2023-05-09 19:43:09 +02:00

1524 lines
57 KiB
Rust

use crate::{
astar::Astar,
combat,
comp::{
ability::{Ability, AbilityInitEvent, AbilityInput, AbilityMeta, Capability, Stance},
arthropod, biped_large, biped_small, bird_medium,
character_state::OutputEvents,
controller::InventoryManip,
inventory::slot::{ArmorSlot, EquipSlot, Slot},
item::{
armor::Friction,
tool::{self, AbilityContext},
Hands, ItemKind, ToolKind,
},
quadruped_low, quadruped_medium, quadruped_small,
skills::{Skill, SwimSkill, SKILL_MODIFIERS},
theropod, Body, CharacterAbility, CharacterState, Density, InputAttr, InputKind,
InventoryAction, Melee, StateUpdate,
},
consts::{FRIC_GROUND, GRAVITY, MAX_PICKUP_RANGE},
event::{LocalEvent, ServerEvent},
outcome::Outcome,
states::{behavior::JoinData, utils::CharacterState::Idle, *},
terrain::{TerrainGrid, UnlockKind},
util::Dir,
vol::ReadVol,
};
use core::hash::BuildHasherDefault;
use fxhash::FxHasher64;
use serde::{Deserialize, Serialize};
use std::{
f32::consts::PI,
ops::{Add, Div, Mul},
time::Duration,
};
use strum::Display;
use vek::*;
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
impl Body {
pub fn base_accel(&self) -> f32 {
match self {
Body::Humanoid(_) => 100.0,
Body::QuadrupedSmall(body) => match body.species {
quadruped_small::Species::Turtle => 30.0,
quadruped_small::Species::Axolotl => 70.0,
quadruped_small::Species::Pig => 70.0,
quadruped_small::Species::Sheep => 70.0,
quadruped_small::Species::Truffler => 70.0,
quadruped_small::Species::Fungome => 70.0,
quadruped_small::Species::Goat => 80.0,
quadruped_small::Species::Raccoon => 100.0,
quadruped_small::Species::Frog => 150.0,
quadruped_small::Species::Porcupine => 100.0,
quadruped_small::Species::Beaver => 100.0,
quadruped_small::Species::Rabbit => 110.0,
quadruped_small::Species::Cat => 150.0,
quadruped_small::Species::Quokka => 100.0,
_ => 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,
quadruped_medium::Species::Dreadhorn => 140.0,
quadruped_medium::Species::Moose => 130.0,
quadruped_medium::Species::Snowleopard => 160.0,
quadruped_medium::Species::Mammoth => 180.0,
quadruped_medium::Species::Ngoubou => 170.0,
quadruped_medium::Species::Llama => 120.0,
quadruped_medium::Species::Alpaca => 110.0,
quadruped_medium::Species::Akhlut => 90.0,
quadruped_medium::Species::Bristleback => 135.0,
},
Body::BipedLarge(body) => match body.species {
biped_large::Species::Slysaurok => 100.0,
biped_large::Species::Occultsaurok => 100.0,
biped_large::Species::Mightysaurok => 100.0,
biped_large::Species::Mindflayer => 90.0,
biped_large::Species::Minotaur => 60.0,
biped_large::Species::Huskbrute => 130.0,
biped_large::Species::Cultistwarlord => 110.0,
biped_large::Species::Cultistwarlock => 90.0,
biped_large::Species::Gigasfrost => 45.0,
_ => 80.0,
},
Body::BirdMedium(_) => 80.0,
Body::FishMedium(_) => 80.0,
Body::Dragon(_) => 250.0,
Body::BirdLarge(_) => 110.0,
Body::FishSmall(_) => 60.0,
Body::BipedSmall(biped_small) => match biped_small.species {
biped_small::Species::Haniwa => 65.0,
biped_small::Species::Boreal => 100.0,
_ => 80.0,
},
Body::Object(_) => 0.0,
Body::ItemDrop(_) => 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::SeaCrocodile => 120.0,
quadruped_low::Species::Alligator => 110.0,
quadruped_low::Species::Salamander => 85.0,
quadruped_low::Species::Elbst => 85.0,
quadruped_low::Species::Monitor => 160.0,
quadruped_low::Species::Asp => 110.0,
quadruped_low::Species::Tortoise => 60.0,
quadruped_low::Species::Rocksnapper => 70.0,
quadruped_low::Species::Rootsnapper => 70.0,
quadruped_low::Species::Reefsnapper => 70.0,
quadruped_low::Species::Pangolin => 90.0,
quadruped_low::Species::Maneater => 80.0,
quadruped_low::Species::Sandshark => 160.0,
quadruped_low::Species::Hakulaq => 140.0,
quadruped_low::Species::Dagon => 140.0,
quadruped_low::Species::Lavadrake => 100.0,
quadruped_low::Species::Icedrake => 100.0,
quadruped_low::Species::Basilisk => 90.0,
quadruped_low::Species::Deadwood => 140.0,
quadruped_low::Species::Mossdrake => 100.0,
},
Body::Ship(_) => 0.0,
Body::Arthropod(arthropod) => match arthropod.species {
arthropod::Species::Tarantula => 135.0,
arthropod::Species::Blackwidow => 110.0,
arthropod::Species::Antlion => 120.0,
arthropod::Species::Hornbeetle => 80.0,
arthropod::Species::Leafbeetle => 80.0,
arthropod::Species::Stagbeetle => 80.0,
arthropod::Species::Weevil => 110.0,
arthropod::Species::Cavespider => 110.0,
arthropod::Species::Moltencrawler => 70.0,
arthropod::Species::Mosscrawler => 70.0,
arthropod::Species::Sandcrawler => 70.0,
},
}
}
pub fn air_accel(&self) -> f32 { self.base_accel() * 0.025 }
/// 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, since it's such a small factor.
// 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
}
/// The turn rate in 180°/s (or (rotations per second)/2)
pub fn base_ori_rate(&self) -> f32 {
match self {
Body::Humanoid(_) => 3.5,
Body::QuadrupedSmall(_) => 3.0,
Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
quadruped_medium::Species::Mammoth => 1.0,
_ => 2.8,
},
Body::BirdMedium(_) => 6.0,
Body::FishMedium(_) => 6.0,
Body::Dragon(_) => 1.0,
Body::BirdLarge(_) => 7.0,
Body::FishSmall(_) => 7.0,
Body::BipedLarge(_) => 2.7,
Body::BipedSmall(_) => 3.5,
Body::Object(_) => 2.0,
Body::ItemDrop(_) => 2.0,
Body::Golem(_) => 2.0,
Body::Theropod(theropod) => match theropod.species {
theropod::Species::Archaeos => 2.3,
theropod::Species::Odonto => 2.3,
theropod::Species::Ntouka => 2.3,
theropod::Species::Dodarock => 2.0,
_ => 2.5,
},
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Asp => 2.2,
quadruped_low::Species::Tortoise => 1.5,
quadruped_low::Species::Rocksnapper => 1.8,
quadruped_low::Species::Rootsnapper => 1.8,
quadruped_low::Species::Lavadrake => 1.7,
quadruped_low::Species::Icedrake => 1.7,
quadruped_low::Species::Mossdrake => 1.7,
_ => 2.0,
},
Body::Ship(ship) if ship.has_water_thrust() => 0.1,
Body::Ship(_) => 0.12,
Body::Arthropod(_) => 3.5,
}
}
/// Returns thrust force if the body type can swim, otherwise None
pub fn swim_thrust(&self) -> Option<f32> {
match self {
Body::Object(_) => None,
Body::ItemDrop(_) => None,
Body::BipedLarge(_) | Body::Golem(_) => Some(200.0 * self.mass().0),
Body::BipedSmall(_) => Some(100.0 * self.mass().0),
Body::BirdMedium(_) => Some(50.0 * self.mass().0),
Body::BirdLarge(_) => Some(50.0 * self.mass().0),
Body::FishMedium(_) => Some(50.0 * self.mass().0),
Body::FishSmall(_) => Some(50.0 * self.mass().0),
Body::Dragon(_) => Some(200.0 * self.mass().0),
Body::Humanoid(_) => Some(2500.0 * self.mass().0),
Body::Theropod(body) => match body.species {
theropod::Species::Sandraptor
| theropod::Species::Snowraptor
| theropod::Species::Sunlizard
| theropod::Species::Woodraptor
| theropod::Species::Dodarock
| theropod::Species::Yale => Some(200.0 * self.mass().0),
_ => Some(100.0 * self.mass().0),
},
Body::QuadrupedLow(_) => Some(300.0 * self.mass().0),
Body::QuadrupedMedium(_) => Some(300.0 * self.mass().0),
Body::QuadrupedSmall(_) => Some(300.0 * self.mass().0),
Body::Ship(ship) if ship.has_water_thrust() => Some(3500.0 * self.mass().0),
Body::Ship(_) => None,
Body::Arthropod(_) => Some(300.0 * self.mass().0),
}
}
/// Returns thrust force if the body type can fly, otherwise None
pub fn fly_thrust(&self) -> Option<f32> {
match self {
Body::BirdMedium(body) => match body.species {
bird_medium::Species::Bat => Some(GRAVITY * self.mass().0 * 0.5),
_ => Some(GRAVITY * self.mass().0 * 2.0),
},
Body::BirdLarge(_) => Some(GRAVITY * self.mass().0 * 0.5),
Body::Dragon(_) => Some(200_000.0),
Body::Ship(ship) if ship.can_fly() => Some(300_000.0),
_ => None,
}
}
/// Returns jump impulse if the body type can jump, otherwise None
pub fn jump_impulse(&self) -> Option<f32> {
match self {
Body::Object(_) | Body::Ship(_) | Body::ItemDrop(_) => None,
Body::BipedLarge(_) | Body::Dragon(_) | Body::Golem(_) | Body::QuadrupedLow(_) => {
Some(0.1 * self.mass().0)
},
Body::QuadrupedMedium(_) => Some(0.4 * self.mass().0),
Body::Theropod(body) => match body.species {
theropod::Species::Snowraptor
| theropod::Species::Sandraptor
| theropod::Species::Woodraptor => Some(0.4 * self.mass().0),
_ => None,
},
Body::Arthropod(_) => Some(2.0 * self.mass().0),
_ => Some(0.4 * self.mass().0),
}
.map(|f| f * GRAVITY)
}
pub fn can_climb(&self) -> bool { matches!(self, Body::Humanoid(_)) }
/// Returns how well a body can move backwards while strafing (0.0 = not at
/// all, 1.0 = same as forward)
pub fn reverse_move_factor(&self) -> f32 { 0.45 }
/// Returns the position where a projectile should be fired relative to this
/// body
pub fn projectile_offsets(&self, ori: Vec3<f32>, scale: f32) -> Vec3<f32> {
let body_offsets_z = match self {
Body::Golem(_) => self.height() * 0.4,
_ => self.eye_height(scale),
};
let dim = self.dimensions();
// The width (shoulder to shoulder) and length (nose to tail)
let (width, length) = (dim.x, dim.y);
let body_radius = if length > width {
// Dachshund-like
self.max_radius()
} else {
// Cyclops-like
self.min_radius()
};
Vec3::new(
body_radius * ori.x * 1.1,
body_radius * ori.y * 1.1,
body_offsets_z,
)
}
}
/// set footwear in idle data and potential state change to Skate
pub fn handle_skating(data: &JoinData, update: &mut StateUpdate) {
if let Idle(idle::Data {
is_sneaking,
time_entered,
mut footwear,
}) = data.character
{
if footwear.is_none() {
footwear = data.inventory.and_then(|inv| {
inv.equipped(EquipSlot::Armor(ArmorSlot::Feet))
.map(|armor| match armor.kind().as_ref() {
ItemKind::Armor(a) => {
a.stats(data.msm, armor.stats_durability_multiplier())
.ground_contact
},
_ => Friction::Normal,
})
});
update.character = Idle(idle::Data {
is_sneaking: *is_sneaking,
time_entered: *time_entered,
footwear,
});
}
if data.physics.skating_active {
update.character =
CharacterState::Skate(skate::Data::new(data, footwear.unwrap_or(Friction::Normal)));
}
}
}
/// Handles updating `Components` to move player based on state of `JoinData`
pub fn handle_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) {
let submersion = data
.physics
.in_liquid()
.map(|depth| depth / data.body.height());
if input_is_pressed(data, InputKind::Fly)
&& submersion.map_or(true, |sub| sub < 1.0)
&& (data.physics.on_ground.is_none() || data.body.jump_impulse().is_none())
&& data.body.fly_thrust().is_some()
{
fly_move(data, update, efficiency);
} else if let Some(submersion) = (data.physics.on_ground.is_none()
&& data.body.swim_thrust().is_some())
.then_some(submersion)
.flatten()
{
swim_move(data, update, efficiency, submersion);
} else {
basic_move(data, update, efficiency);
}
}
/// Updates components to move player as if theyre on ground or in air
fn basic_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) {
let efficiency = efficiency * data.stats.move_speed_modifier * data.stats.friction_modifier;
let accel = if let Some(block) = data.physics.on_ground {
// FRIC_GROUND temporarily used to normalize things around expected values
data.body.base_accel()
* data.scale.map_or(1.0, |s| s.0.sqrt())
* block.get_traction()
* block.get_friction()
/ FRIC_GROUND
} else {
data.body.air_accel()
} * efficiency;
// Should ability to backpedal be separate from ability to strafe?
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* if data.body.can_strafe() {
data.inputs.move_dir
* if is_strafing(data, update) {
Lerp::lerp(
Vec2::from(update.ori)
.try_normalized()
.unwrap_or_else(Vec2::zero)
.dot(
data.inputs
.move_dir
.try_normalized()
.unwrap_or_else(Vec2::zero),
)
.add(1.0)
.div(2.0)
.max(0.0),
1.0,
data.body.reverse_move_factor(),
)
} else {
1.0
}
} else {
let fw = Vec2::from(update.ori);
fw * data.inputs.move_dir.dot(fw).max(0.0)
};
}
/// Handles forced movement
pub fn handle_forced_movement(
data: &JoinData<'_>,
update: &mut StateUpdate,
movement: ForcedMovement,
) {
match movement {
ForcedMovement::Forward(strength) => {
let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
if let Some(accel) = data.physics.on_ground.map(|block| {
// FRIC_GROUND temporarily used to normalize things around expected values
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* data.scale.map_or(1.0, |s| s.0.sqrt())
* Vec2::from(*data.ori)
* strength;
}
},
ForcedMovement::Reverse(strength) => {
let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
if let Some(accel) = data.physics.on_ground.map(|block| {
// FRIC_GROUND temporarily used to normalize things around expected values
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* data.scale.map_or(1.0, |s| s.0.sqrt())
* -Vec2::from(*data.ori)
* strength;
}
},
ForcedMovement::Sideways(strength) => {
let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
if let Some(accel) = data.physics.on_ground.map(|block| {
// FRIC_GROUND temporarily used to normalize things around expected values
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
let direction = {
// Left if positive, else right
let side = Vec2::from(*data.ori)
.rotated_z(PI / 2.)
.dot(data.inputs.move_dir)
.signum();
if side > 0.0 {
Vec2::from(*data.ori).rotated_z(PI / 2.)
} else {
-Vec2::from(*data.ori).rotated_z(PI / 2.)
}
};
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* data.scale.map_or(1.0, |s| s.0.sqrt())
* direction
* strength;
}
},
ForcedMovement::DirectedReverse(strength) => {
let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
if let Some(accel) = data.physics.on_ground.map(|block| {
// FRIC_GROUND temporarily used to normalize things around expected values
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() > 0.0 {
data.inputs.move_dir.reflected(Vec2::from(*data.ori))
} else {
data.inputs.move_dir
}
.try_normalized()
.unwrap_or_else(|| -Vec2::from(*data.ori));
update.vel.0 += direction * strength * accel * data.dt.0;
}
},
ForcedMovement::AntiDirectedForward(strength) => {
let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
if let Some(accel) = data.physics.on_ground.map(|block| {
// FRIC_GROUND temporarily used to normalize things around expected values
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() < 0.0 {
data.inputs.move_dir.reflected(Vec2::from(*data.ori))
} else {
data.inputs.move_dir
}
.try_normalized()
.unwrap_or_else(|| Vec2::from(*data.ori));
let direction = direction.reflected(Vec2::from(*data.ori).rotated_z(PI / 2.));
update.vel.0 += direction * strength * accel * data.dt.0;
}
},
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,
)
* data.scale.map_or(1.0, |s| s.0.sqrt())
// 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.scale.map_or(1.0, |s| s.0.sqrt())
* data.inputs.move_dir.try_normalized().unwrap_or_default();
},
}
}
pub fn handle_orientation(
data: &JoinData<'_>,
update: &mut StateUpdate,
efficiency: f32,
dir_override: Option<Dir>,
) {
/// first check for horizontal
fn to_horizontal_fast(ori: &crate::comp::Ori) -> crate::comp::Ori {
if ori.to_quat().into_vec4().xy().is_approx_zero() {
*ori
} else {
ori.to_horizontal()
}
}
/// compute an upper limit for the difference of two orientations
fn ori_absdiff(a: &crate::comp::Ori, b: &crate::comp::Ori) -> f32 {
(a.to_quat().into_vec4() - b.to_quat().into_vec4()).reduce(|a, b| a.abs() + b.abs())
}
// Direction is set to the override if one is provided, else if entity is
// strafing or attacking the horiontal component of the look direction is used,
// else the current horizontal movement direction is used
let target_ori = if let Some(dir_override) = dir_override {
dir_override.into()
} else if is_strafing(data, update) || update.character.is_attack() {
data.inputs
.look_dir
.to_horizontal()
.unwrap_or_default()
.into()
} else {
Dir::from_unnormalized(data.inputs.move_dir.into())
.map_or_else(|| to_horizontal_fast(data.ori), |dir| dir.into())
};
// unit is multiples of 180°
let half_turns_per_tick = data.body.base_ori_rate() / data.scale.map_or(1.0, |s| s.0.sqrt())
* efficiency
* if data.physics.on_ground.is_some() {
1.0
} else {
0.2
}
* data.dt.0;
// very rough guess
let ticks_from_target_guess = ori_absdiff(&update.ori, &target_ori) / half_turns_per_tick;
let instantaneous = ticks_from_target_guess < 1.0;
update.ori = if instantaneous {
target_ori
} else {
let target_fraction = {
// Angle factor used to keep turning rate approximately constant by
// counteracting slerp turning more with a larger angle
let angle_factor = 2.0 / (1.0 - update.ori.dot(target_ori)).sqrt();
half_turns_per_tick * angle_factor
};
update
.ori
.slerped_towards(target_ori, target_fraction.min(1.0))
};
// Look at things
update.character_activity.look_dir = Some(data.controller.inputs.look_dir);
}
/// Updates components to move player as if theyre swimming
fn swim_move(
data: &JoinData<'_>,
update: &mut StateUpdate,
efficiency: f32,
submersion: f32,
) -> bool {
let efficiency = efficiency * data.stats.move_speed_modifier * data.stats.friction_modifier;
if let Some(force) = data.body.swim_thrust() {
let force = efficiency * force * data.scale.map_or(1.0, |s| s.0);
let mut water_accel = force / data.mass.0;
if let Ok(level) = data.skill_set.skill_level(Skill::Swim(SwimSkill::Speed)) {
let modifiers = SKILL_MODIFIERS.general_tree.swim;
water_accel *= modifiers.speed.powi(level.into());
}
let dir = if data.body.can_strafe() {
data.inputs.move_dir
} else {
let fw = Vec2::from(update.ori);
fw * data.inputs.move_dir.dot(fw).max(0.0)
};
// Autoswim to stay afloat
let move_z = if submersion < 1.0 && data.inputs.move_z.abs() < f32::EPSILON {
(submersion - 0.1).max(0.0)
} else {
data.inputs.move_z
};
update.vel.0 += Vec3::broadcast(data.dt.0)
* Vec3::new(dir.x, dir.y, move_z)
.try_normalized()
.unwrap_or_default()
* water_accel
* (submersion - 0.2).clamp(0.0, 1.0).powi(2);
true
} else {
false
}
}
/// Updates components to move entity as if it's flying
pub fn fly_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) -> bool {
let efficiency = efficiency * data.stats.move_speed_modifier * data.stats.friction_modifier;
let glider = match data.character {
CharacterState::Glide(data) => Some(data),
_ => None,
};
if let Some(force) = data
.body
.fly_thrust()
.or_else(|| glider.is_some().then_some(0.0))
{
let thrust = efficiency * force;
let accel = thrust / data.mass.0;
handle_orientation(data, update, efficiency, None);
// Elevation control
match data.body {
// flappy flappy
Body::Dragon(_) | Body::BirdLarge(_) | Body::BirdMedium(_) => {
let anti_grav = GRAVITY * (1.0 + data.inputs.move_z.min(0.0));
update.vel.0.z += data.dt.0 * (anti_grav + accel * data.inputs.move_z.max(0.0));
},
// floaty floaty
Body::Ship(ship) if ship.can_fly() => {
let regulate_density = |min: f32, max: f32, def: f32, rate: f32| -> Density {
// Reset to default on no input
let change = if data.inputs.move_z.abs() > f32::EPSILON {
-data.inputs.move_z
} else {
(def - data.density.0).clamp(-1.0, 1.0)
};
Density((update.density.0 + data.dt.0 * rate * change).clamp(min, max))
};
let def_density = ship.density().0;
if data.physics.in_liquid().is_some() {
let hull_density = ship.hull_density().0;
update.density.0 =
regulate_density(def_density * 0.6, hull_density, hull_density, 25.0).0;
} else {
update.density.0 =
regulate_density(def_density * 0.5, def_density * 1.5, def_density, 0.5).0;
};
},
// oopsie woopsie
// TODO: refactor to make this state impossible
_ => {},
};
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* if data.body.can_strafe() {
data.inputs.move_dir
} else {
let fw = Vec2::from(update.ori);
fw * data.inputs.move_dir.dot(fw).max(0.0)
};
true
} else {
false
}
}
/// Checks if an input related to an attack is held. If one is, moves entity
/// into wielding state
pub fn handle_wield(data: &JoinData<'_>, update: &mut StateUpdate) {
if data.controller.queued_inputs.keys().any(|i| i.is_ability()) {
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) {
// Closure to get equip time provided an equip slot if a tool is equipped in
// equip slot
let equip_time = |equip_slot| {
data.inventory
.and_then(|inv| inv.equipped(equip_slot))
.and_then(|item| match &*item.kind() {
ItemKind::Tool(tool) => Some(Duration::from_secs_f32(
tool.stats(item.stats_durability_multiplier())
.equip_time_secs,
)),
_ => None,
})
};
// Calculates time required to equip weapons, if weapon in mainhand and offhand,
// uses maximum duration
let mainhand_equip_time = equip_time(EquipSlot::ActiveMainhand);
let offhand_equip_time = equip_time(EquipSlot::ActiveOffhand);
let equip_time = match (mainhand_equip_time, offhand_equip_time) {
(Some(a), Some(b)) => Some(a.max(b)),
(Some(a), None) | (None, Some(a)) => Some(a),
(None, None) => None,
};
// Moves entity into equipping state if there is some equip time, else moves
// instantly into wield
if let Some(equip_time) = equip_time {
update.character = CharacterState::Equipping(equipping::Data {
static_data: equipping::StaticData {
buildup_duration: equip_time,
},
timer: Duration::default(),
is_sneaking: update.character.is_stealthy(),
});
} else {
update.character = CharacterState::Wielding(wielding::Data {
is_sneaking: update.character.is_stealthy(),
});
}
}
/// Checks that player can `Sit` and updates `CharacterState` if so
pub fn attempt_sit(data: &JoinData<'_>, update: &mut StateUpdate) {
if data.physics.on_ground.is_some() {
update.character = CharacterState::Sit;
}
}
pub fn attempt_dance(data: &JoinData<'_>, update: &mut StateUpdate) {
if data.physics.on_ground.is_some() && data.body.is_humanoid() {
update.character = CharacterState::Dance;
}
}
pub fn attempt_talk(data: &JoinData<'_>, update: &mut StateUpdate) {
if data.physics.on_ground.is_some() {
update.character = CharacterState::Talk;
}
}
pub fn attempt_sneak(data: &JoinData<'_>, update: &mut StateUpdate) {
if data.physics.on_ground.is_some() && data.body.is_humanoid() {
update.character = Idle(idle::Data {
is_sneaking: true,
time_entered: *data.time,
footwear: data.character.footwear(),
});
}
}
/// Checks that player can `Climb` and updates `CharacterState` if so
pub fn handle_climb(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
if data.inputs.climb.is_some()
&& data.physics.on_wall.is_some()
&& data.physics.on_ground.is_none()
&& !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() > 1.0
{
update.character = CharacterState::Climb(climb::Data::create_adjusted_by_skills(data));
true
} else {
false
}
}
pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
if data.physics.on_wall.is_some()
&& data.physics.on_ground.is_none()
&& data.physics.in_liquid().is_none()
&& data.body.can_climb()
{
update.character = CharacterState::Wallrun(wallrun::Data);
true
} else {
false
}
}
/// 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
.and_then(|inv| inv.equipped(EquipSlot::InactiveMainhand))
.is_some()
|| data
.inventory
.and_then(|inv| inv.equipped(EquipSlot::InactiveOffhand))
.is_some()
{
update.swap_equipped_weapons = true;
}
}
fn reach_block(
player_pos: Vec3<f32>,
block_pos: Vec3<i32>,
range: f32,
body: &Body,
terrain: &TerrainGrid,
) -> bool {
let block_pos_f32 = block_pos.map(|x| x as f32 + 0.5);
// Closure to check if distance between a point and the block is less than
// MAX_PICKUP_RANGE and the radius of the body
let block_range_check = |pos: Vec3<f32>| {
(block_pos_f32 - pos).magnitude_squared() < (range + body.max_radius()).powi(2)
};
// Checks if player's feet or head is near to block
let close_to_block = block_range_check(player_pos)
|| block_range_check(player_pos + Vec3::new(0.0, 0.0, body.height()));
if close_to_block {
// Do a check that a path can be found between sprite and entity
// interacting with sprite Use manhattan distance * 1.5 for number
// of iterations
let iters = (3.0 * (block_pos_f32 - player_pos).map(|x| x.abs()).sum()) as usize;
// Heuristic compares manhattan distance of start and end pos
let heuristic =
move |pos: &Vec3<i32>, _: &Vec3<i32>| (block_pos - pos).map(|x| x.abs()).sum() as f32;
let mut astar = Astar::new(
iters,
player_pos.map(|x| x.floor() as i32),
BuildHasherDefault::<FxHasher64>::default(),
);
// Neighbors are all neighboring blocks that are air
let neighbors = |pos: &Vec3<i32>| {
const DIRS: [Vec3<i32>; 6] = [
Vec3::new(1, 0, 0),
Vec3::new(-1, 0, 0),
Vec3::new(0, 1, 0),
Vec3::new(0, -1, 0),
Vec3::new(0, 0, 1),
Vec3::new(0, 0, -1),
];
let pos = *pos;
DIRS.iter().map(move |dir| dir + pos).filter(|pos| {
terrain
.get(*pos)
.ok()
.map_or(false, |block| !block.is_filled())
})
};
// Transition uses manhattan distance as the cost, with a slightly lower cost
// for z transitions
let transition = |a: Vec3<i32>, b: Vec3<i32>| {
let (a, b) = (a.map(|x| x as f32), b.map(|x| x as f32));
((a - b) * Vec3::new(1.0, 1.0, 0.9)).map(|e| e.abs()).sum()
};
// Pathing satisfied when it reaches the block position
let satisfied = |pos: &Vec3<i32>| *pos == block_pos;
astar
.poll(iters, heuristic, neighbors, transition, satisfied)
.into_path()
.is_some()
} else {
false
}
}
/// Handles inventory manipulations that affect the loadout
pub fn handle_manipulate_loadout(
data: &JoinData<'_>,
output_events: &mut OutputEvents,
update: &mut StateUpdate,
inv_action: InventoryAction,
) {
match inv_action {
InventoryAction::Use(slot @ Slot::Inventory(inv_slot)) => {
// If inventory action is using a slot, and slot is in the inventory
// TODO: Do some non lazy way of handling the possibility that items equipped in
// the loadout will have effects that are desired to be non-instantaneous
use use_item::ItemUseKind;
if let Some((item_kind, item)) = data
.inventory
.and_then(|inv| inv.get(inv_slot))
.and_then(|item| Option::<ItemUseKind>::from(&*item.kind()).zip(Some(item)))
{
let (buildup_duration, use_duration, recover_duration) = item_kind.durations();
// If item returns a valid kind for item use, do into use item character state
update.character = CharacterState::UseItem(use_item::Data {
static_data: use_item::StaticData {
buildup_duration,
use_duration,
recover_duration,
inv_slot,
item_kind,
item_hash: item.item_hash(),
was_wielded: data.character.is_wield(),
was_sneak: data.character.is_stealthy(),
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
});
} else {
// Else emit inventory action instantaneously
let inv_manip = InventoryManip::Use(slot);
output_events.emit_server(ServerEvent::InventoryManip(data.entity, inv_manip));
}
},
InventoryAction::Collect(sprite_pos) => {
// First, get sprite data for position, if there is a sprite
let sprite_at_pos = data
.terrain
.get(sprite_pos)
.ok()
.copied()
.and_then(|b| b.get_sprite());
// Checks if position has a collectible sprite as well as what sprite is at the
// position
let sprite_interact =
sprite_at_pos.and_then(Option::<sprite_interact::SpriteInteractKind>::from);
if let Some(sprite_interact) = sprite_interact {
if reach_block(
data.pos.0,
sprite_pos,
MAX_PICKUP_RANGE,
data.body,
data.terrain,
) {
let sprite_chunk_pos = TerrainGrid::chunk_offs(sprite_pos);
let sprite_cfg = data
.terrain
.pos_chunk(sprite_pos)
.and_then(|chunk| chunk.meta().sprite_cfg_at(sprite_chunk_pos));
let required_item =
sprite_at_pos.and_then(|s| match s.unlock_condition(sprite_cfg.cloned()) {
UnlockKind::Free => None,
UnlockKind::Requires(item) => Some((item, false)),
UnlockKind::Consumes(item) => Some((item, true)),
});
// None: An required items exist but no available
// Some(None): No required items
// Some(Some(_)): Required items satisfied, contains info about them
let has_required_items = match required_item {
// Produces `None` if we can't find the item or `Some(Some(_))` if we can
Some((item_id, consume)) => data
.inventory
.and_then(|inv| inv.get_slot_of_item_by_def_id(&item_id))
.map(|slot| Some((item_id, slot, consume))),
None => Some(None),
};
if let Some(required_item) = has_required_items {
// If the sprite is collectible, enter the sprite interaction character
// state TODO: Handle cases for sprite being
// interactible, but not collectible (none currently
// exist)
let (buildup_duration, use_duration, recover_duration) =
sprite_interact.durations();
update.character = CharacterState::SpriteInteract(sprite_interact::Data {
static_data: sprite_interact::StaticData {
buildup_duration,
use_duration,
recover_duration,
sprite_pos,
sprite_kind: sprite_interact,
was_wielded: data.character.is_wield(),
was_sneak: data.character.is_stealthy(),
required_item,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
})
} else {
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::FailedSpriteUnlock { pos: sprite_pos },
));
}
}
}
},
// For inventory actions without a dedicated character state, just do action instantaneously
InventoryAction::Swap(equip, slot) => {
let inv_manip = InventoryManip::Swap(Slot::Equip(equip), slot);
output_events.emit_server(ServerEvent::InventoryManip(data.entity, inv_manip));
},
InventoryAction::Drop(equip) => {
let inv_manip = InventoryManip::Drop(Slot::Equip(equip));
output_events.emit_server(ServerEvent::InventoryManip(data.entity, inv_manip));
},
InventoryAction::Sort => {
output_events.emit_server(ServerEvent::InventoryManip(
data.entity,
InventoryManip::Sort,
));
},
InventoryAction::Use(slot @ Slot::Equip(_)) => {
let inv_manip = InventoryManip::Use(slot);
output_events.emit_server(ServerEvent::InventoryManip(data.entity, inv_manip));
},
}
}
/// Checks that player can wield the glider and updates `CharacterState` if so
pub fn attempt_glide_wield(
data: &JoinData<'_>,
update: &mut StateUpdate,
output_events: &mut OutputEvents,
) {
if data
.inventory
.and_then(|inv| inv.equipped(EquipSlot::Glider))
.is_some()
&& !data
.physics
.in_liquid()
.map(|depth| depth > 1.0)
.unwrap_or(false)
&& data.body.is_humanoid()
{
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Glider {
pos: data.pos.0,
wielded: true,
}));
update.character = CharacterState::GlideWield(glide_wield::Data::from(data));
}
}
/// Checks that player can jump and sends jump event if so
pub fn handle_jump(
data: &JoinData<'_>,
output_events: &mut OutputEvents,
_update: &mut StateUpdate,
strength: f32,
) -> bool {
(input_is_pressed(data, InputKind::Jump) && data.physics.on_ground.is_some())
.then(|| data.body.jump_impulse())
.flatten()
.map(|impulse| {
output_events.emit_local(LocalEvent::Jump(
data.entity,
strength * impulse / data.mass.0
* data.scale.map_or(1.0, |s| s.0.powf(13.0).powf(0.25))
* data.stats.move_speed_modifier,
));
})
.is_some()
}
fn handle_ability(
data: &JoinData<'_>,
update: &mut StateUpdate,
output_events: &mut OutputEvents,
input: InputKind,
) -> bool {
let contexts = AbilityContext::from(data.stance, data.inventory);
if let Some(ability_input) = input.into() {
if let Some((ability, from_offhand)) = data
.active_abilities
.and_then(|a| {
a.activate_ability(
ability_input,
data.inventory,
data.skill_set,
Some(data.body),
Some(data.character),
&contexts,
)
})
.filter(|(ability, _)| ability.requirements_paid(data, update))
{
update.character = CharacterState::from((
&ability,
AbilityInfo::from_input(data, from_offhand, input, ability.ability_meta()),
data,
));
if let Some(init_event) = ability.ability_meta().init_event {
match init_event {
AbilityInitEvent::EnterStance(stance) => {
output_events.emit_server(ServerEvent::ChangeStance {
entity: data.entity,
stance,
});
},
}
}
if let CharacterState::Roll(roll) = &mut update.character {
if let CharacterState::ComboMelee(c) = data.character {
roll.was_combo = Some((c.static_data.ability_info.input, c.stage));
roll.was_wielded = true;
} else {
if data.character.is_wield() || data.character.was_wielded() {
roll.was_wielded = true;
}
if data.character.is_stealthy() {
roll.is_sneaking = true;
}
}
}
return true;
}
}
false
}
pub fn handle_input(
data: &JoinData<'_>,
output_events: &mut OutputEvents,
update: &mut StateUpdate,
input: InputKind,
) {
match input {
InputKind::Primary | InputKind::Secondary | InputKind::Ability(_) | InputKind::Roll => {
handle_ability(data, update, output_events, input);
},
InputKind::Jump => {
handle_jump(data, output_events, update, 1.0);
},
InputKind::Block => {
handle_block_input(data, update);
},
InputKind::Fly => {},
}
}
pub fn attempt_input(
data: &JoinData<'_>,
output_events: &mut OutputEvents,
update: &mut StateUpdate,
) {
// TODO: look into using first() when it becomes stable
if let Some(input) = data.controller.queued_inputs.keys().next() {
handle_input(data, output_events, update, *input);
}
}
/// Checks that player can block, then attempts to block
pub fn handle_block_input(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
let can_block = |equip_slot| matches!(unwrap_tool_data(data, equip_slot), Some((kind, _)) if kind.can_block());
let hands = get_hands(data);
if input_is_pressed(data, InputKind::Block)
&& (can_block(EquipSlot::ActiveMainhand)
|| (hands.0.is_none() && can_block(EquipSlot::ActiveOffhand)))
{
let ability = CharacterAbility::default_block();
if ability.requirements_paid(data, update) {
update.character = CharacterState::from((
&ability,
AbilityInfo::from_input(data, false, InputKind::Block, Default::default()),
data,
));
true
} else {
false
}
} else {
false
}
}
/// Returns whether an interrupt occurred
pub fn handle_interrupts(
data: &JoinData,
update: &mut StateUpdate,
output_events: &mut OutputEvents,
) -> bool {
let can_dodge = matches!(
data.character.stage_section(),
Some(StageSection::Buildup | StageSection::Recover)
);
let can_block = data
.character
.ability_info()
.map(|info| info.ability_meta)
.map_or(false, |meta| {
meta.capabilities.contains(Capability::BLOCK_INTERRUPT)
});
if can_dodge && input_is_pressed(data, InputKind::Roll) {
handle_ability(data, update, output_events, InputKind::Roll)
} else if can_block {
handle_block_input(data, update)
} else {
false
}
}
pub fn is_strafing(data: &JoinData<'_>, update: &StateUpdate) -> bool {
// TODO: Don't always check `character.is_aimed()`, allow the frontend to
// control whether the player strafes during an aimed `CharacterState`.
(update.character.is_aimed() || update.should_strafe) && data.body.can_strafe()
// no strafe with music instruments equipped in ActiveMainhand
&& !matches!(unwrap_tool_data(data, EquipSlot::ActiveMainhand),
Some((ToolKind::Instrument, _)))
}
/// Returns tool and components
pub fn unwrap_tool_data(data: &JoinData, equip_slot: EquipSlot) -> Option<(ToolKind, Hands)> {
if let Some(ItemKind::Tool(tool)) = data
.inventory
.and_then(|inv| inv.equipped(equip_slot))
.map(|i| i.kind())
.as_deref()
{
Some((tool.kind, tool.hands))
} else {
None
}
}
pub fn get_hands(data: &JoinData<'_>) -> (Option<Hands>, Option<Hands>) {
let hand = |slot| {
if let Some(ItemKind::Tool(tool)) = data
.inventory
.and_then(|inv| inv.equipped(slot))
.map(|i| i.kind())
.as_deref()
{
Some(tool.hands)
} else {
None
}
};
(
hand(EquipSlot::ActiveMainhand),
hand(EquipSlot::ActiveOffhand),
)
}
/// Returns (critical chance, critical multiplier) which is calculated from
/// equipped weapon and equipped armor respectively
pub fn get_crit_data(data: &JoinData<'_>, ai: AbilityInfo) -> (f32, f32) {
const DEFAULT_CRIT_CHANCE: f32 = 0.1;
let crit_chance = ai
.hand
.map(|hand| match hand {
HandInfo::TwoHanded | HandInfo::MainHand => EquipSlot::ActiveMainhand,
HandInfo::OffHand => EquipSlot::ActiveOffhand,
})
.and_then(|slot| data.inventory.and_then(|inv| inv.equipped(slot)))
.and_then(|item| {
if let ItemKind::Tool(tool) = &*item.kind() {
Some(tool.stats(item.stats_durability_multiplier()).crit_chance)
} else {
None
}
})
.unwrap_or(DEFAULT_CRIT_CHANCE);
let crit_mult = combat::compute_crit_mult(data.inventory, data.msm);
(crit_chance, crit_mult)
}
pub fn get_tool_stats(data: &JoinData<'_>, ai: AbilityInfo) -> tool::Stats {
ai.hand
.map(|hand| match hand {
HandInfo::TwoHanded | HandInfo::MainHand => EquipSlot::ActiveMainhand,
HandInfo::OffHand => EquipSlot::ActiveOffhand,
})
.and_then(|slot| data.inventory.and_then(|inv| inv.equipped(slot)))
.and_then(|item| {
if let ItemKind::Tool(tool) = &*item.kind() {
Some(tool.stats(item.stats_durability_multiplier()))
} else {
None
}
})
.unwrap_or(tool::Stats::one())
}
pub fn input_is_pressed(data: &JoinData<'_>, input: InputKind) -> bool {
data.controller.queued_inputs.contains_key(&input)
}
/// Checked `Duration` addition. Computes `timer` + `dt`, applying relevant stat
/// attack modifiers and `other_modifiers`, returning None if overflow occurred.
pub fn checked_tick_attack(
data: &JoinData<'_>,
timer: Duration,
other_modifier: Option<f32>,
) -> Option<Duration> {
timer.checked_add(Duration::from_secs_f32(
data.dt.0 * data.stats.attack_speed_modifier * other_modifier.unwrap_or(1.0),
))
}
/// Ticks `timer` by `dt`, applying relevant stat attack modifiers and
/// `other_modifier`. Returns `Duration::default()` if overflow occurs
pub fn tick_attack_or_default(
data: &JoinData<'_>,
timer: Duration,
other_modifier: Option<f32>,
) -> Duration {
checked_tick_attack(data, timer, other_modifier).unwrap_or_default()
}
/// 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, Display, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub enum StageSection {
Buildup,
Recover,
Charge,
Movement,
Action,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ForcedMovement {
Forward(f32),
Reverse(f32),
Sideways(f32),
DirectedReverse(f32),
AntiDirectedForward(f32),
Leap {
vertical: f32,
forward: f32,
progress: f32,
direction: MovementDirection,
},
Hover {
move_input: f32,
},
}
impl Mul<f32> for ForcedMovement {
type Output = Self;
fn mul(self, scalar: f32) -> Self {
use ForcedMovement::*;
match self {
Forward(x) => Forward(x * scalar),
Reverse(x) => Reverse(x * scalar),
Sideways(x) => Sideways(x * scalar),
DirectedReverse(x) => DirectedReverse(x * scalar),
AntiDirectedForward(x) => AntiDirectedForward(x * scalar),
Leap {
vertical,
forward,
progress,
direction,
} => Leap {
vertical: vertical * scalar,
forward: forward * scalar,
progress,
direction,
},
Hover { move_input } => Hover { move_input },
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum MovementDirection {
Look,
Move,
}
impl MovementDirection {
pub fn get_2d_dir(self, data: &JoinData<'_>) -> Vec2<f32> {
use MovementDirection::*;
match self {
Look => data
.inputs
.look_dir
.to_horizontal()
.unwrap_or_default()
.xy(),
Move => data.inputs.move_dir,
}
.try_normalized()
.unwrap_or_default()
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct AbilityInfo {
pub tool: Option<ToolKind>,
pub hand: Option<HandInfo>,
pub input: InputKind,
pub input_attr: Option<InputAttr>,
pub ability_meta: AbilityMeta,
pub ability: Option<Ability>,
}
impl AbilityInfo {
pub fn from_input(
data: &JoinData<'_>,
from_offhand: bool,
input: InputKind,
ability_meta: AbilityMeta,
) -> Self {
let tool_data = if from_offhand {
unwrap_tool_data(data, EquipSlot::ActiveOffhand)
} else {
unwrap_tool_data(data, EquipSlot::ActiveMainhand)
};
let (tool, hand) = tool_data.map_or((None, None), |(kind, hands)| {
(
Some(kind),
Some(HandInfo::from_main_tool(hands, from_offhand)),
)
});
let ability = Option::<AbilityInput>::from(input)
.zip(data.active_abilities)
.map(|(i, a)| a.get_ability(i, data.inventory, Some(data.skill_set)));
Self {
tool,
hand,
input,
input_attr: data.controller.queued_inputs.get(&input).copied(),
ability_meta,
ability,
}
}
}
pub fn end_ability(data: &JoinData<'_>, update: &mut StateUpdate) {
if data.character.is_wield() || data.character.was_wielded() {
update.character = CharacterState::Wielding(wielding::Data {
is_sneaking: data.character.is_stealthy(),
});
} else {
update.character = CharacterState::Idle(idle::Data {
is_sneaking: data.character.is_stealthy(),
footwear: None,
time_entered: *data.time,
});
}
}
pub fn end_melee_ability(data: &JoinData<'_>, update: &mut StateUpdate) {
end_ability(data, update);
data.updater.remove::<Melee>(data.entity);
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum HandInfo {
TwoHanded,
MainHand,
OffHand,
}
impl HandInfo {
pub fn from_main_tool(tool_hands: Hands, from_offhand: bool) -> Self {
match tool_hands {
Hands::Two => Self::TwoHanded,
Hands::One => {
if from_offhand {
Self::OffHand
} else {
Self::MainHand
}
},
}
}
}
pub fn leave_stance(data: &JoinData<'_>, output_events: &mut OutputEvents) {
if !matches!(data.stance, Some(Stance::None)) {
output_events.emit_server(ServerEvent::ChangeStance {
entity: data.entity,
stance: Stance::None,
});
}
}