use crate::{ comp::{Attacking, CharacterState, EcsStateData, ItemKind::Tool, StateUpdate}, event::LocalEvent, }; use std::time::Duration; use vek::vec::{Vec2, Vec3}; pub fn handle_move_dir(ecs_data: &EcsStateData, update: &mut StateUpdate) { let (accel, speed): (f32, f32) = if ecs_data.physics.on_ground { let accel = 100.0; let speed = 8.0; (accel, speed) } else { let accel = 100.0; let speed = 8.0; (accel, speed) }; // Move player according to move_dir if update.vel.0.magnitude_squared() < speed.powf(2.0) { update.vel.0 = update.vel.0 + Vec2::broadcast(ecs_data.dt.0) * ecs_data.inputs.move_dir * accel; let mag2 = update.vel.0.magnitude_squared(); if mag2 > speed.powf(2.0) { update.vel.0 = update.vel.0.normalized() * speed; } } // Set direction based on move direction let ori_dir = if update.character.is_attack() || update.character.is_block() { Vec2::from(ecs_data.inputs.look_dir).normalized() } else { Vec2::from(update.vel.0) }; // Smooth orientation if ori_dir.magnitude_squared() > 0.0001 && (update.ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared() > 0.001 { update.ori.0 = vek::ops::Slerp::slerp(update.ori.0, ori_dir.into(), 9.0 * ecs_data.dt.0); } } pub fn handle_wield(ecs_data: &EcsStateData, update: &mut StateUpdate) { if ecs_data.inputs.primary.is_pressed() || ecs_data.inputs.secondary.is_pressed() { if let Some(Tool(_)) = ecs_data.stats.equipment.main.as_ref().map(|i| &i.kind) { update.character = CharacterState::Wielding(None); } } } pub fn handle_sit(ecs_data: &EcsStateData, update: &mut StateUpdate) { if ecs_data.inputs.sit.is_pressed() && ecs_data.physics.on_ground && ecs_data.body.is_humanoid() { update.character = CharacterState::Sit(None); } } pub fn handle_climb(ecs_data: &EcsStateData, update: &mut StateUpdate) { if (ecs_data.inputs.climb.is_just_pressed() || ecs_data.inputs.climb_down.is_pressed()) && ecs_data.physics.on_wall.is_some() && !ecs_data.physics.on_ground //&& update.vel.0.z < 0.0 && ecs_data.body.is_humanoid() { update.character = CharacterState::Climb(None); } } pub fn handle_unwield(ecs_data: &EcsStateData, update: &mut StateUpdate) { if let CharacterState::Wielded(_) = update.character { if ecs_data.inputs.toggle_wield.is_pressed() { update.character = CharacterState::Idle(None); } } } pub fn handle_glide(ecs_data: &EcsStateData, update: &mut StateUpdate) { if let CharacterState::Idle(_) | CharacterState::Wielded(_) = update.character { if ecs_data.inputs.glide.is_pressed() && !ecs_data.physics.on_ground && ecs_data.body.is_humanoid() { update.character = CharacterState::Glide(None); } } } pub fn handle_jump(ecs_data: &EcsStateData, update: &mut StateUpdate) { if ecs_data.inputs.jump.is_pressed() && ecs_data.physics.on_ground { update .local_events .push_front(LocalEvent::Jump(*ecs_data.entity)); } } pub fn handle_primary(ecs_data: &EcsStateData, update: &mut StateUpdate) { if let Some(state) = ecs_data.ability_pool.primary { if let CharacterState::Wielded(_) = update.character { if ecs_data.inputs.primary.is_pressed() { update.character = state; } } } } pub fn handle_dodge(ecs_data: &EcsStateData, update: &mut StateUpdate) { if let Some(state) = ecs_data.ability_pool.dodge { if let CharacterState::Idle(_) | CharacterState::Wielded(_) = update.character { if ecs_data.inputs.roll.is_pressed() && ecs_data.physics.on_ground && ecs_data.body.is_humanoid() { update.character = state; } } } }