use crate::{ comp::{CharacterState, EnergySource, StateUpdate}, event::LocalEvent, sys::{ character_behavior::{CharacterBehavior, JoinData}, phys::GRAVITY, }, }; use std::collections::VecDeque; use vek::{ vec::{Vec2, Vec3}, Lerp, }; const HUMANOID_CLIMB_ACCEL: f32 = 5.0; const CLIMB_SPEED: f32 = 5.0; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data; impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate { pos: *data.pos, vel: *data.vel, ori: *data.ori, character: data.character.clone(), energy: *data.energy, local_events: VecDeque::new(), server_events: VecDeque::new(), }; if let Err(_) = update.energy.try_change_by(-5, EnergySource::Climb) { update.character = CharacterState::Idle {}; } // If no wall is in front of character ... if data.physics.on_wall.is_none() || data.physics.on_ground { if data.inputs.jump.is_pressed() { // They've climbed atop something, give them a boost update .local_events .push_front(LocalEvent::Jump(data.entity)); } update.character = CharacterState::Idle {}; return update; } // Move player update.vel.0 += Vec2::broadcast(data.dt.0) * data.inputs.move_dir * if update.vel.0.magnitude_squared() < CLIMB_SPEED.powf(2.0) { HUMANOID_CLIMB_ACCEL } else { 0.0 }; // Set orientation direction based on wall direction let ori_dir = if let Some(wall_dir) = data.physics.on_wall { if Vec2::::from(wall_dir).magnitude_squared() > 0.001 { Vec2::from(wall_dir).normalized() } else { Vec2::from(update.vel.0) } } 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(), if data.physics.on_ground { 9.0 } else { 2.0 } * data.dt.0, ); } // Apply Vertical Climbing Movement if let (true, Some(_wall_dir)) = ( (data.inputs.climb.is_pressed() | data.inputs.climb_down.is_pressed()) && update.vel.0.z <= CLIMB_SPEED, data.physics.on_wall, ) { if data.inputs.climb_down.is_pressed() && !data.inputs.climb.is_pressed() { update.vel.0 -= data.dt.0 * update.vel.0.map(|e| e.abs().powf(1.5) * e.signum() * 6.0); } else if data.inputs.climb.is_pressed() && !data.inputs.climb_down.is_pressed() { update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 1.25).min(CLIMB_SPEED); } else { update.vel.0.z = update.vel.0.z + data.dt.0 * GRAVITY * 1.5; update.vel.0 = Lerp::lerp( update.vel.0, Vec3::zero(), 30.0 * data.dt.0 / (1.0 - update.vel.0.z.min(0.0) * 5.0), ); } } update } }