mirror of
https://gitlab.com/veloren/veloren.git
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136 lines
4.3 KiB
Rust
136 lines
4.3 KiB
Rust
use crate::{
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comp::{
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character_state::OutputEvents,
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skills::{ClimbSkill::*, Skill, SKILL_MODIFIERS},
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CharacterState, Climb, InputKind, Ori, StateUpdate,
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},
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consts::GRAVITY,
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event::LocalEvent,
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states::{
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behavior::{CharacterBehavior, JoinData},
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idle,
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utils::*,
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},
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util::Dir,
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};
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use serde::{Deserialize, Serialize};
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use vek::*;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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pub energy_cost: f32,
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pub movement_speed: f32,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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}
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impl Data {
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pub fn create_adjusted_by_skills(join_data: &JoinData) -> Self {
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let modifiers = SKILL_MODIFIERS.general_tree.climb;
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let mut data = Data::default();
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if let Ok(Some(level)) = join_data.skill_set.skill_level(Skill::Climb(Cost)) {
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data.static_data.energy_cost *= modifiers.energy_cost.powi(level.into());
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}
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if let Ok(Some(level)) = join_data.skill_set.skill_level(Skill::Climb(Speed)) {
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data.static_data.movement_speed *= modifiers.speed.powi(level.into());
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}
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data
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}
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}
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impl Default for Data {
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fn default() -> Self {
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Data {
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static_data: StaticData {
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energy_cost: 15.0,
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movement_speed: 5.0,
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},
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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, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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// If no wall is in front of character or we stopped climbing;
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let (wall_dir, climb) = if let (Some(wall_dir), Some(climb), None) = (
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data.physics.on_wall,
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data.inputs.climb,
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data.physics.on_ground,
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) {
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(wall_dir, climb)
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} else {
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if let Some(impulse) = input_is_pressed(data, InputKind::Jump)
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.then(|| data.body.jump_impulse())
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.flatten()
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{
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// How strong the climb boost is relative to a normal jump
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const CLIMB_BOOST_JUMP_FACTOR: f32 = 0.5;
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// They've climbed atop something, give them a boost
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output_events.emit_local(LocalEvent::Jump(
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data.entity,
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CLIMB_BOOST_JUMP_FACTOR * impulse / data.mass.0,
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));
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};
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update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
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return update;
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};
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// Move player
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update.vel.0 += Vec2::broadcast(data.dt.0)
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* data.inputs.move_dir
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* if update.vel.0.magnitude_squared() < self.static_data.movement_speed.powi(2) {
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self.static_data.movement_speed.powi(2)
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} else {
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0.0
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};
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// Expend energy if climbing
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let energy_use = match climb {
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Climb::Up => self.static_data.energy_cost,
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Climb::Down => 1.0,
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Climb::Hold => 1.0,
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};
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if update
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.energy
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.try_change_by(-energy_use * data.dt.0)
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.is_err()
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{
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update.character = CharacterState::Idle(idle::Data { is_sneaking: false });
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}
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// Set orientation direction based on wall direction
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if let Some(ori_dir) = Dir::from_unnormalized(Vec2::from(wall_dir).into()) {
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// Smooth orientation
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update.ori = update.ori.slerped_towards(
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Ori::from(ori_dir),
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if data.physics.on_ground.is_some() {
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9.0
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} else {
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2.0
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} * data.dt.0,
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);
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};
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// Apply Vertical Climbing Movement
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match climb {
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Climb::Down => {
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update.vel.0.z += data.dt.0 * (GRAVITY - self.static_data.movement_speed.powi(2))
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},
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Climb::Up => {
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update.vel.0.z += data.dt.0 * (GRAVITY + self.static_data.movement_speed.powi(2))
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},
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Climb::Hold => update.vel.0.z += data.dt.0 * GRAVITY,
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}
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update
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}
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}
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