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https://gitlab.com/veloren/veloren.git
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2fc62bfe7f
This causes all humanoids to handle identically when falling, gliding, or swimming
109 lines
3.6 KiB
Rust
109 lines
3.6 KiB
Rust
use super::utils::*;
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use crate::{
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comp::{slot::EquipSlot, CharacterState, InventoryAction, Ori, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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glide,
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},
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};
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use serde::{Deserialize, Serialize};
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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pub ori: Ori,
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span_length: f32,
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chord_length: f32,
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}
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impl From<&JoinData<'_>> for Data {
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fn from(data: &JoinData) -> Self {
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let scale = data.body.dimensions().z.sqrt();
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Self {
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// Aspect ratio is what really matters for lift/drag ratio
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// and the aerodynamics model works for ARs up to 25.
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// The inflated dimensions are hopefully only a temporary
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// bandaid for the poor glide ratio experienced under 2.5G.
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// A span/chord ratio of 4.5 gives an AR of ~5.73.
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span_length: scale * 4.5,
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chord_length: scale,
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ori: *data.ori,
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}
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}
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 1.0);
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handle_jump(data, &mut update, 1.0);
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handle_dodge_input(data, &mut update);
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handle_wield(data, &mut update);
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// If still in this state, do the things
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if matches!(update.character, CharacterState::GlideWield(_)) {
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// If not on the ground while wielding glider enter gliding state
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update.character = if data.physics.on_ground.is_none() {
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CharacterState::Glide(glide::Data::new(
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self.span_length,
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self.chord_length,
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self.ori,
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))
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// make sure we have a glider and we're not (too deep) in water
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} else if data
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.inventory
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.and_then(|inv| inv.equipped(EquipSlot::Glider))
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.is_some()
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&& data.physics.in_liquid().map_or(true, |depth| depth < 0.5)
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{
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CharacterState::GlideWield(Self {
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// Glider tilt follows look dir
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ori: self.ori.slerped_towards(
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data.ori.slerped_towards(
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Ori::from(data.inputs.look_dir).pitched_up(0.6),
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(1.0 + data.inputs.look_dir.dot(*data.ori.look_dir()).max(0.0)) / 3.0,
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),
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5.0 * data.dt.0,
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),
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..*self
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})
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} else {
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CharacterState::Idle
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};
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}
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn sneak(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sneak(data, &mut update);
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update
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}
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}
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