bone: Transform {
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position: comp::Body::ItemDrop(body)
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