// Library use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage}; use vek::*; // Crate use crate::{ comp::{ phys::{Dir, Pos, Vel}, Animation, AnimationHistory, Control, }, state::DeltaTime, terrain::TerrainMap, vol::{ReadVol, Vox}, }; // Basic ECS AI agent system pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( ReadExpect<'a, TerrainMap>, Read<'a, DeltaTime>, Entities<'a>, ReadStorage<'a, Pos>, WriteStorage<'a, Vel>, WriteStorage<'a, Dir>, WriteStorage<'a, AnimationHistory>, ReadStorage<'a, Control>, ); fn run( &mut self, (terrain, dt, entities, pos, mut vels, mut dirs, mut anims, controls): Self::SystemData, ) { for (entity, pos, mut vel, mut dir, control) in (&entities, &pos, &mut vels, &mut dirs, &controls).join() { let on_ground = terrain .get((pos.0 - Vec3::unit_z() * 0.1).map(|e| e.floor() as i32)) .map(|vox| !vox.is_empty()) .unwrap_or(false) && vel.0.z <= 0.0; let friction = if on_ground { // TODO: Don't hard-code this // Apply physics to the player: acceleration and non-linear decceleration vel.0 += control.move_dir * 4.0; if control.jumping { vel.0.z += 16.0; } 0.15 } else { // TODO: Don't hard-code this // Apply physics to the player: acceleration and non-linear decceleration vel.0 += control.move_dir * 0.2; if control.gliding && vel.0.z < 0.0 { // TODO: Don't hard-code this let anti_grav = 9.81 * 3.95; vel.0.z += anti_grav * dt.0 * Vec2::::from(vel.0 * 0.15).magnitude().min(1.0); 0.008 } else { 0.015 } }; // Friction vel.0 -= vel.0.map(|e| (e.abs() * friction * (vel.0.magnitude() * 0.1 + 0.5)).min(e.abs()).copysign(e)) * Vec3::new(1.0, 1.0, 0.0); if vel.0.magnitude_squared() != 0.0 { dir.0 = vel.0.normalized() * Vec3::new(1.0, 1.0, 0.0); } let animation = if on_ground { if control.move_dir.magnitude() > 0.01 { Animation::Run } else { Animation::Idle } } else { Animation::Gliding }; let last_history = anims.get_mut(entity).cloned(); let time = if let Some((true, time)) = last_history.map(|last| (last.current == animation, last.time)) { time } else { 0.0 }; anims.insert( entity, AnimationHistory { last: last_history.map(|last| last.current), current: animation, time, }, ); } } }