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https://gitlab.com/veloren/veloren.git
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Handle block placing.
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parent
e212d4d6f9
commit
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@ -8,7 +8,7 @@ use crate::{
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Direction, Error, GlobalState, PlayState, PlayStateResult,
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};
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use client::{self, Client};
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use common::{clock::Clock, comp, comp::Pos, msg::ClientState};
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use common::{terrain::block::Block, ray::Ray, vol::ReadVol, clock::Clock, comp, comp::Pos, msg::ClientState};
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use log::{error, warn};
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use std::{cell::RefCell, rc::Rc, time::Duration};
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use vek::*;
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@ -108,15 +108,54 @@ impl PlayState for SessionState {
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return PlayStateResult::Shutdown;
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}
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Event::InputUpdate(GameInput::Attack, state) => {
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if state {
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if let ClientState::Character = current_client_state {
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self.controller.attack = state;
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} else {
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self.controller.respawn = state; // TODO: Don't do both
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// Check the existence of CanBuild component. If it's here, use LMB to
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// place blocks, if not, use it to attack
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match self.client.borrow().state().read_component_cloned::<comp::CanBuild>(self.client.borrow().entity()) {
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Some(_build_perms) => {
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println!("Placing block");
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let (view_mat, _, dist) = self.scene.camera().compute_dependents(&self.client.borrow());
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let cam_pos = self.scene.camera().compute_dependents(&self.client.borrow()).2;
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let cam_dir = (view_mat.inverted() * Vec4::unit_z()).normalized();
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match self.client
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.borrow()
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.state()
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.terrain()
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.ray(cam_pos, cam_pos + cam_dir * 100.0)
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.cast()
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{
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(d, Ok(Some((_)))) => {
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let cam_pos = self.scene.camera().compute_dependents(&self.client.borrow()).2;
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let cam_dir = (view_mat.inverted() * Vec4::unit_z()).normalized();
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let pos = (cam_pos + cam_dir * d).map(|e| e.floor() as i32);
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self.client.borrow_mut().place_block(pos, Block::new(1, Rgb::broadcast(255)));// TODO: Handle block color with a command
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},
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(_, Err(_)) => {},
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(_, Ok(None)) => {},
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};
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},
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None => {
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if state {
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if let ClientState::Character = current_client_state {
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self.controller.attack = state
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} else {
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self.controller.respawn = state; // TODO: Don't do both
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}
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} else {
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self.controller.attack = state;
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self.controller.respawn = state;
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}
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}
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}
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}
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Event::InputUpdate(GameInput::SecondAttack, state) => {
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match self.client.borrow().state().read_component_cloned::<comp::CanBuild>(self.client.borrow().entity()) {
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Some(_build_perms) => {
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}
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None => {
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// TODO: Handle secondary attack here
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}
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} else {
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self.controller.attack = state;
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self.controller.respawn = state;
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}
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}
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Event::InputUpdate(GameInput::Roll, state) => {
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@ -31,6 +31,7 @@ pub struct ControlSettings {
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pub screenshot: KeyMouse,
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pub toggle_ingame_ui: KeyMouse,
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pub attack: KeyMouse,
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pub second_attack: KeyMouse,
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pub roll: KeyMouse,
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}
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@ -60,6 +61,7 @@ impl Default for ControlSettings {
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screenshot: KeyMouse::Key(VirtualKeyCode::F4),
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toggle_ingame_ui: KeyMouse::Key(VirtualKeyCode::F6),
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attack: KeyMouse::Mouse(MouseButton::Left),
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second_attack: KeyMouse::Mouse(MouseButton::Right),
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roll: KeyMouse::Mouse(MouseButton::Middle),
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}
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}
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@ -34,6 +34,7 @@ pub enum GameInput {
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Screenshot,
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ToggleIngameUi,
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Attack,
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SecondAttack,
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Roll,
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Respawn,
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}
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@ -138,6 +139,7 @@ impl Window {
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GameInput::ToggleIngameUi,
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);
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key_map.insert(settings.controls.attack, GameInput::Attack);
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key_map.insert(settings.controls.second_attack, GameInput::SecondAttack);
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key_map.insert(settings.controls.roll, GameInput::Roll);
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let keypress_map = HashMap::new();
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