Completely purged old method of inputs

This commit is contained in:
Sam
2021-03-14 14:42:39 -04:00
parent be27289a7f
commit ac6e192db4
26 changed files with 592 additions and 510 deletions

View File

@ -180,7 +180,12 @@ impl Body {
pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
if let Some(depth) = data.physics.in_liquid {
swim_move(data, update, efficiency, depth);
} else if data.inputs.fly.is_pressed() && !data.physics.on_ground && data.body.can_fly() {
} else if
/* data.inputs.fly.is_pressed() */
input_is_pressed(data, InputKind::Fly)
&& !data.physics.on_ground
&& data.body.can_fly()
{
fly_move(data, update, efficiency);
} else {
basic_move(data, update, efficiency);
@ -314,11 +319,11 @@ fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
/// First checks whether `primary`, `secondary`, `ability3`, or `ability4` input
/// is pressed, then attempts to go into Equipping state, otherwise Idle
pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
if
// data.inputs.primary.is_pressed() || data.inputs.secondary.is_pressed() ||
data.inputs.ability3.is_pressed() || data.inputs.ability4.is_pressed() {
attempt_wield(data, update);
}
// if
// // data.inputs.primary.is_pressed() || data.inputs.secondary.is_pressed()
// || data.inputs.ability3.is_pressed() ||
// data.inputs.ability4.is_pressed() { attempt_wield(data, update);
// }
}
/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
@ -416,7 +421,9 @@ pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
/// Checks that player can jump and sends jump event if so
pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.jump.is_pressed()
if
/* data.inputs.jump.is_pressed() */
input_is_pressed(data, InputKind::Jump)
&& data.physics.on_ground
&& !data
.physics
@ -430,19 +437,14 @@ pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) {
}
}
fn handle_ability_pressed(
data: &JoinData,
update: &mut StateUpdate,
ability_key: AbilityKey,
input: Option<InputKind>,
) {
fn handle_ability_pressed(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
let hands = |equip_slot| match data.inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
// Mouse1 and Skill1 always use the MainHand slot
let always_main_hand = matches!(ability_key, AbilityKey::Mouse1 | AbilityKey::Skill1);
let always_main_hand = matches!(input, InputKind::Primary | InputKind::Ability(0));
// skill_index used to select ability for the AbilityKey::Skill2 input
let (equip_slot, skill_index) = if always_main_hand {
(Some(EquipSlot::Mainhand), 0)
@ -466,16 +468,16 @@ fn handle_ability_pressed(
.inventory
.equipped(equip_slot)
.map(|i| &i.item_config_expect().abilities)
.and_then(|abilities| match ability_key {
AbilityKey::Mouse1 => Some(abilities.primary.clone()),
AbilityKey::Mouse2 => Some(abilities.secondary.clone()),
AbilityKey::Skill1 => abilities.abilities.get(0).cloned().and_then(unlocked),
AbilityKey::Skill2 => abilities
.and_then(|abilities| match input {
InputKind::Primary => Some(abilities.primary.clone()),
InputKind::Secondary => Some(abilities.secondary.clone()),
InputKind::Ability(0) => abilities.abilities.get(0).cloned().and_then(unlocked),
InputKind::Ability(_) => abilities
.abilities
.get(skill_index)
.cloned()
.and_then(unlocked),
AbilityKey::Dodge => None,
InputKind::Roll | InputKind::Jump | InputKind::Glide | InputKind::Fly => None,
})
.map(|a| {
let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind);
@ -485,12 +487,7 @@ fn handle_ability_pressed(
{
update.character = (
&ability,
AbilityInfo::from_key(
data,
ability_key,
matches!(equip_slot, EquipSlot::Offhand),
input,
),
AbilityInfo::from_input(data, matches!(equip_slot, EquipSlot::Offhand), input),
)
.into();
}
@ -499,10 +496,13 @@ fn handle_ability_pressed(
pub fn handle_input(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
match input {
InputKind::Primary => handle_ability_pressed(data, update, AbilityKey::Mouse1, Some(input)),
InputKind::Secondary => {
handle_ability_pressed(data, update, AbilityKey::Mouse2, Some(input))
InputKind::Primary | InputKind::Secondary | InputKind::Ability(_) => {
handle_ability_pressed(data, update, input)
},
InputKind::Roll => handle_dodge_input(data, update),
InputKind::Jump => handle_jump(data, update),
InputKind::Glide => attempt_glide_wield(data, update),
InputKind::Fly => {},
}
}
@ -513,34 +513,10 @@ pub fn attempt_input(data: &JoinData, update: &mut StateUpdate) {
}
}
/*pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.primary.is_pressed() {
handle_ability_pressed(data, update, AbilityKey::Mouse1);
}
}*/
// pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) {
// if data.inputs.secondary.is_pressed() {
// handle_ability_pressed(data, update, AbilityKey::Mouse2, None);
// }
// }
pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.ability3.is_pressed() {
handle_ability_pressed(data, update, AbilityKey::Skill1, None);
}
}
pub fn handle_ability4_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.ability4.is_pressed() {
handle_ability_pressed(data, update, AbilityKey::Skill2, None);
}
}
/// Checks that player can perform a dodge, then
/// attempts to perform their dodge ability
pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.roll.is_pressed() && data.body.is_humanoid() {
if input_is_pressed(data, InputKind::Roll) && data.body.is_humanoid() {
if let Some(ability) = data
.inventory
.equipped(EquipSlot::Mainhand)
@ -555,17 +531,17 @@ pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
if let CharacterState::ComboMelee(c) = data.character {
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Dodge, false, None),
AbilityInfo::from_input(data, false, InputKind::Roll),
)
.into();
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_combo = Some((c.static_data.ability_info.key, c.stage));
roll.was_combo = Some((c.static_data.ability_info.input, c.stage));
roll.was_wielded = true;
}
} else if data.character.is_wield() {
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Dodge, false, None),
AbilityInfo::from_input(data, false, InputKind::Roll),
)
.into();
if let CharacterState::Roll(roll) = &mut update.character {
@ -574,7 +550,7 @@ pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
} else if data.character.is_stealthy() {
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Dodge, false, None),
AbilityInfo::from_input(data, false, InputKind::Roll),
)
.into();
if let CharacterState::Roll(roll) = &mut update.character {
@ -583,7 +559,7 @@ pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
} else {
update.character = (
&ability,
AbilityInfo::from_key(data, AbilityKey::Dodge, false, None),
AbilityInfo::from_input(data, false, InputKind::Roll),
)
.into();
}
@ -621,35 +597,14 @@ pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_inter
if attacks_interrupt {
//handle_ability1_input(data, update);
// handle_ability2_input(data, update);
handle_ability3_input(data, update);
handle_ability4_input(data, update);
// handle_ability3_input(data, update);
// handle_ability4_input(data, update);
}
handle_dodge_input(data, update);
}
pub fn input_is_pressed(data: &JoinData, ability_info: AbilityInfo) -> bool {
//data.controller.queued_inputs.contains(ability_info.input)
ability_info
.input
.map_or(false, |i| data.controller.queued_inputs.contains(&i))
}
pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool {
match ability_key {
AbilityKey::Mouse1 =>
/* data.inputs.primary.is_pressed() */
{
false
},
AbilityKey::Mouse2 =>
/* data.inputs.secondary.is_pressed() */
{
false
},
AbilityKey::Skill1 => data.inputs.ability3.is_pressed(),
AbilityKey::Skill2 => data.inputs.ability4.is_pressed(),
AbilityKey::Dodge => data.inputs.roll.is_pressed(),
}
pub fn input_is_pressed(data: &JoinData, input: InputKind) -> bool {
data.controller.queued_inputs.contains(&input)
}
/// Determines what portion a state is in. Used in all attacks (eventually). Is
@ -666,15 +621,6 @@ pub enum StageSection {
Movement,
}
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub enum AbilityKey {
Mouse1,
Mouse2,
Skill1,
Skill2,
Dodge,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ForcedMovement {
Forward {
@ -713,17 +659,11 @@ impl MovementDirection {
pub struct AbilityInfo {
pub tool: Option<ToolKind>,
pub hand: Option<HandInfo>,
pub key: AbilityKey,
pub input: Option<InputKind>,
pub input: InputKind,
}
impl AbilityInfo {
pub fn from_key(
data: &JoinData,
key: AbilityKey,
from_offhand: bool,
input: Option<InputKind>,
) -> Self {
pub fn from_input(data: &JoinData, from_offhand: bool, input: InputKind) -> Self {
let tool_data = if from_offhand {
unwrap_tool_data(data, EquipSlot::Offhand)
} else {
@ -738,12 +678,7 @@ impl AbilityInfo {
)
};
Self {
tool,
hand,
key,
input,
}
Self { tool, hand, input }
}
}