begin impl state handle traits

This commit is contained in:
Adam Whitehurst 2019-12-20 05:30:37 -08:00
parent 226826e026
commit e074c7ce1d
6 changed files with 556 additions and 662 deletions

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@ -1,12 +1,142 @@
use crate::comp::{Body, CharacterState, Controller, ControllerInputs, PhysicsState};
use specs::{Component, FlaggedStorage, HashMapStorage};
use specs::{Entities, Join, LazyUpdate, Read, ReadStorage, System};
use sphynx::{Uid, UidAllocator};
//use specs_idvs::IDVStorage;
use self::{ActionState::*, MovementState::*};
use std::time::Duration;
pub trait State {
fn handle(
&self,
character: &CharacterState,
inputs: &ControllerInputs,
body: &Body,
physics: &PhysicsState,
) -> CharacterState;
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct RunData;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct StandData;
impl State for StandData {
fn handle(
&self,
character: &CharacterState,
inputs: &ControllerInputs,
body: &Body,
physics: &PhysicsState,
) -> CharacterState {
let mut new_move: MovementState = if inputs.move_dir.magnitude_squared() > 0.0 {
MovementState::Run(RunData)
} else {
MovementState::Stand(StandData)
};
// Try to sit
if inputs.sit.is_pressed() && physics.on_ground && body.is_humanoid() {
return CharacterState {
movement: Sit,
action: Idle,
};
}
// Try to climb
if let (true, Some(_wall_dir)) = (
inputs.climb.is_pressed() | inputs.climb_down.is_pressed() && body.is_humanoid(),
physics.on_wall,
) {
return CharacterState {
movement: Climb,
action: Idle,
};
}
// Try to swim
if !physics.on_ground && physics.in_fluid {
return CharacterState {
action: character.action,
movement: Swim,
};
}
// While on ground ...
if physics.on_ground {
// Try to jump
if inputs.jump.is_pressed() && !inputs.jump.is_held_down() {
return CharacterState {
action: character.action,
movement: Jump,
};
}
// Try to charge
if inputs.charge.is_pressed() && !inputs.charge.is_held_down() {
return CharacterState {
action: Charge {
time_left: Duration::from_millis(250),
},
movement: Run(RunData),
};
}
// Try to roll
if inputs.roll.is_pressed() && body.is_humanoid() {
return CharacterState {
action: Roll {
time_left: Duration::from_millis(600),
was_wielding: character.action.is_wield(),
},
movement: Run(RunData),
};
}
}
// While not on ground ...
else {
// Try to glide
if physics.on_wall == None
&& inputs.glide.is_pressed()
&& !inputs.glide.is_held_down()
&& body.is_humanoid()
{
character.movement = Glide;
continue;
}
character.movement = Fall;
}
// Tool Actions
if inputs.toggle_wield.is_just_pressed() {
match action_state {
Wield { .. } | Attack { .. } => {
// Prevent instantaneous reequipping by checking
// for done wielding
if character.action.is_action_finished() {
character.action = Idle;
}
continue;
}
Idle => {
character.action = try_wield(stats);
continue;
}
Charge { .. } | Roll { .. } | Block { .. } => {}
}
}
if inputs.primary.is_pressed() {
// TODO: PrimaryStart
} else if inputs.secondary.is_pressed() {
// TODO: SecondaryStart
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum MovementState {
Stand,
Stand(Stand),
Sit,
Run,
Run(Run),
Jump,
Fall,
Glide,
@ -35,7 +165,7 @@ pub enum ActionState {
Charge {
time_left: Duration,
},
//Carry,
// Handle(CharacterAction),
}
impl ActionState {

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@ -154,21 +154,6 @@ impl ControllerInputs {
self.toggle_wield.tick(dt);
self.charge.tick(dt);
}
/// Updates `inputs.move_dir`.
pub fn update_move_dir(&mut self) {
self.move_dir = if self.move_dir.magnitude_squared() > 1.0 {
// Cap move_dir to 1
self.move_dir.normalized()
} else {
self.move_dir
};
}
/// Updates `inputs.look_dir`
pub fn update_look_dir(&mut self) {
self.look_dir
.try_normalized()
.unwrap_or(self.move_dir.into());
}
}
impl Controller {

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@ -0,0 +1,401 @@
use super::movement::ROLL_DURATION;
use crate::{
comp::{
self, item, projectile, ActionState, ActionState::*, Body, CharacterState, ControlEvent,
Controller, ControllerInputs, HealthChange, HealthSource, ItemKind, Mounting,
MovementState, MovementState::*, PhysicsState, Projectile, Stats, Vel,
},
event::{Emitter, EventBus, LocalEvent, ServerEvent},
state::DeltaTime,
};
use specs::{
saveload::{Marker, MarkerAllocator},
Entities, Entity, Join, Read, ReadStorage, System, WriteStorage,
};
use sphynx::{Uid, UidAllocator};
use std::time::Duration;
use vek::*;
/// # Character State System
/// #### Updates then detemrines next Character States based on ControllerInputs
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
Read<'a, UidAllocator>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
WriteStorage<'a, CharacterState>,
ReadStorage<'a, Controller>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Body>,
ReadStorage<'a, Vel>,
ReadStorage<'a, PhysicsState>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Mounting>,
);
fn run(
&mut self,
(
entities,
uid_allocator,
server_bus,
local_bus,
dt,
mut character_states,
controllers,
stats,
bodies,
velocities,
physics_states,
uids,
mountings,
): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
for (entity, uid, mut character, controller, stats, body, vel, physics, mount) in (
&entities,
&uids,
&mut character_states,
&controllers,
&stats,
&bodies,
&velocities,
&physics_states,
mountings.maybe(),
)
.join()
{
let inputs = &controller.inputs;
// Returns a Wield action, or Idle if nothing to wield
let try_wield = |stats: &Stats| -> ActionState {
// Get weapon to wield
if let Some(ItemKind::Tool { kind, .. }) =
stats.equipment.main.as_ref().map(|i| &i.kind)
{
let wield_duration = kind.wield_duration();
Wield {
time_left: wield_duration,
}
} else {
Idle
}
};
let get_state_from_move_dir = |move_dir: &Vec2<f32>| -> MovementState {
if move_dir.magnitude_squared() > 0.0 {
Run(_)
} else {
Stand(_)
}
};
// Being dead overrides all other states
if stats.is_dead {
// Only options: click respawn
// prevent instant-respawns (i.e. player was holding attack)
// by disallowing while input is held down
if inputs.respawn.is_pressed() && !inputs.respawn.is_held_down() {
server_emitter.emit(ServerEvent::Respawn(entity));
}
// Or do nothing
continue;
}
// If mounted, character state is controlled by mount
if mount.is_some() {
character.movement = Sit;
continue;
}
// Update Action States
match character.action {
Attack {
ref mut time_left, ..
} => {
*time_left = time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default();
}
Roll {
ref mut time_left, ..
} => {
*time_left = time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default();
}
Charge { ref mut time_left } => {
*time_left = time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default();
}
Wield { ref mut time_left } => {
*time_left = time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default();
}
Block {
ref mut time_active,
} => {
*time_active = time_active
.checked_add(Duration::from_secs_f32(dt.0))
.unwrap_or_default();
}
Idle => {}
}
// Determine new states
match (character.action, character.movement) {
// Jumping, one frame state that calls jump server event
(_, Jump) => {
character.movement = Fall;
local_emitter.emit(LocalEvent::Jump(entity));
}
// Charging + Any Movement, prioritizes finishing charge
// over movement states
(Charge { time_left }, _) => {
if let Some(uid_b) = physics.touch_entity {
server_emitter.emit(ServerEvent::Damage {
uid: uid_b,
change: HealthChange {
amount: -20,
cause: HealthSource::Attack { by: *uid },
},
});
character.action = try_wield(stats);
} else if time_left == Duration::default() || vel.0.magnitude_squared() < 10.0 {
character.action = try_wield(stats);
}
}
// Rolling + Any Movement, prioritizes finishing charge
// over movement states
(
Roll {
time_left,
was_wielding,
},
_,
) => {
if time_left == Duration::default() {
if was_wielding {
character.action = try_wield(stats);
} else {
character.action = Idle;
}
}
}
// Any Action + Falling
(action_state, Fall) => {
// character.movement = get_state_from_move_dir(&inputs.move_dir);
if inputs.glide.is_pressed() && !inputs.glide.is_held_down() {
character.movement = Glide;
continue;
}
// Reset to Falling while not standing on ground,
// otherwise keep the state given above
if !physics.on_ground {
if physics.in_fluid {
character.movement = Swim;
} else {
character.movement = Fall;
}
} else {
character.movement = Stand(comp::character_state::Stand);
continue;
}
match action_state {
// Unwield if buttons pressed
Wield { .. } | Attack { .. } => {
if inputs.toggle_wield.is_just_pressed() {
character.action = Idle;
}
}
// Try to wield if any of buttons pressed
Idle => {
if inputs.primary.is_pressed() || inputs.secondary.is_pressed() {
character.action = try_wield(stats);
}
}
// Cancel blocks
Block { .. } => {
character.action = try_wield(stats);
}
// Don't change action
Charge { .. } | Roll { .. } => {}
}
}
// Any Action + Swimming
(_, Swim) => {
character.movement = get_state_from_move_dir(&inputs.move_dir);
if !physics.on_ground && physics.in_fluid {
character.movement = Swim;
}
if inputs.primary.is_pressed() {
// TODO: PrimaryStart
} else if inputs.secondary.is_pressed() {
// TODO: SecondaryStart
}
}
// // Blocking, restricted look_dir compared to other states
// (Block { .. }, Stand) | (Block { .. }, Run) => {
// character.movement = get_state_from_move_dir(&inputs.move_dir);
// if !inputs.secondary.is_pressed() {
// character.action = try_wield(stats);
// } else {
// // TODO: SecondaryStart
// }
// if !physics.on_ground && physics.in_fluid {
// character.movement = Swim;
// }
// }
// // Standing and Running states, typical states :shrug:
// (action_state, Run) | (action_state, Stand) => {
// character.movement = get_state_from_move_dir(&inputs.move_dir);
// // Try to sit
// if inputs.sit.is_pressed() && physics.on_ground && body.is_humanoid() {
// character.movement = Sit;
// continue;
// }
// // Try to climb
// if let (true, Some(_wall_dir)) = (
// inputs.climb.is_pressed() | inputs.climb_down.is_pressed()
// && body.is_humanoid(),
// physics.on_wall,
// ) {
// character.movement = Climb;
// continue;
// }
// // Try to swim
// if !physics.on_ground && physics.in_fluid {
// character.movement = Swim;
// continue;
// }
// // While on ground ...
// if physics.on_ground {
// // Try to jump
// if inputs.jump.is_pressed() && !inputs.jump.is_held_down() {
// character.movement = Jump;
// continue;
// }
// // Try to charge
// if inputs.charge.is_pressed() && !inputs.charge.is_held_down() {
// character.action = Charge {
// time_left: Duration::from_millis(250),
// };
// continue;
// }
// // Try to roll
// if character.movement == Run
// && inputs.roll.is_pressed()
// && body.is_humanoid()
// {
// character.action = Roll {
// time_left: ROLL_DURATION,
// was_wielding: character.action.is_wield(),
// };
// continue;
// }
// }
// // While not on ground ...
// else {
// // Try to glide
// if physics.on_wall == None
// && inputs.glide.is_pressed()
// && !inputs.glide.is_held_down()
// && body.is_humanoid()
// {
// character.movement = Glide;
// continue;
// }
// character.movement = Fall;
// }
// // Tool Actions
// if inputs.toggle_wield.is_just_pressed() {
// match action_state {
// Wield { .. } | Attack { .. } => {
// // Prevent instantaneous reequipping by checking
// // for done wielding
// if character.action.is_action_finished() {
// character.action = Idle;
// }
// continue;
// }
// Idle => {
// character.action = try_wield(stats);
// continue;
// }
// Charge { .. } | Roll { .. } | Block { .. } => {}
// }
// }
// if inputs.primary.is_pressed() {
// // TODO: PrimaryStart
// } else if inputs.secondary.is_pressed() {
// // TODO: SecondaryStart
// }
// }
// Sitting
(_, Sit) => {
character.action = Idle;
character.movement = get_state_from_move_dir(&inputs.move_dir);
// character.movement will be Stand after updating when
// no movement has occurred
if character.movement == Stand(_) {
character.movement = Sit;
}
if inputs.jump.is_pressed() && !inputs.jump.is_held_down() {
character.movement = Jump;
continue;
}
if !physics.on_ground {
character.movement = Fall;
}
}
// Any Action + Gliding, shouldnt care about action,
// because should be Idle
(_, Glide) => {
character.action = Idle;
if !inputs.glide.is_pressed() {
character.movement = Fall;
} else if let Some(_wall_dir) = physics.on_wall {
character.movement = Fall;
}
if physics.on_ground {
character.movement = Stand(Stand)
}
}
// Any Action + Climbing, shouldnt care about action,
// because should be Idle
(_, Climb) => {
character.action = Idle;
if let None = physics.on_wall {
if inputs.jump.is_pressed() {
character.movement = Jump;
} else {
character.movement = Fall;
}
}
if physics.on_ground {
character.movement = Stand(Stand);
}
}
};
}
}
}

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@ -17,226 +17,9 @@ use std::time::Duration;
use vek::*;
/// # Controller System
/// #### Responsible for validating controller inputs and setting new Character States
/// ----
///
/// **Writes:**
/// `CharacterState`, `ControllerInputs`
///
/// **Reads:**
/// `Stats`, `Vel`, `PhysicsState`, `Uid`, `Mounting`
///
/// _TODO: Join ActionStates and MovementStates into one and have a handle() trait / fn?_
/// _TODO: Move weapon action to trait fn?_
/// #### Responsible for validating and updating controller inputs
pub struct Sys;
impl Sys {
/// Assumes `input.primary` has been pressed
/// handles primary actions. ie. equipping, mainhand weapon attacks.
///
/// Returns the `ActionState` that occurred
fn handle_primary(
inputs: &mut ControllerInputs,
character: &mut CharacterState,
stats: &Stats,
entity: Entity,
uid: &Uid,
server_emitter: &mut Emitter<'_, ServerEvent>,
local_emitter: &mut Emitter<'_, LocalEvent>,
) -> ActionState {
match stats.equipment.main.as_ref().map(|i| &i.kind) {
// Character is wielding something
Some(ItemKind::Tool { kind, power, .. }) => {
let attack_duration = kind.attack_duration();
let wield_duration = kind.wield_duration();
// Since primary input was pressed, set
// action to new Wield, in case of
// instant primary actions
if character.action == Idle {
character.action = Wield {
time_left: wield_duration,
};
}
match kind {
item::Tool::Bow if character.action.is_action_finished() => {
// Immediately end the wield
server_emitter.emit(ServerEvent::Shoot {
entity,
dir: inputs.look_dir,
body: comp::Body::Object(comp::object::Body::Arrow),
light: None,
gravity: Some(comp::Gravity(0.3)),
projectile: Projectile {
owner: *uid,
hit_ground: vec![projectile::Effect::Stick],
hit_wall: vec![projectile::Effect::Stick],
hit_entity: vec![
projectile::Effect::Damage(HealthChange {
amount: -(*power as i32),
cause: HealthSource::Attack { by: *uid },
}),
projectile::Effect::Vanish,
],
time_left: Duration::from_secs(15),
},
});
Attack {
time_left: attack_duration,
applied: false, // We don't want to do a melee attack
}
//character.action
}
item::Tool::Debug(item::Debug::Boost) => {
local_emitter.emit(LocalEvent::Boost {
entity,
vel: inputs.look_dir * 7.0,
});
character.action
}
item::Tool::Debug(item::Debug::Possess)
if character.action.is_action_finished() =>
{
server_emitter.emit(ServerEvent::Shoot {
entity,
gravity: Some(comp::Gravity(0.1)),
dir: inputs.look_dir,
body: comp::Body::Object(comp::object::Body::ArrowSnake),
light: Some(comp::LightEmitter {
col: (0.0, 1.0, 0.3).into(),
..Default::default()
}),
projectile: Projectile {
owner: *uid,
hit_ground: vec![projectile::Effect::Stick],
hit_wall: vec![projectile::Effect::Stick],
hit_entity: vec![
projectile::Effect::Stick,
projectile::Effect::Possess,
],
time_left: Duration::from_secs(10),
},
});
character.action
}
// All other weapons
_ if character.action.is_action_finished() => Attack {
time_left: attack_duration,
applied: false,
},
_ => {
// Return the new Wield action
character.action
}
}
}
// Without a weapon
None => {
// Attack
if !character.action.is_attack() {
Attack {
time_left: Duration::from_millis(100),
applied: false,
}
} else {
character.action
}
}
_ => character.action,
}
}
/// Assumes `input.seconday` has been pressed
/// handles seconday actions. ie. blocking, althand weapons
///
/// Returns the `ActionState` that occurred
fn handle_secondary(
inputs: &mut ControllerInputs,
character: &mut CharacterState,
stats: &Stats,
entity: Entity,
uid: &Uid,
server_emitter: &mut Emitter<'_, ServerEvent>,
local_emitter: &mut Emitter<'_, LocalEvent>,
) -> ActionState {
match stats.equipment.main.as_ref().map(|i| &i.kind) {
// Character is wielding something
Some(ItemKind::Tool { kind, power, .. }) => {
let attack_duration = kind.attack_duration();
let wield_duration = kind.wield_duration();
// Since primary input was pressed, set
// action to new Wield, in case of
// instant primary actions
if character.action == Idle {
character.action = Wield {
time_left: wield_duration,
};
}
match kind {
// Magical Bolt
item::Tool::Staff
if character.movement == Stand && character.action.is_action_finished() =>
{
server_emitter.emit(ServerEvent::Shoot {
entity,
dir: inputs.look_dir,
body: comp::Body::Object(comp::object::Body::BoltFire),
gravity: Some(comp::Gravity(0.0)),
light: Some(comp::LightEmitter {
col: (0.72, 0.11, 0.11).into(),
strength: 10.0,
offset: Vec3::new(0.0, -5.0, 2.0),
}),
projectile: Projectile {
owner: *uid,
hit_ground: vec![projectile::Effect::Vanish],
hit_wall: vec![projectile::Effect::Vanish],
hit_entity: vec![
projectile::Effect::Damage(HealthChange {
amount: -(*power as i32),
cause: HealthSource::Attack { by: *uid },
}),
projectile::Effect::Vanish,
],
time_left: Duration::from_secs(5),
},
});
// TODO: Don't play melee animation
Attack {
time_left: attack_duration,
applied: true, // We don't want to do a melee attack
}
}
// Go upward
item::Tool::Debug(item::Debug::Boost) => {
local_emitter.emit(LocalEvent::Boost {
entity,
vel: Vec3::new(0.0, 0.0, 7.0),
});
character.action
}
// All other weapons block
_ if character.action.is_action_finished() => Block {
time_active: Duration::from_secs(0),
},
_ => character.action,
}
}
_ => character.action,
}
}
}
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
@ -245,442 +28,30 @@ impl<'a> System<'a> for Sys {
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
WriteStorage<'a, Controller>,
WriteStorage<'a, CharacterState>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Body>,
ReadStorage<'a, Vel>,
ReadStorage<'a, PhysicsState>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Mounting>,
);
fn run(
&mut self,
(
entities,
uid_allocator,
server_bus,
local_bus,
dt,
mut controllers,
mut character_states,
stats,
bodies,
velocities,
physics_states,
uids,
mountings,
): Self::SystemData,
(entities, uid_allocator, server_bus, local_bus, dt, mut controllers, uids): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
for (entity, uid, controller, mut character, stats, body, vel, physics, mount) in (
&entities,
&uids,
&mut controllers,
&mut character_states,
&stats,
&bodies,
&velocities,
&physics_states,
mountings.maybe(),
)
.join()
{
for (entity, uid, controller) in (&entities, &uids, &mut controllers).join() {
let inputs = &mut controller.inputs;
// ---------------------------------------
// Common actions for multiple states as closure fn's for convenience
// Returns a Wield action, or Idle if nothing to wield
let try_wield = |stats: &Stats| -> ActionState {
// Get weapon to wield
if let Some(ItemKind::Tool { kind, .. }) =
stats.equipment.main.as_ref().map(|i| &i.kind)
{
let wield_duration = kind.wield_duration();
Wield {
time_left: wield_duration,
}
} else {
Idle
}
// Update `inputs.move_dir`.
inputs.move_dir = if inputs.move_dir.magnitude_squared() > 1.0 {
// Cap move_dir to 1
inputs.move_dir.normalized()
} else {
inputs.move_dir
};
let get_state_from_move_dir = |move_dir: &Vec2<f32>| -> MovementState {
if move_dir.magnitude_squared() > 0.0 {
Run
} else {
Stand
}
};
// End common actions
// ---------------------------------------
// Being dead overrides all other states
if stats.is_dead {
// Only options: click respawn
// prevent instant-respawns (i.e. player was holding attack)
// by disallowing while input is held down
if inputs.respawn.is_pressed() && !inputs.respawn.is_held_down() {
server_emitter.emit(ServerEvent::Respawn(entity));
}
// Or do nothing
continue;
}
// If mounted, character state is controlled by mount
if mount.is_some() {
character.movement = Sit;
continue;
}
inputs.update_look_dir();
inputs.update_move_dir();
match (character.action, character.movement) {
// Jumping, one frame state that calls jump server event
(_, Jump) => {
character.movement = Fall;
local_emitter.emit(LocalEvent::Jump(entity));
}
// Charging + Any Movement, prioritizes finishing charge
// over movement states
(Charge { time_left }, _) => {
inputs.update_move_dir();
if time_left == Duration::default() || vel.0.magnitude_squared() < 10.0 {
character.action = try_wield(stats);
} else {
character.action = Charge {
time_left: time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default(),
};
}
if let Some(uid_b) = physics.touch_entity {
server_emitter.emit(ServerEvent::Damage {
uid: uid_b,
change: HealthChange {
amount: -20,
cause: HealthSource::Attack { by: *uid },
},
});
character.action = try_wield(stats);
}
}
// Rolling + Any Movement, prioritizes finishing charge
// over movement states
(
Roll {
time_left,
was_wielding,
},
_,
) => {
if time_left == Duration::default() {
if was_wielding {
character.action = try_wield(stats);
} else {
character.action = Idle;
}
} else {
character.action = Roll {
time_left: time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default(),
was_wielding,
}
}
}
// Any Action + Falling
(action_state, Fall) => {
character.movement = get_state_from_move_dir(&inputs.move_dir);
if inputs.glide.is_pressed() {
character.movement = Glide;
continue;
}
// Try to climb
if let (true, Some(_wall_dir)) = (
inputs.climb.is_pressed() | inputs.climb_down.is_pressed()
&& body.is_humanoid(),
physics.on_wall,
) {
character.movement = Climb;
continue;
}
// Reset to Falling while not standing on ground,
// otherwise keep the state given above
if !physics.on_ground {
if physics.in_fluid {
character.movement = Swim;
} else {
character.movement = Fall;
}
} else {
character.movement = Stand;
continue;
}
match action_state {
// Unwield if buttons pressed
Wield { .. } | Attack { .. } => {
if inputs.toggle_wield.is_just_pressed() {
character.action = Idle;
}
}
// Try to wield if any of buttons pressed
Idle => {
if inputs.primary.is_pressed() || inputs.secondary.is_pressed() {
character.action = try_wield(stats);
continue;
}
}
// Cancel blocks
Block { .. } => {
character.action = try_wield(stats);
continue;
}
// Don't change action
Charge { .. } | Roll { .. } => {}
}
if inputs.primary.is_pressed() {
character.action = Self::handle_primary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
} else if inputs.secondary.is_pressed() {
character.action = Self::handle_secondary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
}
}
// Any Action + Swimming
(_action_state, Swim) => {
character.movement = get_state_from_move_dir(&inputs.move_dir);
if !physics.on_ground && physics.in_fluid {
character.movement = Swim;
}
if inputs.primary.is_pressed() {
character.action = Self::handle_primary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
} else if inputs.secondary.is_pressed() {
character.action = Self::handle_secondary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
}
}
// Blocking, restricted look_dir compared to other states
(Block { .. }, Stand) | (Block { .. }, Run) => {
character.movement = get_state_from_move_dir(&inputs.move_dir);
if !inputs.secondary.is_pressed() {
character.action = try_wield(stats);
} else {
character.action = Self::handle_secondary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
}
if !physics.on_ground {
if physics.in_fluid {
character.movement = Swim;
} else {
character.movement = Fall;
}
}
}
// Standing and Running states, typical states :shrug:
(action_state, Run) | (action_state, Stand) => {
character.movement = get_state_from_move_dir(&inputs.move_dir);
// Try to sit
if inputs.sit.is_pressed() && physics.on_ground && body.is_humanoid() {
character.movement = Sit;
continue;
}
// Try to climb
if let (true, Some(_wall_dir)) = (
inputs.climb.is_pressed() | inputs.climb_down.is_pressed()
&& body.is_humanoid(),
physics.on_wall,
) {
character.movement = Climb;
continue;
}
// Try to swim
if !physics.on_ground {
if physics.in_fluid {
character.movement = Swim;
} else {
character.movement = Fall;
}
}
// While on ground ...
if physics.on_ground {
// Try to jump
if inputs.jump.is_pressed() {
character.movement = Jump;
continue;
}
// Try to charge
if inputs.charge.is_pressed() && !inputs.charge.is_held_down() {
character.action = Charge {
time_left: Duration::from_millis(250),
};
continue;
}
// Try to roll
if character.movement == Run
&& inputs.roll.is_pressed()
&& body.is_humanoid()
{
character.action = Roll {
time_left: ROLL_DURATION,
was_wielding: character.action.is_wield(),
};
continue;
}
}
// While not on ground ...
else {
// Try to glide
if physics.on_wall == None
&& inputs.glide.is_pressed()
&& body.is_humanoid()
{
character.movement = Glide;
continue;
}
}
// Tool Actions
if inputs.toggle_wield.is_just_pressed() {
match action_state {
Wield { .. } | Attack { .. } => {
// Prevent instantaneous reequipping by checking
// for done wielding
if character.action.is_action_finished() {
character.action = Idle;
}
continue;
}
Idle => {
character.action = try_wield(stats);
continue;
}
Charge { .. } | Roll { .. } | Block { .. } => {}
}
}
if inputs.primary.is_pressed() {
character.action = Self::handle_primary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
} else if inputs.secondary.is_pressed() {
character.action = Self::handle_secondary(
inputs,
character,
stats,
entity,
uid,
&mut server_emitter,
&mut local_emitter,
);
}
}
// Sitting
(_, Sit) => {
character.action = Idle;
character.movement = get_state_from_move_dir(&inputs.move_dir);
// character.movement will be Stand after updating when
// no movement has occurred
if character.movement == Stand {
character.movement = Sit;
}
if inputs.jump.is_pressed() {
character.movement = Jump;
continue;
}
if !physics.on_ground {
character.movement = Fall;
}
}
// Any Action + Gliding, shouldnt care about action,
// because should be Idle
(_, Glide) => {
character.action = Idle;
if !inputs.glide.is_pressed() {
character.movement = Fall;
} else if let Some(_wall_dir) = physics.on_wall {
character.movement = Climb;
}
if physics.on_ground {
character.movement = Stand
}
}
// Any Action + Climbing, shouldnt care about action,
// because should be Idle
(_, Climb) => {
character.action = Idle;
if let None = physics.on_wall {
if inputs.jump.is_pressed() {
character.movement = Jump;
} else {
character.movement = Fall;
}
}
if physics.on_ground {
character.movement = Stand;
}
} // In case of adding new states
// (_, _) => {
// println!("UNKNOWN STATE");
// character.action = Idle;
// character.movement = Fall;
// }
};
// Update `inputs.look_dir`
inputs
.look_dir
.try_normalized()
.unwrap_or(inputs.move_dir.into());
// Process other controller events
for event in controller.events.drain(..) {

View File

@ -1,4 +1,5 @@
pub mod agent;
pub mod character_state;
mod cleanup;
pub mod combat;
pub mod controller;
@ -12,6 +13,7 @@ use specs::DispatcherBuilder;
// System names
const AGENT_SYS: &str = "agent_sys";
const CHARACTER_STATE_SYS: &str = "character_state_sys";
const CONTROLLER_SYS: &str = "controller_sys";
const PHYS_SYS: &str = "phys_sys";
const MOVEMENT_SYS: &str = "movement_sys";
@ -23,7 +25,8 @@ const CLEANUP_SYS: &str = "cleanup_sys";
pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
dispatch_builder.add(agent::Sys, AGENT_SYS, &[]);
dispatch_builder.add(controller::Sys, CONTROLLER_SYS, &[AGENT_SYS]);
dispatch_builder.add(movement::Sys, MOVEMENT_SYS, &[]);
dispatch_builder.add(character_state::Sys, CHARACTER_STATE_SYS, &[CONTROLLER_SYS]);
dispatch_builder.add(movement::Sys, MOVEMENT_SYS, &[CHARACTER_STATE_SYS]);
dispatch_builder.add(combat::Sys, COMBAT_SYS, &[CONTROLLER_SYS]);
dispatch_builder.add(stats::Sys, STATS_SYS, &[COMBAT_SYS]);
dispatch_builder.add(

View File

@ -105,6 +105,10 @@ impl<'a> System<'a> for Sys {
)
.join()
{
if character.movement == Run || character.movement == Stand {
continue;
}
if stats.is_dead {
continue;
}