use super::movement::ROLL_DURATION; use crate::{ comp::{ self, item, projectile, ActionState, ActionState::*, Body, CharacterState, ControlEvent, Controller, ControllerInputs, Energy, EnergySource, HealthChange, HealthSource, ItemKind, Mounting, MovementState, MovementState::*, PhysicsState, Projectile, Stats, Vel, }, event::{Emitter, EventBus, LocalEvent, ServerEvent}, state::DeltaTime, sync::{Uid, UidAllocator}, }; use specs::{ saveload::{Marker, MarkerAllocator}, Entities, Entity, Join, Read, ReadStorage, System, WriteStorage, }; use std::time::Duration; use vek::*; const CHARGE_COST: i32 = 200; /// # 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?_ 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>, Read<'a, UidAllocator>, Read<'a, EventBus>, Read<'a, EventBus>, Read<'a, DeltaTime>, WriteStorage<'a, Controller>, WriteStorage<'a, CharacterState>, ReadStorage<'a, Stats>, WriteStorage<'a, Energy>, 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, mut energies, 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, controller, mut character, stats, mut energy, body, vel, physics, mount, ) in ( &entities, &uids, &mut controllers, &mut character_states, &stats, &mut energies.restrict_mut(), &bodies, &velocities, &physics_states, mountings.maybe(), ) .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 } }; let get_state_from_move_dir = |move_dir: &Vec2| -> 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; } // Process controller events for event in controller.events.drain(..) { match event { ControlEvent::Mount(mountee_uid) => { if let Some(mountee_entity) = uid_allocator.retrieve_entity_internal(mountee_uid.id()) { server_emitter.emit(ServerEvent::Mount(entity, mountee_entity)); } } ControlEvent::Unmount => server_emitter.emit(ServerEvent::Unmount(entity)), ControlEvent::InventoryManip(manip) => { server_emitter.emit(ServerEvent::InventoryManip(entity, manip)) } /*ControlEvent::Respawn => { if state.is_dead { server_emitter.emit(ServerEvent::Respawn(entity)), } }*/ } } // 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() && can_glide(body) { character.movement = Glide; continue; } // Try to climb if let (true, Some(_wall_dir)) = ( (inputs.climb.is_pressed() | inputs.climb_down.is_pressed()) && can_climb(body), 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()) && can_climb(body), 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() { if energy .get_mut_unchecked() .try_change_by(-CHARGE_COST, EnergySource::CastSpell) .is_ok() { 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() && can_glide(&body) { 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), true) = (physics.on_wall, can_climb(body)) { 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; // } }; } } } fn can_glide(body: &Body) -> bool { body.is_humanoid() } fn can_climb(body: &Body) -> bool { body.is_humanoid() }