use super::utils::handle_climb; use crate::{ comp::{CharacterState, StateUpdate}, sys::character_behavior::{CharacterBehavior, JoinData}, util::Dir, }; use serde::{Deserialize, Serialize}; use vek::Vec2; // Gravity is 9.81 * 4, so this makes gravity equal to .15 const GLIDE_ANTIGRAV: f32 = crate::sys::phys::GRAVITY * 0.90; const GLIDE_ACCEL: f32 = 12.0; const GLIDE_SPEED: f32 = 45.0; #[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::from(data); // If player is on ground, end glide if data.physics.on_ground { update.character = CharacterState::GlideWield; return update; } if data .physics .in_fluid .map(|depth| depth > 0.5) .unwrap_or(false) { update.character = CharacterState::Idle; } // If there is a wall in front of character and they are trying to climb go to // climb handle_climb(&data, &mut update); // Move player according to movement direction vector update.vel.0 += Vec2::broadcast(data.dt.0) * data.inputs.move_dir * if data.vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) { GLIDE_ACCEL } else { 0.0 }; // Determine orientation vector from movement direction vector let ori_dir = Vec2::from(update.vel.0); update.ori.0 = Dir::slerp_to_vec3(update.ori.0, ori_dir.into(), 2.0 * data.dt.0); // Apply Glide antigrav lift if Vec2::::from(update.vel.0).magnitude_squared() < GLIDE_SPEED.powf(2.0) && update.vel.0.z < 0.0 { let lift = GLIDE_ANTIGRAV + update.vel.0.z.abs().powf(2.0) * 0.15; update.vel.0.z += data.dt.0 * lift * (Vec2::::from(update.vel.0).magnitude() * 0.075) .min(1.0) .max(0.2); } update } fn unwield(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); update.character = CharacterState::Idle; update } }