veloren/common/src/sys/character_state.rs
2020-01-01 09:16:29 -08:00

167 lines
5.7 KiB
Rust

use crate::{
comp::{
states::*, Body, CharacterState, Controller, EcsStateData, Mounting, MoveState::*, Ori,
OverrideAction, OverrideMove, OverrideState, PhysicsState, Pos, SitState, StateHandle,
Stats, Vel,
},
event::{EventBus, LocalEvent, ServerEvent},
state::DeltaTime,
};
use specs::{Entities, Join, LazyUpdate, Read, ReadStorage, System, WriteStorage};
use sphynx::{Uid, UidAllocator};
/// # Character State System
/// #### Updates tuples of ( `CharacterState`, `Pos`, `Vel`, and `Ori` ) in parallel.
/// _Each update for a single character involves first passing an `EcsStateData` struct of ECS components
/// to the character's `MoveState`, then the character's `ActionState`. State update logic is
/// is encapsulated in state's `handle()` fn, impl'd by the `StateHandle` trait. `handle()` fn's
/// return a `StateUpdate` tuple containing new ( `CharacterState`, `Pos`, `Vel`, and `Ori` ) components.
/// Since `handle()` accepts readonly components, component updates are contained within this system and ECS
/// behavior constraints are satisfied._
///
/// _This mimics the typical OOP style state machine pattern, but remains performant
/// under ECS since trait fn's are syntactic sugar for static fn's that accept their implementor's
/// object type as its first parameter. See `StateHandle` for more information._
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
Read<'a, UidAllocator>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
Read<'a, LazyUpdate>,
WriteStorage<'a, CharacterState>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
ReadStorage<'a, Controller>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Body>,
ReadStorage<'a, PhysicsState>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Mounting>,
ReadStorage<'a, OverrideState>,
ReadStorage<'a, OverrideMove>,
ReadStorage<'a, OverrideAction>,
);
fn run(
&mut self,
(
entities,
_uid_allocator,
server_bus,
local_bus,
dt,
updater,
mut character_states,
mut positions,
mut velocities,
mut orientations,
controllers,
stats,
bodies,
physics_states,
uids,
mountings,
state_overrides,
move_overrides,
action_overrides,
): Self::SystemData,
) {
for (entity, uid, mut character, pos, vel, ori, controller, stats, body, physics, ()) in (
&entities,
&uids,
&mut character_states,
&mut positions,
&mut velocities,
&mut orientations,
&controllers,
&stats,
&bodies,
&physics_states,
!&state_overrides,
)
.join()
{
let inputs = &controller.inputs;
// Being dead overrides all other states
if stats.is_dead {
// Only options: click respawn
// prevent instant-respawns (i.e. player was holding attack)
// by disallowing while input is held down
if inputs.respawn.is_pressed() && !inputs.respawn.is_held_down() {
server_bus.emitter().emit(ServerEvent::Respawn(entity));
}
// Or do nothing
return;
}
// If mounted, character state is controlled by mount
// TODO: Make mounting a state
if let Some(Mounting(_)) = mountings.get(entity) {
character.move_state = Sit(SitState);
return;
}
// Determine new action if character can act
if let (None, false) = (
action_overrides.get(entity),
character.action_state.overrides_move_state(),
) {
let state_update = character.action_state.handle(&EcsStateData {
entity: &entity,
uid,
character,
pos,
vel,
ori,
dt: &dt,
inputs,
stats,
body,
physics,
updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
// Determine new move state if character can move
if let (None, false) = (
move_overrides.get(entity),
character.move_state.overrides_action_state(),
) {
let state_update = character.move_state.handle(&EcsStateData {
entity: &entity,
uid,
character,
pos,
vel,
ori,
dt: &dt,
inputs,
stats,
body,
physics,
updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
}
}
}