mirror of
https://gitlab.com/veloren/veloren.git
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248 lines
8.9 KiB
Rust
248 lines
8.9 KiB
Rust
use crate::{
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comp::{
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Attacking, Body, CharacterState, ControlAction, Controller, ControllerInputs, Energy,
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Loadout, Mounting, Ori, PhysicsState, Pos, StateUpdate, Stats, Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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state::DeltaTime,
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states,
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sync::{Uid, UidAllocator},
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};
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use specs::{Entities, Entity, Join, LazyUpdate, Read, ReadStorage, System, WriteStorage};
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// use std::collections::VecDeque;
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pub trait CharacterBehavior {
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fn behavior(&self, data: &JoinData) -> StateUpdate;
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// Impl these to provide behavior for these inputs
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fn swap_loadout(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn unwield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn sit(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn dance(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn stand(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
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fn handle_event(&self, data: &JoinData, event: ControlAction) -> StateUpdate {
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match event {
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ControlAction::SwapLoadout => self.swap_loadout(data),
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ControlAction::Wield => self.wield(data),
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ControlAction::Unwield => self.unwield(data),
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ControlAction::Sit => self.sit(data),
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ControlAction::Dance => self.dance(data),
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ControlAction::Stand => self.stand(data),
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}
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}
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// fn init(data: &JoinData) -> CharacterState;
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}
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/// Read-Only Data sent from Character Behavior System to bahvior fn's
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pub struct JoinData<'a> {
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pub entity: Entity,
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pub uid: &'a Uid,
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pub character: &'a CharacterState,
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pub pos: &'a Pos,
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pub vel: &'a Vel,
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pub ori: &'a Ori,
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pub dt: &'a DeltaTime,
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pub controller: &'a Controller,
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pub inputs: &'a ControllerInputs,
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pub stats: &'a Stats,
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pub energy: &'a Energy,
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pub loadout: &'a Loadout,
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pub body: &'a Body,
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pub physics: &'a PhysicsState,
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pub attacking: Option<&'a Attacking>,
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pub updater: &'a LazyUpdate,
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}
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pub type JoinTuple<'a> = (
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Entity,
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&'a Uid,
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&'a mut CharacterState,
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&'a mut Pos,
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&'a mut Vel,
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&'a mut Ori,
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&'a mut Energy,
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&'a mut Loadout,
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&'a mut Controller,
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&'a Stats,
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&'a Body,
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&'a PhysicsState,
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Option<&'a Attacking>,
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);
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fn incorporate_update(tuple: &mut JoinTuple, state_update: StateUpdate) {
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*tuple.2 = state_update.character;
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*tuple.3 = state_update.pos;
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*tuple.4 = state_update.vel;
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*tuple.5 = state_update.ori;
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*tuple.6 = state_update.energy;
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*tuple.7 = state_update.loadout;
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}
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impl<'a> JoinData<'a> {
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fn new(j: &'a JoinTuple<'a>, updater: &'a LazyUpdate, dt: &'a DeltaTime) -> Self {
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Self {
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entity: j.0,
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uid: j.1,
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character: j.2,
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pos: j.3,
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vel: j.4,
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ori: j.5,
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energy: j.6,
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loadout: j.7,
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controller: j.8,
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inputs: &j.8.inputs,
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stats: j.9,
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body: j.10,
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physics: j.11,
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attacking: j.12,
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updater,
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dt,
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}
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}
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}
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/// ## Character Behavior System
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/// Passes `JoinData` to `CharacterState`'s `behavior` handler fn's. Recieves a
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/// `StateUpdate` in return and performs updates to ECS Components from that.
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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Entities<'a>,
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Read<'a, UidAllocator>,
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Read<'a, EventBus<ServerEvent>>,
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Read<'a, EventBus<LocalEvent>>,
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Read<'a, DeltaTime>,
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Read<'a, LazyUpdate>,
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WriteStorage<'a, CharacterState>,
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Ori>,
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WriteStorage<'a, Energy>,
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WriteStorage<'a, Loadout>,
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WriteStorage<'a, Controller>,
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ReadStorage<'a, Stats>,
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ReadStorage<'a, Body>,
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ReadStorage<'a, PhysicsState>,
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ReadStorage<'a, Attacking>,
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ReadStorage<'a, Uid>,
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ReadStorage<'a, Mounting>,
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);
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#[allow(clippy::while_let_on_iterator)] // TODO: Pending review in #587
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fn run(
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&mut self,
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(
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entities,
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_uid_allocator,
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server_bus,
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local_bus,
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dt,
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updater,
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mut character_states,
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mut positions,
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mut velocities,
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mut orientations,
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mut energies,
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mut loadouts,
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mut controllers,
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stats,
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bodies,
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physics_states,
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attacking_storage,
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uids,
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mountings,
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): Self::SystemData,
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) {
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let mut server_emitter = server_bus.emitter();
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let mut local_emitter = local_bus.emitter();
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let mut join_iter = (
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&entities,
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&uids,
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&mut character_states,
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&mut positions,
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&mut velocities,
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&mut orientations,
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&mut energies,
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&mut loadouts,
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&mut controllers,
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&stats,
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&bodies,
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&physics_states,
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attacking_storage.maybe(),
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)
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.join();
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while let Some(mut tuple) = join_iter.next() {
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// Being dead overrides all other states
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if tuple.9.is_dead {
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// Do nothing
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continue;
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}
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// If mounted, character state is controlled by mount
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// TODO: Make mounting a state
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if let Some(Mounting(_)) = mountings.get(tuple.0) {
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*tuple.2 = CharacterState::Sit {};
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continue;
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}
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let actions = std::mem::replace(&mut tuple.8.actions, Vec::new());
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for action in actions {
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let j = JoinData::new(&tuple, &updater, &dt);
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let mut state_update = match j.character {
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CharacterState::Idle => states::idle::Data.handle_event(&j, action),
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CharacterState::Climb => states::climb::Data.handle_event(&j, action),
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CharacterState::Glide => states::glide::Data.handle_event(&j, action),
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CharacterState::Sit => {
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states::sit::Data::handle_event(&states::sit::Data, &j, action)
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},
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CharacterState::Dance => {
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states::dance::Data::handle_event(&states::dance::Data, &j, action)
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},
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CharacterState::BasicBlock => {
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states::basic_block::Data.handle_event(&j, action)
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},
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CharacterState::Roll(data) => data.handle_event(&j, action),
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CharacterState::Wielding => states::wielding::Data.handle_event(&j, action),
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CharacterState::Equipping(data) => data.handle_event(&j, action),
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CharacterState::TripleStrike(data) => data.handle_event(&j, action),
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CharacterState::BasicMelee(data) => data.handle_event(&j, action),
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CharacterState::BasicRanged(data) => data.handle_event(&j, action),
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CharacterState::Boost(data) => data.handle_event(&j, action),
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CharacterState::DashMelee(data) => data.handle_event(&j, action),
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};
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local_emitter.append(&mut state_update.local_events);
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server_emitter.append(&mut state_update.server_events);
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incorporate_update(&mut tuple, state_update);
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}
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let j = JoinData::new(&tuple, &updater, &dt);
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let mut state_update = match j.character {
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CharacterState::Idle => states::idle::Data.behavior(&j),
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CharacterState::Climb => states::climb::Data.behavior(&j),
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CharacterState::Glide => states::glide::Data.behavior(&j),
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CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
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CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
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CharacterState::BasicBlock => states::basic_block::Data.behavior(&j),
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CharacterState::Roll(data) => data.behavior(&j),
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CharacterState::Wielding => states::wielding::Data.behavior(&j),
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CharacterState::Equipping(data) => data.behavior(&j),
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CharacterState::TripleStrike(data) => data.behavior(&j),
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CharacterState::BasicMelee(data) => data.behavior(&j),
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CharacterState::BasicRanged(data) => data.behavior(&j),
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CharacterState::Boost(data) => data.behavior(&j),
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CharacterState::DashMelee(data) => data.behavior(&j),
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};
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local_emitter.append(&mut state_update.local_events);
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server_emitter.append(&mut state_update.server_events);
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incorporate_update(&mut tuple, state_update);
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}
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}
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}
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