Sneak with weapons drawn

This commit is contained in:
Bryant Deters 2021-10-04 19:15:58 -05:00
parent e6a4e53ef3
commit b2bd43f4d3
50 changed files with 953 additions and 279 deletions

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@ -18,6 +18,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Sailing boat (currently requires spawning in)
- Added a filter search function for crafting menu, use "input:_____" to search for recipe inputs
- Added catalan (Catalonia) language translation
- Sneaking with weapons drawn
### Changed

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@ -27,8 +27,9 @@ use common::{
invite::{InviteKind, InviteResponse},
skills::Skill,
slot::Slot,
ChatMode, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip, InputKind,
InventoryAction, InventoryEvent, InventoryUpdateEvent, UtteranceKind,
CharacterState, ChatMode, ControlAction, ControlEvent, Controller, ControllerInputs,
GroupManip, InputKind, InventoryAction, InventoryEvent, InventoryUpdateEvent,
UtteranceKind,
},
event::{EventBus, LocalEvent},
grid::Grid,
@ -300,9 +301,7 @@ impl Client {
// Initialize `State`
let mut state = State::client();
// Client-only components
state
.ecs_mut()
.register::<comp::Last<comp::CharacterState>>();
state.ecs_mut().register::<comp::Last<CharacterState>>();
let entity = state.ecs_mut().apply_entity_package(entity_package);
*state.ecs_mut().write_resource() = time_of_day;
@ -912,8 +911,8 @@ impl Client {
pub fn is_dead(&self) -> bool { self.current::<comp::Health>().map_or(false, |h| h.is_dead) }
pub fn is_gliding(&self) -> bool {
self.current::<comp::CharacterState>()
.map_or(false, |cs| matches!(cs, comp::CharacterState::Glide(_)))
self.current::<CharacterState>()
.map_or(false, |cs| matches!(cs, CharacterState::Glide(_)))
}
pub fn split_swap_slots(&mut self, a: comp::slot::Slot, b: comp::slot::Slot) {
@ -1160,7 +1159,7 @@ impl Client {
pub fn is_wielding(&self) -> Option<bool> {
self.state
.ecs()
.read_storage::<comp::CharacterState>()
.read_storage::<CharacterState>()
.get(self.entity())
.map(|cs| cs.is_wield())
}
@ -1177,9 +1176,9 @@ impl Client {
let is_sitting = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.read_storage::<CharacterState>()
.get(self.entity())
.map(|cs| matches!(cs, comp::CharacterState::Sit));
.map(|cs| matches!(cs, CharacterState::Sit));
match is_sitting {
Some(true) => self.control_action(ControlAction::Stand),
@ -1192,9 +1191,9 @@ impl Client {
let is_dancing = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.read_storage::<CharacterState>()
.get(self.entity())
.map(|cs| matches!(cs, comp::CharacterState::Dance));
.map(|cs| matches!(cs, CharacterState::Dance));
match is_dancing {
Some(true) => self.control_action(ControlAction::Stand),
@ -1211,9 +1210,9 @@ impl Client {
let is_sneaking = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.read_storage::<CharacterState>()
.get(self.entity())
.map(|cs| matches!(cs, comp::CharacterState::Sneak));
.map(CharacterState::is_stealthy);
match is_sneaking {
Some(true) => self.control_action(ControlAction::Stand),
@ -1226,14 +1225,9 @@ impl Client {
let using_glider = self
.state
.ecs()
.read_storage::<comp::CharacterState>()
.read_storage::<CharacterState>()
.get(self.entity())
.map(|cs| {
matches!(
cs,
comp::CharacterState::GlideWield(_) | comp::CharacterState::Glide(_)
)
});
.map(|cs| matches!(cs, CharacterState::GlideWield(_) | CharacterState::Glide(_)));
match using_glider {
Some(true) => self.control_action(ControlAction::Unwield),
@ -1439,11 +1433,11 @@ impl Client {
{
prof_span!("Last<CharacterState> comps update");
let ecs = self.state.ecs();
let mut last_character_states = ecs.write_storage::<comp::Last<comp::CharacterState>>();
let mut last_character_states = ecs.write_storage::<comp::Last<CharacterState>>();
for (entity, _, character_state) in (
&ecs.entities(),
&ecs.read_storage::<comp::Body>(),
&ecs.read_storage::<comp::CharacterState>(),
&ecs.read_storage::<CharacterState>(),
)
.join()
{

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@ -1634,7 +1634,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
timer: Duration::default(),
stage_section: StageSection::Buildup,
was_wielded: false, // false by default. utils might set it to true
was_sneak: false,
is_sneaking: false,
was_combo: None,
}),
CharacterAbility::ComboMelee {

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@ -66,12 +66,11 @@ impl From<&JoinData<'_>> for StateUpdate {
}
#[derive(Clone, Debug, Display, PartialEq, Serialize, Deserialize)]
pub enum CharacterState {
Idle,
Idle(idle::Data),
Climb(climb::Data),
Sit,
Dance,
Talk,
Sneak,
Glide(glide::Data),
GlideWield(glide_wield::Data),
/// A stunned state
@ -81,7 +80,7 @@ pub enum CharacterState {
/// Player is busy equipping or unequipping weapons
Equipping(equipping::Data),
/// Player is holding a weapon and can perform other actions
Wielding,
Wielding(wielding::Data),
/// A dodge where player can roll
Roll(roll::Data),
/// A basic melee attack (e.g. sword)
@ -131,7 +130,7 @@ impl CharacterState {
pub fn is_wield(&self) -> bool {
matches!(
self,
CharacterState::Wielding
CharacterState::Wielding(_)
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
@ -153,7 +152,18 @@ impl CharacterState {
}
pub fn is_stealthy(&self) -> bool {
matches!(self, CharacterState::Sneak | CharacterState::Roll(_))
matches!(
self,
CharacterState::Idle(idle::Data { is_sneaking: true })
| CharacterState::Wielding(wielding::Data {
is_sneaking: true,
..
})
| CharacterState::Roll(roll::Data {
is_sneaking: true,
..
})
)
}
pub fn is_attack(&self) -> bool {
@ -194,7 +204,7 @@ impl CharacterState {
| CharacterState::BasicBeam(_)
| CharacterState::Stunned(_)
| CharacterState::UseItem(_)
| CharacterState::Wielding
| CharacterState::Wielding(_)
| CharacterState::Talk
)
}
@ -258,7 +268,7 @@ impl CharacterState {
pub fn behavior(&self, j: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
match &self {
CharacterState::Idle => states::idle::Data.behavior(j, output_events),
CharacterState::Idle(data) => data.behavior(j, output_events),
CharacterState::Talk => states::talk::Data.behavior(j, output_events),
CharacterState::Climb(data) => data.behavior(j, output_events),
CharacterState::Glide(data) => data.behavior(j, output_events),
@ -270,12 +280,9 @@ impl CharacterState {
CharacterState::Dance => {
states::dance::Data::behavior(&states::dance::Data, j, output_events)
},
CharacterState::Sneak => {
states::sneak::Data::behavior(&states::sneak::Data, j, output_events)
},
CharacterState::BasicBlock(data) => data.behavior(j, output_events),
CharacterState::Roll(data) => data.behavior(j, output_events),
CharacterState::Wielding => states::wielding::Data.behavior(j, output_events),
CharacterState::Wielding(data) => data.behavior(j, output_events),
CharacterState::Equipping(data) => data.behavior(j, output_events),
CharacterState::ComboMelee(data) => data.behavior(j, output_events),
CharacterState::BasicMelee(data) => data.behavior(j, output_events),
@ -306,7 +313,7 @@ impl CharacterState {
action: ControlAction,
) -> StateUpdate {
match &self {
CharacterState::Idle => states::idle::Data.handle_event(j, output_events, action),
CharacterState::Idle(data) => data.handle_event(j, output_events, action),
CharacterState::Talk => states::talk::Data.handle_event(j, output_events, action),
CharacterState::Climb(data) => data.handle_event(j, output_events, action),
CharacterState::Glide(data) => data.handle_event(j, output_events, action),
@ -318,14 +325,9 @@ impl CharacterState {
CharacterState::Dance => {
states::dance::Data::handle_event(&states::dance::Data, j, output_events, action)
},
CharacterState::Sneak => {
states::sneak::Data::handle_event(&states::sneak::Data, j, output_events, action)
},
CharacterState::BasicBlock(data) => data.handle_event(j, output_events, action),
CharacterState::Roll(data) => data.handle_event(j, output_events, action),
CharacterState::Wielding => {
states::wielding::Data.handle_event(j, output_events, action)
},
CharacterState::Wielding(data) => data.handle_event(j, output_events, action),
CharacterState::Equipping(data) => data.handle_event(j, output_events, action),
CharacterState::ComboMelee(data) => data.handle_event(j, output_events, action),
CharacterState::BasicMelee(data) => data.handle_event(j, output_events, action),
@ -351,7 +353,7 @@ impl CharacterState {
}
impl Default for CharacterState {
fn default() -> Self { Self::Idle }
fn default() -> Self { Self::Idle(idle::Data { is_sneaking: false }) }
}
impl Component for CharacterState {

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@ -9,6 +9,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -130,12 +131,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

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@ -11,6 +11,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
terrain::Block,
uid::Uid,
@ -204,14 +205,15 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(data.entity);
},

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@ -1,7 +1,10 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, InputKind, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
@ -83,12 +86,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

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@ -7,6 +7,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -163,13 +164,14 @@ impl CharacterBehavior for Data {
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, output_events, &mut update);
} else {
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},

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@ -7,6 +7,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
util::Dir,
};
@ -126,13 +127,14 @@ impl CharacterBehavior for Data {
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, output_events, &mut update);
} else {
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

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@ -11,6 +11,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
terrain::Block,
vol::ReadVol,
@ -231,12 +232,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

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@ -4,6 +4,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -80,12 +81,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

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@ -3,6 +3,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -55,7 +56,7 @@ impl CharacterBehavior for Data {
.0
.magnitude()
.min(self.static_data.max_exit_velocity);
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
}

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@ -6,6 +6,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
wielding,
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
@ -220,14 +221,15 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},

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@ -7,6 +7,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -172,12 +173,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

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@ -8,6 +8,7 @@ use crate::{
event::LocalEvent,
states::{
behavior::{CharacterBehavior, JoinData},
idle,
utils::*,
},
util::Dir,
@ -78,7 +79,7 @@ impl CharacterBehavior for Data {
CLIMB_BOOST_JUMP_FACTOR * impulse / data.mass.0,
));
};
update.character = CharacterState::Idle {};
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
return update;
};
// Move player
@ -102,7 +103,7 @@ impl CharacterBehavior for Data {
.try_change_by(-energy_use * data.dt.0)
.is_err()
{
update.character = CharacterState::Idle {};
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
}
// Set orientation direction based on wall direction

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@ -8,6 +8,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
@ -343,13 +344,14 @@ impl CharacterBehavior for Data {
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, output_events, &mut update);
} else {
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},

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@ -1,7 +1,10 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, InventoryAction, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
idle,
},
};
use serde::{Deserialize, Serialize};
@ -17,7 +20,7 @@ impl CharacterBehavior for Data {
// Try to Fall/Stand up/Move
if data.physics.on_ground.is_none() || data.inputs.move_dir.magnitude_squared() > 0.0 {
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
}
update
@ -49,7 +52,7 @@ impl CharacterBehavior for Data {
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
// Try to Fall/Stand up/Move
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
update
}
}

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@ -4,6 +4,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
@ -339,14 +340,15 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},

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@ -1,7 +1,10 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
@ -20,6 +23,7 @@ pub struct Data {
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
pub is_sneaking: bool,
}
impl CharacterBehavior for Data {
@ -27,7 +31,7 @@ impl CharacterBehavior for Data {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 1.0);
handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 });
handle_jump(data, output_events, &mut update, 1.0);
if self.timer < self.static_data.buildup_duration {
@ -38,7 +42,9 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data {
is_sneaking: self.is_sneaking,
});
}
update

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@ -6,7 +6,7 @@ use crate::{
},
states::{
behavior::{CharacterBehavior, JoinData},
glide_wield,
glide_wield, idle,
},
util::{Dir, Plane, Projection},
};
@ -87,7 +87,7 @@ impl CharacterBehavior for Data {
.and_then(|inv| inv.equipped(EquipSlot::Glider))
.is_none()
{
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
} else if !handle_climb(data, &mut update) {
let air_flow = data
.physics
@ -201,7 +201,7 @@ impl CharacterBehavior for Data {
fn unwield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
update
}
}

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@ -6,7 +6,7 @@ use crate::{
},
states::{
behavior::{CharacterBehavior, JoinData},
glide,
glide, idle,
},
};
use serde::{Deserialize, Serialize};
@ -72,7 +72,7 @@ impl CharacterBehavior for Data {
..*self
})
} else {
CharacterState::Idle
CharacterState::Idle(idle::Data { is_sneaking: false })
};
}
@ -92,7 +92,7 @@ impl CharacterBehavior for Data {
fn unwield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
update
}

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@ -1,22 +1,33 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, InventoryAction, StateUpdate},
comp::{character_state::OutputEvents, CharacterState, InventoryAction, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
pub struct Data;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
pub is_sneaking: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 1.0);
handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 });
handle_jump(data, output_events, &mut update, 1.0);
handle_wield(data, &mut update);
handle_climb(data, &mut update);
handle_dodge_input(data, &mut update);
// Try to Fall/Stand up/Move
if self.is_sneaking
&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())
{
update.character = CharacterState::Idle(Data { is_sneaking: false });
}
update
}
@ -63,7 +74,7 @@ impl CharacterBehavior for Data {
fn sneak(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sneak(data, &mut update);
update.character = CharacterState::Idle(Data { is_sneaking: true });
update
}
@ -72,4 +83,10 @@ impl CharacterBehavior for Data {
attempt_talk(data, &mut update);
update
}
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle(Data { is_sneaking: false });
update
}
}

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@ -4,6 +4,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
wielding,
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
@ -195,14 +196,15 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},

View File

@ -23,7 +23,6 @@ pub mod roll;
pub mod self_buff;
pub mod shockwave;
pub mod sit;
pub mod sneak;
pub mod spin_melee;
pub mod sprite_interact;
pub mod sprite_summon;

View File

@ -7,6 +7,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -148,12 +149,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

View File

@ -7,7 +7,9 @@ use crate::{
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
idle,
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -41,8 +43,8 @@ pub struct Data {
pub stage_section: StageSection,
/// Had weapon
pub was_wielded: bool,
/// Was sneaking
pub was_sneak: bool,
/// Is sneaking, true if previous state was also considered sneaking
pub is_sneaking: bool,
/// Was in state with combo
pub was_combo: Option<(InputKind, u32)>,
}
@ -128,20 +130,28 @@ impl CharacterBehavior for Data {
c.stage = stage;
}
} else {
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data {
is_sneaking: self.is_sneaking,
});
}
} else if self.was_wielded {
update.character = CharacterState::Wielding;
} else if self.was_sneak {
update.character = CharacterState::Sneak;
} else {
update.character = CharacterState::Idle;
update.character = if self.was_wielded {
CharacterState::Wielding(wielding::Data {
is_sneaking: self.is_sneaking,
})
} else {
CharacterState::Idle(idle::Data {
is_sneaking: self.is_sneaking,
})
}
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data {
is_sneaking: self.is_sneaking,
});
},
}

View File

@ -8,6 +8,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -104,12 +105,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

View File

@ -8,6 +8,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -156,12 +157,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

View File

@ -1,7 +1,10 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, InventoryAction, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
idle,
},
};
use serde::{Deserialize, Serialize};
@ -17,7 +20,7 @@ impl CharacterBehavior for Data {
// Try to Fall/Stand up/Move
if data.physics.on_ground.is_none() || data.inputs.move_dir.magnitude_squared() > 0.0 {
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
}
update
@ -49,7 +52,7 @@ impl CharacterBehavior for Data {
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
// Try to Fall/Stand up/Move
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
update
}
}

View File

@ -1,74 +0,0 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, InventoryAction, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
};
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 0.4);
handle_jump(data, output_events, &mut update, 1.0);
handle_wield(data, &mut update);
handle_climb(data, &mut update);
handle_dodge_input(data, &mut update);
// Try to Fall/Stand up/Move
if data.physics.on_ground.is_none() {
update.character = CharacterState::Idle;
}
update
}
fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_equipped_weapons(data, &mut update);
update
}
fn manipulate_loadout(
&self,
data: &JoinData,
output_events: &mut OutputEvents,
inv_action: InventoryAction,
) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_manipulate_loadout(data, output_events, &mut update, inv_action);
update
}
fn wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_wield(data, &mut update);
update
}
fn glide_wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_glide_wield(data, &mut update);
update
}
fn sit(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
fn dance(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_dance(data, &mut update);
update
}
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
}

View File

@ -8,6 +8,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
@ -206,14 +207,15 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},

View File

@ -2,7 +2,10 @@ use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, InventoryManip, StateUpdate},
event::ServerEvent,
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
idle, wielding,
},
terrain::SpriteKind,
util::Dir,
};
@ -95,18 +98,21 @@ impl CharacterBehavior for Data {
let inv_manip = InventoryManip::Collect(self.static_data.sprite_pos);
output_events.emit_server(ServerEvent::InventoryManip(data.entity, inv_manip));
// Done
if self.static_data.was_wielded {
update.character = CharacterState::Wielding;
} else if self.static_data.was_sneak {
update.character = CharacterState::Sneak;
update.character = if self.static_data.was_wielded {
CharacterState::Wielding(wielding::Data {
is_sneaking: self.static_data.was_sneak,
})
} else {
update.character = CharacterState::Idle;
CharacterState::Idle(idle::Data {
is_sneaking: self.static_data.was_sneak,
})
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
},
}

View File

@ -5,6 +5,7 @@ use crate::{
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
terrain::{Block, SpriteKind},
vol::ReadVol,
@ -150,12 +151,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}

View File

@ -1,7 +1,10 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, PoiseState, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
idle, wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
@ -66,18 +69,20 @@ impl CharacterBehavior for Data {
} else {
// Done
if self.was_wielded {
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
} else {
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
if self.was_wielded {
update.character = CharacterState::Wielding;
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
} else {
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
}
},
}

View File

@ -1,7 +1,10 @@
use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, InventoryAction, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
idle,
},
};
use serde::{Deserialize, Serialize};
@ -39,14 +42,14 @@ impl CharacterBehavior for Data {
fn sit(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
attempt_sit(data, &mut update);
update
}
fn dance(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
attempt_dance(data, &mut update);
update
}
@ -54,7 +57,7 @@ impl CharacterBehavior for Data {
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
// Try to Fall/Stand up/Move
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
update
}
}

View File

@ -10,7 +10,10 @@ use crate::{
CharacterState, InventoryManip, StateUpdate,
},
event::ServerEvent,
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
idle, wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
@ -122,18 +125,20 @@ impl CharacterBehavior for Data {
});
} else {
// Done
if self.static_data.was_wielded {
update.character = CharacterState::Wielding;
} else if self.static_data.was_sneak {
update.character = CharacterState::Sneak;
update.character = if self.static_data.was_wielded {
CharacterState::Wielding(wielding::Data {
is_sneaking: self.static_data.was_sneak,
})
} else {
update.character = CharacterState::Idle;
CharacterState::Idle(idle::Data {
is_sneaking: self.static_data.was_sneak,
})
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
},
}

View File

@ -557,17 +557,20 @@ pub fn attempt_wield(data: &JoinData<'_>, update: &mut StateUpdate) {
};
// Moves entity into equipping state if there is some equip time, else moves
// intantly into wield
// instantly into wield
if let Some(equip_time) = equip_time {
update.character = CharacterState::Equipping(equipping::Data {
static_data: equipping::StaticData {
buildup_duration: equip_time,
},
timer: Duration::default(),
is_sneaking: update.character.is_stealthy(),
});
} else {
update.character = CharacterState::Wielding;
};
update.character = CharacterState::Wielding(wielding::Data {
is_sneaking: update.character.is_stealthy(),
});
}
}
/// Checks that player can `Sit` and updates `CharacterState` if so
@ -591,7 +594,7 @@ pub fn attempt_talk(data: &JoinData<'_>, update: &mut StateUpdate) {
pub fn attempt_sneak(data: &JoinData<'_>, update: &mut StateUpdate) {
if data.physics.on_ground.is_some() && data.body.is_humanoid() {
update.character = CharacterState::Sneak;
update.character = CharacterState::Idle(idle::Data { is_sneaking: true });
}
}
@ -659,14 +662,14 @@ pub fn handle_manipulate_loadout(
inv_slot,
item_kind,
item_definition_id: item.item_definition_id().to_string(),
was_wielded: matches!(data.character, CharacterState::Wielding),
was_sneak: matches!(data.character, CharacterState::Sneak),
was_wielded: matches!(data.character, CharacterState::Wielding(_)),
was_sneak: data.character.is_stealthy(),
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
});
} else {
// Else emit inventory action instantnaneously
// Else emit inventory action instantaneously
output_events
.emit_server(ServerEvent::InventoryManip(data.entity, inv_action.into()));
}
@ -763,8 +766,8 @@ pub fn handle_manipulate_loadout(
recover_duration,
sprite_pos,
sprite_kind: sprite_interact,
was_wielded: matches!(data.character, CharacterState::Wielding),
was_sneak: matches!(data.character, CharacterState::Sneak),
was_wielded: matches!(data.character, CharacterState::Wielding(_)),
was_sneak: data.character.is_stealthy(),
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
@ -948,18 +951,17 @@ pub fn handle_dodge_input(data: &JoinData<'_>, update: &mut StateUpdate) {
AbilityInfo::from_input(data, false, InputKind::Roll),
data,
));
if let CharacterState::ComboMelee(c) = data.character {
if let CharacterState::Roll(roll) = &mut update.character {
if let CharacterState::Roll(roll) = &mut update.character {
if let CharacterState::ComboMelee(c) = data.character {
roll.was_combo = Some((c.static_data.ability_info.input, c.stage));
roll.was_wielded = true;
}
} else if data.character.is_wield() {
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_wielded = true;
}
} else if data.character.is_stealthy() {
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_sneak = true;
} else {
if data.character.is_wield() {
roll.was_wielded = true;
}
if data.character.is_stealthy() {
roll.is_sneaking = true;
}
}
}
}

View File

@ -5,19 +5,33 @@ use crate::{
slot::{EquipSlot, Slot},
CharacterState, InventoryAction, StateUpdate,
},
states::behavior::{CharacterBehavior, JoinData},
states::{
behavior::{CharacterBehavior, JoinData},
idle,
},
};
use serde::{Deserialize, Serialize};
pub struct Data;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
pub is_sneaking: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 1.0);
handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 });
handle_climb(data, &mut update);
attempt_input(data, output_events, &mut update);
handle_jump(data, output_events, &mut update, 1.0);
if self.is_sneaking
&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())
{
update.character = CharacterState::Wielding(Data { is_sneaking: false });
}
update
}
@ -42,7 +56,9 @@ impl CharacterBehavior for Data {
_,
Slot::Equip(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand),
) => {
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data {
is_sneaking: self.is_sneaking,
});
},
_ => (),
}
@ -58,7 +74,9 @@ impl CharacterBehavior for Data {
fn unwield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update.character = CharacterState::Idle(idle::Data {
is_sneaking: self.is_sneaking,
});
update
}
@ -76,7 +94,15 @@ impl CharacterBehavior for Data {
fn sneak(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sneak(data, &mut update);
if data.physics.on_ground.is_some() && data.body.is_humanoid() {
update.character = CharacterState::Wielding(Data { is_sneaking: true });
}
update
}
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Wielding(Data { is_sneaking: false });
update
}
}

View File

@ -13,7 +13,10 @@ use common::{
event::{EventBus, LocalEvent, ServerEvent},
outcome::Outcome,
resources::DeltaTime,
states::behavior::{JoinData, JoinStruct},
states::{
behavior::{JoinData, JoinStruct},
idle,
},
terrain::TerrainGrid,
uid::Uid,
};
@ -269,7 +272,7 @@ impl<'a> System<'a> for Sys {
// Mounted occurs after control actions have been handled
// If mounted, character state is controlled by mount
if let Some(Mounting(_)) = read_data.mountings.get(entity) {
let idle_state = CharacterState::Idle {};
let idle_state = CharacterState::Idle(idle::Data { is_sneaking: false });
if *join_struct.char_state != idle_state {
*join_struct.char_state = idle_state;
}

View File

@ -194,7 +194,6 @@ impl<'a> System<'a> for Sys {
| CharacterState::Talk { .. }
| CharacterState::Sit { .. }
| CharacterState::Dance { .. }
| CharacterState::Sneak { .. }
| CharacterState::Glide { .. }
| CharacterState::GlideWield { .. }
| CharacterState::Wielding { .. }

View File

@ -1038,7 +1038,8 @@ pub fn handle_combo_change(server: &Server, entity: EcsEntity, change: i32) {
pub fn handle_parry(server: &Server, entity: EcsEntity, energy_cost: f32) {
let ecs = &server.state.ecs();
if let Some(mut character) = ecs.write_storage::<comp::CharacterState>().get_mut(entity) {
*character = CharacterState::Wielding;
*character =
CharacterState::Wielding(common::states::wielding::Data { is_sneaking: false });
};
if let Some(mut energy) = ecs.write_storage::<Energy>().get_mut(entity) {
energy.change_by(energy_cost);
@ -1082,7 +1083,7 @@ pub fn handle_entity_attacked_hook(server: &Server, entity: EcsEntity) {
*char_state,
CharacterState::SpriteInteract(_) | CharacterState::UseItem(_)
) {
*char_state = CharacterState::Idle;
*char_state = CharacterState::Idle(common::states::idle::Data { is_sneaking: false });
}
}

View File

@ -940,7 +940,7 @@ impl<'a> AgentData<'a> {
if thread_rng().gen_bool(0.1)
&& matches!(
read_data.char_states.get(*self.entity),
Some(CharacterState::Wielding)
Some(CharacterState::Wielding(_))
)
{
controller.actions.push(ControlAction::Unwield);
@ -988,7 +988,7 @@ impl<'a> AgentData<'a> {
if thread_rng().gen_bool(0.1)
&& matches!(
read_data.char_states.get(*self.entity),
Some(CharacterState::Wielding)
Some(CharacterState::Wielding(_))
)
{
controller.actions.push(ControlAction::Unwield);
@ -2531,7 +2531,7 @@ impl<'a> AgentData<'a> {
} else if matches!(self.char_state, CharacterState::Shockwave(_)) {
agent.action_state.condition = false;
} else if agent.action_state.condition
&& matches!(self.char_state, CharacterState::Wielding)
&& matches!(self.char_state, CharacterState::Wielding(_))
{
controller
.actions
@ -2552,7 +2552,7 @@ impl<'a> AgentData<'a> {
&& self.energy.current() > shockwave_cost
{
// if enemy is closing distance quickly, use shockwave to knock back
if matches!(self.char_state, CharacterState::Wielding) {
if matches!(self.char_state, CharacterState::Wielding(_)) {
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
@ -3418,7 +3418,7 @@ impl<'a> AgentData<'a> {
if matches!(self.char_state, CharacterState::Blink(_)) {
*num_fireballs = rand::random::<u8>() % 4;
}
} else if matches!(self.char_state, CharacterState::Wielding) {
} else if matches!(self.char_state, CharacterState::Wielding(_)) {
*num_fireballs -= 1;
controller.actions.push(ControlAction::StartInput {
input: InputKind::Ability(1),

View File

@ -22,6 +22,8 @@ pub mod shockwave;
pub mod shoot;
pub mod sit;
pub mod sneak;
pub mod sneakequip;
pub mod sneakwield;
pub mod spin;
pub mod spinmelee;
pub mod staggered;
@ -41,9 +43,10 @@ pub use self::{
jump::JumpAnimation, leapmelee::LeapAnimation, mount::MountAnimation,
repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
swimwield::SwimWieldAnimation, talk::TalkAnimation, wield::WieldAnimation,
sneakequip::SneakEquipAnimation, sneakwield::SneakWieldAnimation, spin::SpinAnimation,
spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation, stand::StandAnimation,
stunned::StunnedAnimation, swim::SwimAnimation, swimwield::SwimWieldAnimation,
talk::TalkAnimation, wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
use common::comp;

View File

@ -0,0 +1,198 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use core::{f32::consts::PI, ops::Mul};
pub struct SneakEquipAnimation;
impl Animation for SneakEquipAnimation {
type Dependency<'a> = (Option<ToolKind>, Vec3<f32>, Vec3<f32>, Vec3<f32>, f32);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_sneakequip\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_sneakequip")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(active_tool_kind, velocity, orientation, last_ori, global_time): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
let slow = (anim_time * 3.0).sin();
let breathe = ((anim_time * 0.5).sin()).abs();
let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
let lower = if speed > 5.0 { 0.0 } else { 1.0 };
let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
let lab: f32 = 1.0;
let foothoril = (anim_time * 7.0 * lab + PI * 1.45).sin();
let foothorir = (anim_time * 7.0 * lab + PI * (0.45)).sin();
let footvertl = (anim_time * 7.0 * lab).sin();
let footvertr = (anim_time * 7.0 * lab + PI).sin();
let footrotl = ((5.0 / (2.5 + (2.5) * ((anim_time * 7.0 * lab + PI * 1.4).sin()).powi(2)))
.sqrt())
* ((anim_time * 7.0 * lab + PI * 1.4).sin());
let footrotr = ((5.0 / (1.0 + (4.0) * ((anim_time * 7.0 * lab + PI * 0.4).sin()).powi(2)))
.sqrt())
* ((anim_time * 7.0 * lab + PI * 0.4).sin());
let short = (anim_time * lab * 7.0).sin();
let noisea = (anim_time * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
let shorte = ((5.0 / (4.0 + 1.0 * ((anim_time * lab * 7.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 7.0).sin());
let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin();
let head_look = Vec2::new(
(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
);
let orientation: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(orientation, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& orientation.angle_between(last_ori).is_finite()
{
orientation.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), orientation).signum()
} else {
0.0
} * 1.3;
next.hold.scale = Vec3::one() * 0.0;
if speed > 0.5 {
next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 4.0 + s_a.hand.1, 1.0 + s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.0);
next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, -1.0 + s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(0.4);
next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06);
next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06)
* Quaternion::rotation_x(head_look.y + 0.45);
next.chest.position = Vec3::new(0.0, s_a.chest.0, -1.0 + s_a.chest.1 + shortalt * -0.5);
next.chest.orientation = Quaternion::rotation_z(0.3 + short * 0.08 + tilt * -0.2)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_x(-0.5);
next.belt.position = Vec3::new(0.0, 0.5 + s_a.belt.0, 0.7 + s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
* Quaternion::rotation_y(tilt * 0.5)
* Quaternion::rotation_x(0.2);
next.back.orientation =
Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, 1.0 + s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -1.5)
* Quaternion::rotation_y(tilt * 0.7)
* Quaternion::rotation_x(0.3);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + foothoril * -10.5 * walkintensity - lower * 1.0,
1.0 + s_a.foot.2 + ((footvertl * -1.7).max(-1.0)) * walkintensity,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.2 + footrotl * -0.8 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + foothorir * -10.5 * walkintensity - lower * 1.0,
1.0 + s_a.foot.2 + ((footvertr * -1.7).max(-1.0)) * walkintensity,
);
next.foot_r.orientation =
Quaternion::rotation_x(-0.2 + footrotr * -0.8 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity);
next.lantern.orientation =
Quaternion::rotation_x(shorte * 0.2 + 0.4) * Quaternion::rotation_y(shorte * 0.1);
} else {
next.head.position = Vec3::new(
0.0,
1.0 + s_a.head.0,
-2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05,
);
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(0.6 + head_look.y.abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, -3.0 + s_a.chest.1 + slow * 0.1);
next.chest.orientation = Quaternion::rotation_x(-0.7);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1);
next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 5.0 + s_a.hand.1, 0.0 + s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.35);
next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(0.4);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(0.6 + head_look.x * -0.2);
next.foot_l.position = Vec3::new(-s_a.foot.0, -6.0 + s_a.foot.1, 1.0 + s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2);
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0);
next.hand_r.orientation = Quaternion::rotation_x(2.5);
next.lantern.position = Vec3::new(0.0, 1.5, -5.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
let equip_slow = 1.0 + (anim_time * 12.0 + PI).cos();
let equip_slowa = 1.0 + (anim_time * 12.0 + PI / 4.0).cos();
next.hand_l.orientation = Quaternion::rotation_y(-2.3) * Quaternion::rotation_z(PI / 2.0);
next.hand_r.orientation = Quaternion::rotation_y(-2.3) * Quaternion::rotation_z(PI / 2.0);
next.control.position = Vec3::new(equip_slowa * -1.5, 0.0, equip_slow * 1.5);
match active_tool_kind {
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(-8.0, -5.0, 17.0);
next.hand_r.position = Vec3::new(-6.0, -4.5, 14.0);
},
Some(ToolKind::Axe) => {
next.hand_l.position = Vec3::new(-7.0, -5.0, 17.0);
next.hand_r.position = Vec3::new(-5.0, -4.5, 14.0);
},
Some(ToolKind::Hammer | ToolKind::Pick) => {
next.hand_l.position = Vec3::new(-5.0, -5.0, 13.0);
next.hand_r.position = Vec3::new(-3.0, -4.5, 10.0);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
next.hand_l.position = Vec3::new(-3.0, -5.0, 8.0);
next.hand_r.position = Vec3::new(-1.75, -4.5, 5.0);
},
Some(ToolKind::Bow) => {
next.hand_l.position = Vec3::new(-3.0, -5.0, 9.0);
next.hand_r.position = Vec3::new(-1.75, -4.5, 7.0);
},
_ => {},
}
next
}
}

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@ -0,0 +1,376 @@
use super::{
super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr,
};
use common::comp::item::{Hands, ToolKind};
use core::{f32::consts::PI, ops::Mul};
pub struct SneakWieldAnimation;
impl Animation for SneakWieldAnimation {
#[allow(clippy::type_complexity)]
type Dependency<'a> = (
Option<ToolKind>,
Option<ToolKind>,
(Option<Hands>, Option<Hands>),
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
);
type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"character_sneakwield\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "character_sneakwield")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
( active_tool_kind,
second_tool_kind,
hands, velocity, orientation, last_ori, global_time): Self::Dependency<'a>,
anim_time: f32,
rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
*rate = 1.0;
let slow = (anim_time * 3.0).sin();
let breathe = ((anim_time * 0.5).sin()).abs();
let walkintensity = if speed > 5.0 { 1.0 } else { 0.45 };
let lower = if speed > 5.0 { 0.0 } else { 1.0 };
let _snapfoot = if speed > 5.0 { 1.1 } else { 2.0 };
let lab: f32 = 1.0;
let foothoril = (anim_time * 7.0 * lab + PI * 1.45).sin();
let foothorir = (anim_time * 7.0 * lab + PI * (0.45)).sin();
let speednorm = speed / 4.0;
let footvertl = (anim_time * 7.0 * lab).sin();
let footvertr = (anim_time * 7.0 * lab + PI).sin();
let footrotl = ((5.0 / (2.5 + (2.5) * ((anim_time * 7.0 * lab + PI * 1.4).sin()).powi(2)))
.sqrt())
* ((anim_time * 7.0 * lab + PI * 1.4).sin());
let footrotr = ((5.0 / (1.0 + (4.0) * ((anim_time * 7.0 * lab + PI * 0.4).sin()).powi(2)))
.sqrt())
* ((anim_time * 7.0 * lab + PI * 0.4).sin());
let short = (anim_time * lab * 7.0).sin();
let noisea = (anim_time * 11.0 + PI / 6.0).sin();
let noiseb = (anim_time * 19.0 + PI / 4.0).sin();
let shorte = ((5.0 / (4.0 + 1.0 * ((anim_time * lab * 7.0).sin()).powi(2))).sqrt())
* ((anim_time * lab * 7.0).sin());
let shortalt = (anim_time * lab * 7.0 + PI / 2.0).sin();
let head_look = Vec2::new(
(global_time + anim_time / 18.0).floor().mul(7331.0).sin() * 0.2,
(global_time + anim_time / 18.0).floor().mul(1337.0).sin() * 0.1,
);
let orientation: Vec2<f32> = Vec2::from(orientation);
let last_ori = Vec2::from(last_ori);
let tilt = if ::vek::Vec2::new(orientation, last_ori)
.map(|o| o.magnitude_squared())
.map(|m| m > 0.001 && m.is_finite())
.reduce_and()
&& orientation.angle_between(last_ori).is_finite()
{
orientation.angle_between(last_ori).min(0.2)
* last_ori.determine_side(Vec2::zero(), orientation).signum()
} else {
0.0
} * 1.3;
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.second.position = Vec3::new(0.0, 0.0, 0.0);
next.second.orientation = Quaternion::rotation_x(0.0);
next.hold.scale = Vec3::one() * 0.0;
if speed > 0.5 {
next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 4.0 + s_a.hand.1, 1.0 + s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.0);
next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, -1.0 + s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(0.4);
next.head.position = Vec3::new(0.0, 1.0 + s_a.head.0, -1.0 + s_a.head.1 + short * 0.06);
next.head.orientation =
Quaternion::rotation_z(tilt * -2.5 + head_look.x * 0.2 - short * 0.06)
* Quaternion::rotation_x(head_look.y + 0.45);
next.chest.position = Vec3::new(0.0, s_a.chest.0, -1.0 + s_a.chest.1 + shortalt * -0.5);
next.chest.orientation = Quaternion::rotation_z(0.3 + short * 0.08 + tilt * -0.2)
* Quaternion::rotation_y(tilt * 0.8)
* Quaternion::rotation_x(-0.5);
next.belt.position = Vec3::new(0.0, 0.5 + s_a.belt.0, 0.7 + s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(short * 0.1 + tilt * -1.1)
* Quaternion::rotation_y(tilt * 0.5)
* Quaternion::rotation_x(0.2);
next.back.orientation =
Quaternion::rotation_x(-0.25 + short * 0.1 + noisea * 0.1 + noiseb * 0.1);
next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, 1.0 + s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(short * 0.16 + tilt * -1.5)
* Quaternion::rotation_y(tilt * 0.7)
* Quaternion::rotation_x(0.3);
next.foot_l.position = Vec3::new(
-s_a.foot.0,
s_a.foot.1 + foothoril * -10.5 * walkintensity - lower * 1.0,
1.0 + s_a.foot.2 + ((footvertl * -1.7).max(-1.0)) * walkintensity,
);
next.foot_l.orientation =
Quaternion::rotation_x(-0.2 + footrotl * -0.8 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.foot_r.position = Vec3::new(
s_a.foot.0,
s_a.foot.1 + foothorir * -10.5 * walkintensity - lower * 1.0,
1.0 + s_a.foot.2 + ((footvertr * -1.7).max(-1.0)) * walkintensity,
);
next.foot_r.orientation =
Quaternion::rotation_x(-0.2 + footrotr * -0.8 * walkintensity)
* Quaternion::rotation_y(tilt * 1.8);
next.shoulder_l.orientation = Quaternion::rotation_x(short * 0.15 * walkintensity);
next.shoulder_r.orientation = Quaternion::rotation_x(short * -0.15 * walkintensity);
next.lantern.orientation =
Quaternion::rotation_x(shorte * 0.2 + 0.4) * Quaternion::rotation_y(shorte * 0.1);
} else {
next.head.position = Vec3::new(
0.0,
1.0 + s_a.head.0,
-2.0 + s_a.head.1 + slow * 0.1 + breathe * -0.05,
);
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(0.6 + head_look.y.abs());
next.chest.position = Vec3::new(0.0, s_a.chest.0, -3.0 + s_a.chest.1 + slow * 0.1);
next.chest.orientation = Quaternion::rotation_x(-0.7);
next.belt.position = Vec3::new(0.0, s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_z(0.3 + head_look.x * -0.1);
next.hand_l.position = Vec3::new(1.0 - s_a.hand.0, 5.0 + s_a.hand.1, 0.0 + s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.35);
next.hand_r.position = Vec3::new(-1.0 + s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(0.4);
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_z(0.6 + head_look.x * -0.2);
next.foot_l.position = Vec3::new(-s_a.foot.0, -6.0 + s_a.foot.1, 1.0 + s_a.foot.2);
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
next.foot_r.position = Vec3::new(s_a.foot.0, 4.0 + s_a.foot.1, s_a.foot.2);
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1 + 5.0, s_a.hand.2 + 9.0);
next.hand_r.orientation = Quaternion::rotation_x(2.5);
next.lantern.position = Vec3::new(0.0, 1.5, -5.5);
next.lantern.orientation = next.hand_r.orientation.inverse();
}
match (hands, active_tool_kind, second_tool_kind) {
((Some(Hands::Two), _), tool, _) | ((None, Some(Hands::Two)), _, tool) => match tool {
Some(ToolKind::Sword) => {
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position = Vec3::new(s_a.shr.0, s_a.shr.1, s_a.shr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.shr.3) * Quaternion::rotation_y(s_a.shr.4);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1 - 3.0, s_a.sc.2);
next.control.orientation =
Quaternion::rotation_x(s_a.sc.3) * Quaternion::rotation_z(0.0);
},
Some(ToolKind::Axe) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
if speed < 0.5 {
next.head.position = Vec3::new(0.0, 0.0 + s_a.head.0, s_a.head.1);
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(0.35 + head_look.y.abs());
next.chest.orientation = Quaternion::rotation_x(-0.35)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.15);
next.belt.position = Vec3::new(0.0, 1.0 + s_a.belt.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(0.15)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.15);
next.shorts.position = Vec3::new(0.0, 1.0 + s_a.shorts.0, s_a.shorts.1);
next.shorts.orientation =
Quaternion::rotation_x(0.15) * Quaternion::rotation_z(0.25);
} else {
}
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(s_a.ac.0, s_a.ac.1, s_a.ac.2);
next.control.orientation = Quaternion::rotation_x(s_a.ac.3)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
},
Some(ToolKind::Hammer) | Some(ToolKind::Pick) => {
next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.hhl.3)
* Quaternion::rotation_y(s_a.hhl.4)
* Quaternion::rotation_z(s_a.hhl.5);
next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.hhr.3)
* Quaternion::rotation_y(s_a.hhr.4)
* Quaternion::rotation_z(s_a.hhr.5);
next.control.position =
Vec3::new(s_a.hc.0, s_a.hc.1 + speed * 0.2, s_a.hc.2 + 6.0);
next.control.orientation = Quaternion::rotation_x(s_a.hc.3)
* Quaternion::rotation_y(s_a.hc.4 + speed * -0.04)
* Quaternion::rotation_z(s_a.hc.5);
},
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
if speed > 0.5 && velocity.z == 0.0 {
next.hand_r.position = Vec3::new(
7.0 + s_a.hand.0 + foothoril * 1.3,
-4.0 + s_a.hand.1 + foothoril * -7.0,
1.0 + s_a.hand.2 - foothoril * 5.5,
);
next.hand_r.orientation = Quaternion::rotation_x(0.6 + footrotl * -1.2)
* Quaternion::rotation_y(footrotl * -0.4);
} else {
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
};
next.control.position = Vec3::new(s_a.stc.0, s_a.stc.1 - 2.0, s_a.stc.2 + 4.0);
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
next.control.orientation = Quaternion::rotation_x(s_a.stc.3)
* Quaternion::rotation_y(s_a.stc.4)
* Quaternion::rotation_z(s_a.stc.5);
},
Some(ToolKind::Bow) => {
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
next.hold.position = Vec3::new(0.0, -1.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-PI / 2.0);
next.hold.scale = Vec3::one() * 1.0;
next.control.position = Vec3::new(s_a.bc.0 + 2.0, s_a.bc.1, s_a.bc.2 + 5.0);
next.control.orientation = Quaternion::rotation_x(speednorm * -0.5 + 0.8)
* Quaternion::rotation_y(s_a.bc.4)
* Quaternion::rotation_z(s_a.bc.5);
},
Some(ToolKind::Debug) => {
next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0);
next.hand_l.orientation = Quaternion::rotation_x(1.27);
next.main.position = Vec3::new(-5.0, 5.0, 23.0);
next.main.orientation = Quaternion::rotation_x(PI);
},
Some(ToolKind::Farming) => {
if speed < 0.5 {
next.head.orientation = Quaternion::rotation_z(head_look.x)
* Quaternion::rotation_x(-0.2 + head_look.y.abs());
}
next.hand_l.position = Vec3::new(9.0, 1.0, 1.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
next.hand_r.position = Vec3::new(9.0, 1.0, 11.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
next.main.position = Vec3::new(7.5, 7.5, 13.2);
next.main.orientation = Quaternion::rotation_y(PI);
next.control.position = Vec3::new(-11.0 + slow * 2.0, 1.8, 4.0);
next.control.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.6)
* Quaternion::rotation_z(0.0);
},
_ => {},
},
((_, _), _, _) => {},
};
match hands {
(Some(Hands::One), _) => {
next.control_l.position = Vec3::new(-7.0, 6.0, 5.0);
next.control_l.orientation = Quaternion::rotation_x(-0.3);
next.hand_l.position = Vec3::new(-1.0, -0.5, 0.0);
next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None | Some(Hands::One), Some(Hands::One)) => {
next.control_r.position = Vec3::new(7.0, 6.0, 5.0);
next.control_r.orientation = Quaternion::rotation_x(-0.3);
next.hand_r.position = Vec3::new(1.0, -0.5, 0.0);
next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0)
},
(_, _) => {},
};
match hands {
(None, None) | (None, Some(Hands::One)) => {
next.hand_l.position = Vec3::new(-8.0, 2.0, 1.0);
next.hand_l.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(0.25);
},
(_, _) => {},
};
match hands {
(None, None) | (Some(Hands::One), None) => {
next.hand_r.position = Vec3::new(8.0, 2.0, 1.0);
next.hand_r.orientation =
Quaternion::rotation_x(0.5) * Quaternion::rotation_y(-0.25);
},
(_, _) => {},
};
if let (None, Some(Hands::Two)) = hands {
next.second = next.main;
}
if skeleton.holding_lantern {
next.hand_r.position = Vec3::new(
s_a.hand.0 - head_look.x * 6.0,
s_a.hand.1 + 5.0 - head_look.y * 10.0 + slow * 0.15,
s_a.hand.2 + 12.0 + head_look.y * 6.0 + slow * 0.5,
);
next.hand_r.orientation = Quaternion::rotation_x(2.25 + slow * -0.06)
* Quaternion::rotation_z(0.9)
* Quaternion::rotation_y(head_look.x * 1.5)
* Quaternion::rotation_x(head_look.y * 1.5);
let fast = (anim_time * 8.0).sin();
let fast2 = (anim_time * 6.0 + 8.0).sin();
next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
next.lantern.orientation = next.hand_r.orientation.inverse()
* Quaternion::rotation_x((fast + 0.5) * 1.0 * speednorm + fast * 0.1)
* Quaternion::rotation_y(
tilt * 1.0 * fast + tilt * 1.0 + fast2 * speednorm * 0.25 + fast2 * 0.1,
);
}
next
}
}

View File

@ -22,12 +22,11 @@ pub fn draw_char_state_group(
CharacterState::ChargedMelee(data) => charged_melee_grid(ui, data),
// Character states with no associated data to display
CharacterState::Dance
| CharacterState::Idle
| CharacterState::Idle(_)
| CharacterState::Sit
| CharacterState::GlideWield(_)
| CharacterState::Sneak
| CharacterState::Talk
| CharacterState::Wielding => {},
| CharacterState::Wielding(_) => {},
CharacterState::LeapMelee(data) => leap_melee_grid(ui, data),
_ => {
ui.label("<Rendering not yet implemented for this state>");

View File

@ -25,6 +25,7 @@ fn maps_wield_while_equipping() {
buildup_duration: Duration::from_millis(10),
},
timer: Duration::default(),
is_sneaking: false,
}),
&PreviousEntityState {
event: SfxEvent::Idle,

View File

@ -201,7 +201,7 @@ impl MovementEventMapper {
{
return if matches!(character_state, CharacterState::Roll(_)) {
SfxEvent::Roll
} else if matches!(character_state, CharacterState::Sneak) {
} else if character_state.is_stealthy() {
SfxEvent::Sneak
} else {
match underfoot_block_kind {

View File

@ -93,7 +93,7 @@ fn same_previous_event_elapsed_emits() {
#[test]
fn maps_idle() {
let result = MovementEventMapper::map_movement_event(
&CharacterState::Idle {},
&CharacterState::Idle(common::states::idle::Data { is_sneaking: false }),
&PhysicsState {
on_ground: Some(Block::empty()),
..Default::default()
@ -115,7 +115,7 @@ fn maps_idle() {
#[test]
fn maps_run_with_sufficient_velocity() {
let result = MovementEventMapper::map_movement_event(
&CharacterState::Idle {},
&CharacterState::Idle(common::states::idle::Data { is_sneaking: false }),
&PhysicsState {
on_ground: Some(Block::empty()),
..Default::default()
@ -137,7 +137,7 @@ fn maps_run_with_sufficient_velocity() {
#[test]
fn does_not_map_run_with_insufficient_velocity() {
let result = MovementEventMapper::map_movement_event(
&CharacterState::Idle {},
&CharacterState::Idle(common::states::idle::Data { is_sneaking: false }),
&PhysicsState {
on_ground: Some(Block::empty()),
..Default::default()
@ -159,7 +159,7 @@ fn does_not_map_run_with_insufficient_velocity() {
#[test]
fn does_not_map_run_with_sufficient_velocity_but_not_on_ground() {
let result = MovementEventMapper::map_movement_event(
&CharacterState::Idle {},
&CharacterState::Idle(common::states::idle::Data { is_sneaking: false }),
&Default::default(),
&PreviousEntityState {
event: SfxEvent::Idle,
@ -190,7 +190,7 @@ fn maps_roll() {
timer: Duration::default(),
stage_section: states::utils::StageSection::Buildup,
was_wielded: true,
was_sneak: false,
is_sneaking: false,
was_combo: None,
}),
&PhysicsState {
@ -214,7 +214,7 @@ fn maps_roll() {
#[test]
fn maps_land_on_ground_to_run() {
let result = MovementEventMapper::map_movement_event(
&CharacterState::Idle {},
&CharacterState::Idle(common::states::idle::Data { is_sneaking: false }),
&PhysicsState {
on_ground: Some(Block::empty()),
..Default::default()
@ -274,7 +274,7 @@ fn maps_glide() {
#[test]
fn maps_glider_close_when_closing_mid_flight() {
let result = MovementEventMapper::map_movement_event(
&CharacterState::Idle {},
&CharacterState::Idle(common::states::idle::Data { is_sneaking: false }),
&Default::default(),
&PreviousEntityState {
event: SfxEvent::Glide,
@ -294,7 +294,7 @@ fn maps_glider_close_when_closing_mid_flight() {
#[ignore]
fn maps_glider_close_when_landing() {
let result = MovementEventMapper::map_movement_event(
&CharacterState::Idle {},
&CharacterState::Idle(common::states::idle::Data { is_sneaking: false }),
&PhysicsState {
on_ground: Some(Block::empty()),
..Default::default()

View File

@ -34,7 +34,7 @@ use common::{
LightEmitter, Mounting, Ori, PhysicsState, PoiseState, Pos, Scale, Vel,
},
resources::DeltaTime,
states::utils::StageSection,
states::{equipping, idle, utils::StageSection, wielding},
terrain::TerrainChunk,
uid::UidAllocator,
vol::RectRasterableVol,
@ -1117,7 +1117,7 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::Sneak { .. } => {
CharacterState::Idle(idle::Data { is_sneaking: true }) => {
anim::character::SneakAnimation::update_skeleton(
&target_base,
(
@ -1502,19 +1502,36 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::Equipping { .. } => {
anim::character::EquipAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
rel_vel.magnitude(),
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
CharacterState::Equipping(equipping::Data { is_sneaking, .. }) => {
if *is_sneaking {
anim::character::SneakEquipAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
rel_vel,
// TODO: Update to use the quaternion.
ori * anim::vek::Vec3::<f32>::unit_y(),
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
} else {
anim::character::EquipAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
rel_vel.magnitude(),
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
}
},
CharacterState::Talk => anim::character::TalkAnimation::update_skeleton(
&target_base,
@ -1529,7 +1546,7 @@ impl FigureMgr {
&mut state_animation_rate,
skeleton_attr,
),
CharacterState::Wielding { .. } => {
CharacterState::Wielding(wielding::Data { is_sneaking, .. }) => {
if physics.in_liquid().is_some() {
anim::character::SwimWieldAnimation::update_skeleton(
&target_base,
@ -1544,6 +1561,23 @@ impl FigureMgr {
&mut state_animation_rate,
skeleton_attr,
)
} else if *is_sneaking {
anim::character::SneakWieldAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
second_tool_kind,
hands,
rel_vel,
// TODO: Update to use the quaternion.
ori * anim::vek::Vec3::<f32>::unit_y(),
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
} else {
anim::character::WieldAnimation::update_skeleton(
&target_base,
@ -4594,9 +4628,16 @@ impl FigureMgr {
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
_ => (&CharacterState::Idle, &Last {
0: CharacterState::Idle,
}),
_ => (
&CharacterState::Idle(common::states::idle::Data {
is_sneaking: false,
}),
&Last {
0: CharacterState::Idle(common::states::idle::Data {
is_sneaking: false,
}),
},
),
};
if !character.same_variant(&last_character.0) {
@ -4712,9 +4753,16 @@ impl FigureMgr {
let (character, last_character) = match (character, last_character) {
(Some(c), Some(l)) => (c, l),
_ => (&CharacterState::Idle, &Last {
0: CharacterState::Idle,
}),
_ => (
&CharacterState::Idle(common::states::idle::Data {
is_sneaking: false,
}),
&Last {
0: CharacterState::Idle(common::states::idle::Data {
is_sneaking: false,
}),
},
),
};
if !character.same_variant(&last_character.0) {