use crate::{ comp::{ inventory::slot::EquipSlot, item::{Hands, ItemKind, Tool, ToolKind}, quadruped_low, quadruped_medium, skills::Skill, theropod, Body, CharacterAbility, CharacterState, LoadoutManip, StateUpdate, }, consts::{FRIC_GROUND, GRAVITY}, event::{LocalEvent, ServerEvent}, states::{behavior::JoinData, *}, util::Dir, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::*; pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0; const BASE_HUMANOID_AIR_ACCEL: f32 = 8.0; const BASE_FLIGHT_ACCEL: f32 = 16.0; const BASE_HUMANOID_WATER_ACCEL: f32 = 150.0; const BASE_HUMANOID_WATER_SPEED: f32 = 180.0; // const BASE_HUMANOID_CLIMB_ACCEL: f32 = 10.0; // const ROLL_SPEED: f32 = 17.0; // const CHARGE_SPEED: f32 = 20.0; // const GLIDE_ACCEL: f32 = 15.0; // const GLIDE_SPEED: f32 = 45.0; // const BLOCK_ACCEL: f32 = 30.0; // const BLOCK_SPEED: f32 = 75.0; // Gravity is 9.81 * 4, so this makes gravity equal to .15 //TODO: <- is wrong // // const GLIDE_ANTIGRAV: f32 = GRAVITY * 0.96; // const CLIMB_SPEED: f32 = 5.0; // const CLIMB_COST: i32 = 5; impl Body { pub fn base_accel(&self) -> f32 { match self { Body::Humanoid(_) => 100.0, Body::QuadrupedSmall(_) => 125.0, Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species { quadruped_medium::Species::Grolgar => 110.0, quadruped_medium::Species::Saber => 180.0, quadruped_medium::Species::Tiger => 150.0, quadruped_medium::Species::Tuskram => 160.0, quadruped_medium::Species::Lion => 170.0, quadruped_medium::Species::Tarasque => 100.0, quadruped_medium::Species::Wolf => 180.0, quadruped_medium::Species::Frostfang => 180.0, quadruped_medium::Species::Mouflon => 100.0, quadruped_medium::Species::Catoblepas => 70.0, quadruped_medium::Species::Bonerattler => 130.0, quadruped_medium::Species::Deer => 150.0, quadruped_medium::Species::Hirdrasil => 160.0, quadruped_medium::Species::Roshwalr => 160.0, quadruped_medium::Species::Donkey => 110.0, quadruped_medium::Species::Camel => 75.0, quadruped_medium::Species::Zebra => 150.0, quadruped_medium::Species::Antelope => 185.0, quadruped_medium::Species::Kelpie => 180.0, quadruped_medium::Species::Horse => 180.0, quadruped_medium::Species::Barghest => 80.0, quadruped_medium::Species::Cattle => 80.0, quadruped_medium::Species::Darkhound => 160.0, quadruped_medium::Species::Highland => 80.0, quadruped_medium::Species::Yak => 90.0, quadruped_medium::Species::Panda => 90.0, quadruped_medium::Species::Bear => 90.0, }, Body::BipedSmall(_) => 80.0, Body::BirdMedium(_) => 80.0, Body::FishMedium(_) => 80.0, Body::Dragon(_) => 250.0, Body::BirdSmall(_) => 75.0, Body::FishSmall(_) => 60.0, Body::BipedLarge(_) => 75.0, Body::Object(_) => 0.0, Body::Golem(_) => 60.0, Body::Theropod(_) => 135.0, Body::QuadrupedLow(quadruped_low) => match quadruped_low.species { quadruped_low::Species::Crocodile => 130.0, quadruped_low::Species::Alligator => 110.0, quadruped_low::Species::Salamander => 85.0, quadruped_low::Species::Monitor => 160.0, quadruped_low::Species::Asp => 130.0, quadruped_low::Species::Tortoise => 60.0, quadruped_low::Species::Rocksnapper => 70.0, quadruped_low::Species::Pangolin => 120.0, quadruped_low::Species::Maneater => 80.0, quadruped_low::Species::Sandshark => 160.0, quadruped_low::Species::Hakulaq => 140.0, quadruped_low::Species::Lavadrake => 100.0, quadruped_low::Species::Basilisk => 120.0, quadruped_low::Species::Deadwood => 140.0, }, } } /// Attempt to determine the maximum speed of the character /// when moving on the ground pub fn max_speed_approx(&self) -> f32 { // Inverse kinematics: at what velocity will acceleration // be cancelled out by friction drag? // Note: we assume no air (this is fine, current physics // uses max(air_drag, ground_drag)). // Derived via... // v = (v + dv / 30) * (1 - drag).powi(2) (accel cancels drag) // => 1 = (1 + (dv / 30) / v) * (1 - drag).powi(2) // => 1 / (1 - drag).powi(2) = 1 + (dv / 30) / v // => 1 / (1 - drag).powi(2) - 1 = (dv / 30) / v // => 1 / (1 / (1 - drag).powi(2) - 1) = v / (dv / 30) // => (dv / 30) / (1 / (1 - drag).powi(2) - 1) = v let v = (-self.base_accel() / 30.0) / ((1.0 - FRIC_GROUND).powi(2) - 1.0); debug_assert!(v >= 0.0, "Speed must be positive!"); v } pub fn base_ori_rate(&self) -> f32 { match self { Body::Humanoid(_) => 20.0, Body::QuadrupedSmall(_) => 15.0, Body::QuadrupedMedium(_) => 8.0, Body::BirdMedium(_) => 30.0, Body::FishMedium(_) => 5.0, Body::Dragon(_) => 5.0, Body::BirdSmall(_) => 35.0, Body::FishSmall(_) => 10.0, Body::BipedLarge(_) => 12.0, Body::BipedSmall(_) => 12.0, Body::Object(_) => 10.0, Body::Golem(_) => 8.0, Body::Theropod(theropod) => match theropod.species { theropod::Species::Archaeos => 2.5, theropod::Species::Odonto => 2.5, _ => 7.0, }, Body::QuadrupedLow(quadruped_low) => match quadruped_low.species { quadruped_low::Species::Monitor => 9.0, quadruped_low::Species::Asp => 8.0, quadruped_low::Species::Tortoise => 3.0, quadruped_low::Species::Rocksnapper => 4.0, quadruped_low::Species::Maneater => 5.0, quadruped_low::Species::Lavadrake => 4.0, _ => 6.0, }, } } pub fn can_fly(&self) -> bool { matches!( self, Body::BirdMedium(_) | Body::Dragon(_) | Body::BirdSmall(_) ) } pub fn can_climb(&self) -> bool { matches!(self, Body::Humanoid(_)) } } /// Handles updating `Components` to move player based on state of `JoinData` pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) { if let Some(depth) = data.physics.in_liquid { swim_move(data, update, efficiency, depth); } else if data.inputs.fly.is_pressed() && !data.physics.on_ground && data.body.can_fly() { fly_move(data, update, efficiency); } else { basic_move(data, update, efficiency); } } /// Updates components to move player as if theyre on ground or in air #[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587 fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) { let accel = if data.physics.on_ground { data.body.base_accel() } else { BASE_HUMANOID_AIR_ACCEL }; update.vel.0 = update.vel.0 + Vec2::broadcast(data.dt.0) * data.inputs.move_dir * accel * efficiency; handle_orientation(data, update, data.body.base_ori_rate()); } /// Handles forced movement pub fn handle_forced_movement( data: &JoinData, update: &mut StateUpdate, movement: ForcedMovement, efficiency: f32, ) { match movement { ForcedMovement::Forward { strength } => { let accel = if data.physics.on_ground { data.body.base_accel() } else { BASE_HUMANOID_AIR_ACCEL }; update.vel.0 += Vec2::broadcast(data.dt.0) * accel * (data.inputs.move_dir * efficiency + Vec2::from(update.ori) * strength); }, ForcedMovement::Leap { vertical, forward, progress, direction, } => { let dir = direction.get_2d_dir(data); // Apply jumping force update.vel.0 = Vec3::new( dir.x, dir.y, vertical, ) // Multiply decreasing amount linearly over time (with average of 1) * 2.0 * progress // Apply direction + Vec3::from(dir) // Multiply by forward leap strength * forward // Control forward movement based on look direction. // This allows players to stop moving forward when they // look downward at target * (1.0 - data.inputs.look_dir.z.abs()); }, ForcedMovement::Hover { move_input } => { update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0) + move_input * data.inputs.move_dir.try_normalized().unwrap_or_default(); }, } handle_orientation(data, update, data.body.base_ori_rate() * efficiency); } pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) { // Set direction based on move direction let ori_dir = if (update.character.is_aimed() && data.body.can_strafe()) || update.character.is_attack() { data.inputs.look_dir.xy() } else if !data.inputs.move_dir.is_approx_zero() { data.inputs.move_dir } else { update.ori.into() }; // Smooth orientation update.ori = Dir::slerp_to_vec3(update.ori.look_dir(), ori_dir.into(), rate * data.dt.0).into(); } /// Updates components to move player as if theyre swimming fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth: f32) { // Update velocity update.vel.0 += Vec2::broadcast(data.dt.0) * data.inputs.move_dir * if update.vel.0.magnitude_squared() < BASE_HUMANOID_WATER_SPEED.powi(2) { BASE_HUMANOID_WATER_ACCEL } else { 0.0 } * efficiency; handle_orientation(data, update, if data.physics.on_ground { 9.0 } else { 2.0 }); // Swim update.vel.0.z = (update.vel.0.z + data.dt.0 * GRAVITY * 4.0 * data .inputs .move_z .clamped(-1.0, depth.clamped(0.0, 1.0).powi(3))) .min(BASE_HUMANOID_WATER_SPEED); } /// Updates components to move entity as if it's flying fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) { // Update velocity (counteract gravity with lift) // TODO: Do this better update.vel.0 += Vec3::unit_z() * data.dt.0 * GRAVITY + Vec3::new( data.inputs.move_dir.x, data.inputs.move_dir.y, data.inputs.move_z, ) * data.dt.0 * BASE_FLIGHT_ACCEL * efficiency; handle_orientation(data, update, 1.0); } /// First checks whether `primary`, `secondary`, `ability3`, or `ability4` input /// is pressed, then attempts to go into Equipping state, otherwise Idle pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) { if data.inputs.primary.is_pressed() || data.inputs.secondary.is_pressed() || data.inputs.ability3.is_pressed() || data.inputs.ability4.is_pressed() { attempt_wield(data, update); } } /// If a tool is equipped, goes into Equipping state, otherwise goes to Idle pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) { if let Some((item, ItemKind::Tool(tool))) = data .inventory .equipped(EquipSlot::Mainhand) .map(|i| (i, i.kind())) { update.character = CharacterState::Equipping(equipping::Data { static_data: equipping::StaticData { buildup_duration: tool.equip_time(data.msm, item.components()), }, timer: Duration::default(), }); } else { update.character = CharacterState::Wielding; }; } /// Checks that player can `Sit` and updates `CharacterState` if so pub fn attempt_sit(data: &JoinData, update: &mut StateUpdate) { if data.physics.on_ground { update.character = CharacterState::Sit; } } pub fn attempt_dance(data: &JoinData, update: &mut StateUpdate) { if data.physics.on_ground && data.body.is_humanoid() { update.character = CharacterState::Dance; } } pub fn attempt_talk(data: &JoinData, update: &mut StateUpdate) { if data.physics.on_ground { update.character = CharacterState::Talk; } } pub fn attempt_sneak(data: &JoinData, update: &mut StateUpdate) { if data.physics.on_ground && data.body.is_humanoid() { update.character = CharacterState::Sneak; } } /// Checks that player can `Climb` and updates `CharacterState` if so pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) { if data.inputs.climb.is_some() && data.physics.on_wall.is_some() && !data.physics.on_ground && !data .physics .in_liquid .map(|depth| depth > 1.0) .unwrap_or(false) //&& update.vel.0.z < 0.0 && data.body.can_climb() && update.energy.current() > 100 { update.character = CharacterState::Climb; } } /// Checks that player can Swap Weapons and updates `Loadout` if so pub fn attempt_swap_equipped_weapons(data: &JoinData, update: &mut StateUpdate) { if data.inventory.equipped(EquipSlot::Offhand).is_some() { update.swap_equipped_weapons = true; } } /// Handles inventory manipulations that affect the loadout pub fn handle_manipulate_loadout( data: &JoinData, update: &mut StateUpdate, loadout_manip: LoadoutManip, ) { update.server_events.push_front(ServerEvent::InventoryManip( data.entity, loadout_manip.into(), )); } /// Checks that player can wield the glider and updates `CharacterState` if so pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) { if data.inventory.equipped(EquipSlot::Glider).is_some() && !data .physics .in_liquid .map(|depth| depth > 1.0) .unwrap_or(false) && data.body.is_humanoid() { update.character = CharacterState::GlideWield; } } /// Checks that player can jump and sends jump event if so pub fn handle_jump(data: &JoinData, update: &mut StateUpdate) { if data.inputs.jump.is_pressed() && data.physics.on_ground && !data .physics .in_liquid .map(|depth| depth > 1.0) .unwrap_or(false) { update .local_events .push_front(LocalEvent::Jump(data.entity)); } } fn handle_ability_pressed(data: &JoinData, update: &mut StateUpdate, ability_key: AbilityKey) { let hands = |equip_slot| match data.inventory.equipped(equip_slot).map(|i| i.kind()) { Some(ItemKind::Tool(tool)) => Some(tool.hands), _ => None, }; // Mouse1 and Skill1 always use the MainHand slot let always_main_hand = matches!(ability_key, AbilityKey::Mouse1 | AbilityKey::Skill1); // skill_index used to select ability for the AbilityKey::Skill2 input let (equip_slot, skill_index) = if always_main_hand { (Some(EquipSlot::Mainhand), 0) } else { let hands = (hands(EquipSlot::Mainhand), hands(EquipSlot::Offhand)); match hands { (Some(Hands::Two), _) => (Some(EquipSlot::Mainhand), 1), (_, Some(Hands::One)) => (Some(EquipSlot::Offhand), 0), (Some(Hands::One), _) => (Some(EquipSlot::Mainhand), 1), (_, _) => (None, 0), } }; let unlocked = |(s, a): (Option, CharacterAbility)| { s.map_or(true, |s| data.stats.skill_set.has_skill(s)) .then_some(a) }; if let Some(equip_slot) = equip_slot { if let Some(ability) = data .inventory .equipped(equip_slot) .map(|i| &i.item_config_expect().abilities) .and_then(|abilities| match ability_key { AbilityKey::Mouse1 => Some(abilities.primary.clone()), AbilityKey::Mouse2 => Some(abilities.secondary.clone()), AbilityKey::Skill1 => abilities.abilities.get(0).cloned().and_then(unlocked), AbilityKey::Skill2 => abilities .abilities .get(skill_index) .cloned() .and_then(unlocked), AbilityKey::Dodge => None, }) .map(|a| { let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind); a.adjusted_by_skills(&data.stats.skill_set, tool) }) .filter(|ability| ability.requirements_paid(data, update)) { update.character = ( &ability, AbilityInfo::from_key(data, ability_key, matches!(equip_slot, EquipSlot::Offhand)), ) .into(); } } } pub fn handle_ability1_input(data: &JoinData, update: &mut StateUpdate) { if data.inputs.primary.is_pressed() { handle_ability_pressed(data, update, AbilityKey::Mouse1); } } pub fn handle_ability2_input(data: &JoinData, update: &mut StateUpdate) { if data.inputs.secondary.is_pressed() { handle_ability_pressed(data, update, AbilityKey::Mouse2); } } pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) { if data.inputs.ability3.is_pressed() { handle_ability_pressed(data, update, AbilityKey::Skill1); } } pub fn handle_ability4_input(data: &JoinData, update: &mut StateUpdate) { if data.inputs.ability4.is_pressed() { handle_ability_pressed(data, update, AbilityKey::Skill2); } } /// Checks that player can perform a dodge, then /// attempts to perform their dodge ability pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) { if data.inputs.roll.is_pressed() && data.body.is_humanoid() { if let Some(ability) = data .inventory .equipped(EquipSlot::Mainhand) .and_then(|i| { i.item_config_expect() .dodge_ability .as_ref() .map(|a| a.clone().adjusted_by_skills(&data.stats.skill_set, None)) }) .filter(|ability| ability.requirements_paid(data, update)) { if data.character.is_wield() { update.character = ( &ability, AbilityInfo::from_key(data, AbilityKey::Dodge, false), ) .into(); if let CharacterState::Roll(roll) = &mut update.character { roll.was_wielded = true; } } else if data.character.is_stealthy() { update.character = ( &ability, AbilityInfo::from_key(data, AbilityKey::Dodge, false), ) .into(); if let CharacterState::Roll(roll) = &mut update.character { roll.was_sneak = true; } } else { update.character = ( &ability, AbilityInfo::from_key(data, AbilityKey::Dodge, false), ) .into(); } } } } pub fn unwrap_tool_data<'a>(data: &'a JoinData, equip_slot: EquipSlot) -> Option<&'a Tool> { if let Some(ItemKind::Tool(tool)) = data.inventory.equipped(equip_slot).map(|i| i.kind()) { Some(&tool) } else { None } } pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) { if attacks_interrupt { handle_ability1_input(data, update); handle_ability2_input(data, update); handle_ability3_input(data, update); handle_ability4_input(data, update); } handle_dodge_input(data, update); } pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool { match ability_key { AbilityKey::Mouse1 => data.inputs.primary.is_pressed(), AbilityKey::Mouse2 => data.inputs.secondary.is_pressed(), AbilityKey::Skill1 => data.inputs.ability3.is_pressed(), AbilityKey::Skill2 => data.inputs.ability4.is_pressed(), AbilityKey::Dodge => data.inputs.roll.is_pressed(), } } pub fn continue_combo(data: &JoinData, update: &mut StateUpdate, combo_data: (u32, u32)) { handle_ability1_input(data, update); if let CharacterState::ComboMelee(data) = &mut update.character { data.stage = combo_data.0; data.combo = combo_data.1; } } /// Determines what portion a state is in. Used in all attacks (eventually). Is /// used to control aspects of animation code, as well as logic within the /// character states. #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)] pub enum StageSection { Buildup, Swing, Recover, Charge, Cast, Shoot, Movement, } #[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)] pub enum AbilityKey { Mouse1, Mouse2, Skill1, Skill2, Dodge, } #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub enum ForcedMovement { Forward { strength: f32, }, Leap { vertical: f32, forward: f32, progress: f32, direction: MovementDirection, }, Hover { move_input: f32, }, } #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub enum MovementDirection { Look, Move, } impl MovementDirection { pub fn get_2d_dir(self, data: &JoinData) -> Vec2 { use MovementDirection::*; match self { Look => data.inputs.look_dir.xy(), Move => data.inputs.move_dir, } .try_normalized() .unwrap_or_default() } } #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub struct AbilityInfo { pub tool: Option, pub hand: Option, pub key: AbilityKey, } impl AbilityInfo { pub fn from_key(data: &JoinData, key: AbilityKey, from_offhand: bool) -> Self { let tool_data = if from_offhand { unwrap_tool_data(data, EquipSlot::Offhand) } else { unwrap_tool_data(data, EquipSlot::Mainhand) }; let (tool, hand) = if from_offhand { (tool_data.map(|t| t.kind), Some(HandInfo::OffHand)) } else { ( tool_data.map(|t| t.kind), tool_data.map(|t| HandInfo::from_main_tool(t)), ) }; Self { tool, hand, key } } } #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub enum HandInfo { TwoHanded, MainHand, OffHand, } impl HandInfo { pub fn from_main_tool(tool: &Tool) -> Self { match tool.hands { Hands::Two => Self::TwoHanded, Hands::One => Self::MainHand, } } }