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Collar can make QuadMeds mountable, state + offsets
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@ -105,6 +105,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Merchants now use `/tell` instead of `/say` to communicate prices
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- Entities catch on fire if they stand too close to campfires
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- Water extinguishes entities on fire
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- Some tamed NPCs can now be mounted
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### Removed
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@ -661,6 +661,45 @@ impl Body {
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pub fn mounting_offset(&self) -> Vec3<f32> {
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match self {
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Body::QuadrupedMedium(quadruped_medium) => {
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match (quadruped_medium.species, quadruped_medium.body_type) {
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(quadruped_medium::Species::Grolgar, _) => Vec3::from([0.5, 0.5, 1.8]),
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(quadruped_medium::Species::Saber, _) => Vec3::from([0.3, 0.3, 1.3]),
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(quadruped_medium::Species::Tiger, _) => Vec3::from([0.2, 0.2, 1.4]),
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(quadruped_medium::Species::Tuskram, _) => Vec3::from([-0.5, -0.5, 1.5]),
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(quadruped_medium::Species::Lion, _) => Vec3::from([0.3, 0.3, 1.5]),
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(quadruped_medium::Species::Tarasque, _) => Vec3::from([0.6, 0.6, 2.0]),
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(quadruped_medium::Species::Wolf, _) => Vec3::from([0.5, 0.5, 1.3]),
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(quadruped_medium::Species::Frostfang, _) => Vec3::from([0.5, 0.5, 1.2]),
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(quadruped_medium::Species::Mouflon, _) => Vec3::from([0.3, 0.3, 1.2]),
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(quadruped_medium::Species::Catoblepas, _) => Vec3::from([0.0, 0.0, 2.0]),
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(quadruped_medium::Species::Bonerattler, _) => Vec3::from([0.5, 0.5, 1.2]),
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(quadruped_medium::Species::Deer, _) => Vec3::from([0.2, 0.2, 1.3]),
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(quadruped_medium::Species::Hirdrasil, _) => Vec3::from([0.0, 0.0, 1.4]),
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(quadruped_medium::Species::Roshwalr, _) => Vec3::from([0.5, 0.5, 1.8]),
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(quadruped_medium::Species::Donkey, _) => Vec3::from([0.5, 0.5, 1.5]),
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(quadruped_medium::Species::Camel, _) => Vec3::from([-0.1, -0.1, 2.8]),
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(quadruped_medium::Species::Zebra, _) => Vec3::from([0.5, 0.5, 1.8]),
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(quadruped_medium::Species::Antelope, _) => Vec3::from([0.3, 0.3, 1.4]),
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(quadruped_medium::Species::Kelpie, _) => Vec3::from([0.5, 0.5, 1.9]),
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(quadruped_medium::Species::Horse, _) => Vec3::from([0.1, 0.1, 2.0]),
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(quadruped_medium::Species::Barghest, _) => Vec3::from([0.5, 0.5, 2.2]),
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(quadruped_medium::Species::Cattle, quadruped_medium::BodyType::Male) => {
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Vec3::from([0.5, 0.5, 2.6])
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},
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(quadruped_medium::Species::Cattle, quadruped_medium::BodyType::Female) => {
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Vec3::from([0.7, 0.7, 2.2])
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},
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(quadruped_medium::Species::Darkhound, _) => Vec3::from([0.5, 0.5, 1.4]),
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(quadruped_medium::Species::Highland, _) => Vec3::from([0.5, 0.5, 2.3]),
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(quadruped_medium::Species::Yak, _) => Vec3::from([0.0, 0.0, 3.0]),
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(quadruped_medium::Species::Panda, _) => Vec3::from([-0.2, -0.2, 1.4]),
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(quadruped_medium::Species::Bear, _) => Vec3::from([-0.4, -0.4, 2.5]),
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(quadruped_medium::Species::Dreadhorn, _) => Vec3::from([0.2, 0.2, 3.5]),
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(quadruped_medium::Species::Moose, _) => Vec3::from([-0.6, -0.6, 2.1]),
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(quadruped_medium::Species::Snowleopard, _) => Vec3::from([-0.5, -0.5, 1.4]),
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}
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},
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Body::Ship(ship::Body::DefaultAirship) => Vec3::from([0.0, 0.0, 10.0]),
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_ => Vec3::unit_z(),
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}
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@ -47,6 +47,7 @@ pub enum CharacterState {
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Idle,
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Climb(climb::Data),
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Sit,
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Mount,
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Dance,
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Talk,
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Sneak,
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@ -19,6 +19,7 @@ pub mod glide_wield;
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pub mod healing_beam;
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pub mod idle;
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pub mod leap_melee;
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pub mod mount;
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pub mod repeater_ranged;
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pub mod roll;
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pub mod self_buff;
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50
common/src/states/mount.rs
Normal file
50
common/src/states/mount.rs
Normal file
@ -0,0 +1,50 @@
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use super::utils::*;
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use crate::{
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comp::{CharacterState, InventoryAction, StateUpdate},
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states::behavior::{CharacterBehavior, JoinData},
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};
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use serde::{Deserialize, Serialize};
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data;
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_wield(data, &mut update);
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handle_jump(data, &mut update, 1.0);
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// Try to Fall/Stand up/Move
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if !data.physics.on_ground || data.inputs.move_dir.magnitude_squared() > 0.0 {
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update.character = CharacterState::Idle;
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}
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update
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}
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fn wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_wield(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn stand(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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// Try to Fall/Stand up/Move
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update.character = CharacterState::Idle;
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(&data, &mut update, inv_action);
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update
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}
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}
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@ -315,6 +315,9 @@ impl<'a> System<'a> for Sys {
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CharacterState::Sit => {
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states::sit::Data::handle_event(&states::sit::Data, &j, action)
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},
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CharacterState::Mount => {
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states::mount::Data::handle_event(&states::mount::Data, &j, action)
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},
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CharacterState::Dance => {
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states::dance::Data::handle_event(&states::dance::Data, &j, action)
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},
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@ -352,9 +355,9 @@ impl<'a> System<'a> for Sys {
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// If mounted, character state is controlled by mount
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// TODO: Make mounting a state
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if let Some(Mounting(_)) = read_data.mountings.get(entity) {
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let sit_state = CharacterState::Sit {};
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if join_struct.char_state.get_unchecked() != &sit_state {
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*join_struct.char_state.get_mut_unchecked() = sit_state;
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let mount_state = CharacterState::Mount {};
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if join_struct.char_state.get_unchecked() != &mount_state {
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*join_struct.char_state.get_mut_unchecked() = mount_state;
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}
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continue;
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}
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@ -374,6 +377,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
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CharacterState::Stunned(data) => data.behavior(&j),
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CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
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CharacterState::Mount => states::mount::Data::behavior(&states::mount::Data, &j),
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CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
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CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, &j),
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CharacterState::BasicBlock(data) => data.behavior(&j),
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@ -68,7 +68,14 @@ impl<'a> System<'a> for Sys {
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if let (Some(pos), Some(ori), Some(vel)) = (pos, ori, vel) {
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let mounting_offset =
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body.map_or(Vec3::unit_z(), Body::mounting_offset);
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let _ = positions.insert(mounter, Pos(pos.0 + mounting_offset));
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let _ = positions.insert(
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mounter,
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Pos(Vec3 {
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x: pos.0.x + ori.look_dir().x * mounting_offset.x,
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y: pos.0.y + ori.look_dir().y * mounting_offset.y,
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z: pos.0.z + mounting_offset.z,
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}),
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);
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let _ = orientations.insert(mounter, ori);
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let _ = velocities.insert(mounter, vel);
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}
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@ -193,6 +193,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::Idle { .. }
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| CharacterState::Talk { .. }
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| CharacterState::Sit { .. }
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| CharacterState::Mount { .. }
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| CharacterState::Dance { .. }
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| CharacterState::Sneak { .. }
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| CharacterState::Glide { .. }
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@ -349,6 +349,20 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
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.write_storage()
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.insert(tameable_entity, comp::Alignment::Owned(uid));
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// Make entity mountable if its Body is QuadrupedMedium
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// TODO: Make mounting better so that all entities can be
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// mounted?
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if let Some(comp::Body::QuadrupedMedium(_)) = state
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.ecs()
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.read_storage::<comp::Body>()
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.get(tameable_entity)
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{
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let _ = state.ecs().write_storage().insert(
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tameable_entity,
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comp::MountState::Unmounted,
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);
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}
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// Add to group system
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let clients = state.ecs().read_storage::<Client>();
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let uids = state.ecs().read_storage::<Uid>();
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@ -12,6 +12,7 @@ pub mod gliding;
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pub mod idle;
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pub mod jump;
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pub mod leapmelee;
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pub mod mount;
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pub mod repeater;
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pub mod roll;
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pub mod run;
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@ -35,7 +36,7 @@ pub use self::{
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chargeswing::ChargeswingAnimation, climb::ClimbAnimation, dance::DanceAnimation,
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dash::DashAnimation, equip::EquipAnimation, glidewield::GlideWieldAnimation,
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gliding::GlidingAnimation, idle::IdleAnimation, jump::JumpAnimation, leapmelee::LeapAnimation,
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repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
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mount::MountAnimation, repeater::RepeaterAnimation, roll::RollAnimation, run::RunAnimation,
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shockwave::ShockwaveAnimation, shoot::ShootAnimation, sit::SitAnimation, sneak::SneakAnimation,
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spin::SpinAnimation, spinmelee::SpinMeleeAnimation, staggered::StaggeredAnimation,
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stand::StandAnimation, stunned::StunnedAnimation, swim::SwimAnimation,
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155
voxygen/anim/src/character/mount.rs
Normal file
155
voxygen/anim/src/character/mount.rs
Normal file
@ -0,0 +1,155 @@
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use super::{
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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};
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use common::comp::item::ToolKind;
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use std::{f32::consts::PI, ops::Mul};
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pub struct MountAnimation;
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impl Animation for MountAnimation {
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#[allow(clippy::type_complexity)]
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type Dependency = (
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Option<ToolKind>,
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Option<ToolKind>,
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f32,
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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Vec3<f32>,
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);
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type Skeleton = CharacterSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"character_mount\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "character_mount")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(
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_active_tool_kind,
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_second_tool_kind,
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global_time,
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velocity,
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avg_vel,
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orientation,
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last_ori,
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): Self::Dependency,
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anim_time: f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let slow = (anim_time * 1.0).sin();
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let slowa = (anim_time * 1.0 + PI / 2.0).sin();
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let fast = (anim_time * 12.0).sin();
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let stop = (anim_time * 3.0).min(PI / 2.0).sin();
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let head_look = Vec2::new(
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(global_time * 0.05 + anim_time / 15.0)
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.floor()
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.mul(7331.0)
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.sin()
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* 0.25,
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(global_time * 0.05 + anim_time / 15.0)
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.floor()
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.mul(1337.0)
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.sin()
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* 0.125,
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);
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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let speed = (Vec2::<f32>::from(velocity).magnitude()).min(24.0);
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let canceler = (speed / 24.0).powf(0.6);
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * canceler;
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let tilt = if ::vek::Vec2::new(ori, last_ori)
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.map(|o| o.magnitude_squared())
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.map(|m| m > 0.001 && m.is_finite())
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.reduce_and()
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&& ori.angle_between(last_ori).is_finite()
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{
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ori.angle_between(last_ori).min(0.2)
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* last_ori.determine_side(Vec2::zero(), ori).signum()
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} else {
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0.0
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} * 1.3;
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + slow * 0.1 + stop * -0.8);
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next.head.orientation = Quaternion::rotation_z(head_look.x + slow * 0.2 - slow * 0.1)
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* Quaternion::rotation_x((0.4 + slowa * -0.1 + slow * 0.1 + head_look.y).abs());
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next.chest.position = Vec3::new(
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0.0,
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s_a.chest.0 + stop * -0.4,
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s_a.chest.1
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+ slow * 0.1
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+ stop * -0.8
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+ fast * (velocity.xy().magnitude() / 10.0).min(1.7),
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);
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next.chest.orientation =
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Quaternion::rotation_x(-0.6 + stop * 0.15 + x_tilt * (canceler * 6.0).min(2.0))
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* Quaternion::rotation_y(tilt * 3.1);
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next.belt.position = Vec3::new(0.0, s_a.belt.0 + stop * 1.2, s_a.belt.1);
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next.belt.orientation = Quaternion::rotation_x(stop * 0.3);
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next.back.position = Vec3::new(0.0, s_a.back.0, s_a.back.1);
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next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + stop * 2.5, s_a.shorts.1 + stop * 0.6);
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next.shorts.orientation = Quaternion::rotation_x(stop * 0.6);
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next.hand_l.position = Vec3::new(
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-s_a.hand.0 + 4.0,
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s_a.hand.1 + slowa * 0.15 + stop * 8.0,
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s_a.hand.2 + slow * 0.7 + stop * 4.0,
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);
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next.hand_l.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(-PI / 2.0);
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next.hand_r.position = Vec3::new(
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s_a.hand.0 - 4.0,
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s_a.hand.1 + slowa * 0.15 + stop * 8.0,
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s_a.hand.2 + slow * 0.7 + stop * 4.0,
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);
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next.hand_r.orientation =
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Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_z(PI / 2.0);
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next.foot_l.position = Vec3::new(-s_a.foot.0 - 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(slow * 0.1 + stop * 0.4 + slow * 0.1);
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next.foot_r.position = Vec3::new(s_a.foot.0 + 2.0, 4.0 + s_a.foot.1, s_a.foot.2);
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next.foot_r.orientation = Quaternion::rotation_x(slowa * 0.1 + stop * 0.4 + slowa * 0.1);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(0.0);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, -0.2, stop * -0.16) * s_a.scaler;
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if skeleton.holding_lantern {
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next.hand_r.position = Vec3::new(
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s_a.hand.0 + 1.0 - head_look.x * 8.0,
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s_a.hand.1 + 5.0 + head_look.x * 6.0,
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s_a.hand.2 + 9.0 + head_look.y * 6.0,
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);
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next.hand_r.orientation = Quaternion::rotation_x(2.25)
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* Quaternion::rotation_z(0.9)
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* Quaternion::rotation_y(head_look.x * 3.0)
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* Quaternion::rotation_x(head_look.y * 3.0);
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let fast = (anim_time * 5.0).sin();
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let fast2 = (anim_time * 4.5 + 8.0).sin();
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next.lantern.position = Vec3::new(-0.5, -0.5, -2.5);
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next.lantern.orientation = next.hand_r.orientation.inverse()
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* Quaternion::rotation_x(fast * 0.1)
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* Quaternion::rotation_y(fast2 * 0.1);
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}
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next
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||||
}
|
||||
}
|
@ -1505,6 +1505,24 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::Mount { .. } => {
|
||||
anim::character::MountAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
time,
|
||||
rel_vel,
|
||||
rel_avg_vel,
|
||||
// TODO: Update to use the quaternion.
|
||||
ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::GlideWield { .. } => {
|
||||
anim::character::GlideWieldAnimation::update_skeleton(
|
||||
&target_base,
|
||||
|
Loading…
Reference in New Issue
Block a user