use crate::{ comp::{ActionState, Jumping, MoveDir, OnGround, Ori, Pos, Rolling, Stats, Vel, Wielding}, state::DeltaTime, terrain::TerrainMap, vol::{ReadVol, Vox}, }; use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage}; use vek::*; const HUMANOID_ACCEL: f32 = 70.0; const HUMANOID_SPEED: f32 = 120.0; const WIELD_ACCEL: f32 = 60.0; const WIELD_SPEED: f32 = 100.0; const HUMANOID_AIR_ACCEL: f32 = 10.0; const HUMANOID_AIR_SPEED: f32 = 100.0; const HUMANOID_JUMP_ACCEL: f32 = 18.0; const ROLL_ACCEL: f32 = 160.0; const ROLL_SPEED: f32 = 550.0; const GLIDE_ACCEL: f32 = 15.0; const GLIDE_SPEED: f32 = 45.0; // Gravity is 9.81 * 4, so this makes gravity equal to .15 const GLIDE_ANTIGRAV: f32 = 9.81 * 3.95; pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0; /// This system applies forces and calculates new positions and velocities. pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Entities<'a>, ReadExpect<'a, TerrainMap>, Read<'a, DeltaTime>, ReadStorage<'a, MoveDir>, ReadStorage<'a, Stats>, ReadStorage<'a, ActionState>, WriteStorage<'a, Jumping>, WriteStorage<'a, Wielding>, WriteStorage<'a, Rolling>, WriteStorage<'a, OnGround>, WriteStorage<'a, Pos>, WriteStorage<'a, Vel>, WriteStorage<'a, Ori>, ); fn run( &mut self, ( entities, terrain, dt, move_dirs, stats, action_states, mut jumpings, mut wieldings, mut rollings, mut on_grounds, mut positions, mut velocities, mut orientations, ): Self::SystemData, ) { // Apply movement inputs for (entity, stats, a, move_dir, mut pos, mut vel, mut ori) in ( &entities, &stats, &action_states, move_dirs.maybe(), &mut positions, &mut velocities, &mut orientations, ) .join() { // Disable while dead TODO: Replace with client states? if stats.is_dead { continue; } // Move player according to move_dir if let Some(move_dir) = move_dir { vel.0 += Vec2::broadcast(dt.0) * move_dir.0 * match (a.on_ground, a.gliding, a.rolling, a.wielding) { (true, false, false, false) if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) => { HUMANOID_ACCEL } (false, true, false, false) if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) => { GLIDE_ACCEL } (false, false, false, false) if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) => { HUMANOID_AIR_ACCEL } (true, false, true, false) if vel.0.magnitude_squared() < ROLL_SPEED.powf(2.0) => { ROLL_ACCEL } (true, false, false, true) if vel.0.magnitude_squared() < WIELD_SPEED.powf(2.0) => { WIELD_ACCEL } _ => 0.0, }; // Set direction based on move direction when on the ground let ori_dir = if a.gliding || a.rolling { Vec2::from(vel.0) } else { move_dir.0 }; if ori_dir.magnitude_squared() > 0.0001 && (ori.0.normalized() - Vec3::from(ori_dir).normalized()).magnitude_squared() > 0.01 { ori.0 = vek::ops::Slerp::slerp(ori.0, ori_dir.into(), 5.0 * dt.0); } } // Jump if jumpings.get(entity).is_some() { vel.0.z = HUMANOID_JUMP_ACCEL; jumpings.remove(entity); } // Glide if a.gliding && vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) && vel.0.z < 0.0 { let _ = wieldings.remove(entity); let lift = GLIDE_ANTIGRAV + vel.0.z.powf(2.0) * 0.2; vel.0.z += dt.0 * lift * Vec2::::from(vel.0 * 0.15).magnitude().min(1.0); } // Roll if let Some(time) = rollings.get_mut(entity).map(|r| &mut r.time) { let _ = wieldings.remove(entity); *time += dt.0; if *time > 0.6 || !a.moving { rollings.remove(entity); } } } } }