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https://gitlab.com/veloren/veloren.git
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134 lines
3.8 KiB
Rust
134 lines
3.8 KiB
Rust
use crate::{
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comp::{
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AbilityPool, Body, CharacterState, Controller, EcsStateData, Mounting, Ori, PhysicsState,
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Pos, Stats, Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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state::DeltaTime,
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sync::{Uid, UidAllocator},
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};
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use specs::{Entities, Join, LazyUpdate, Read, ReadStorage, System, WriteStorage};
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/// ## Character State System
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/// #### Calls updates to `CharacterState`s. Acts on tuples of ( `CharacterState`, `Pos`, `Vel`, and `Ori` ).
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///
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/// _System forms `EcsStateData` tuples and passes those to `ActionState` `update()` fn,
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/// then does the same for `MoveState` `update`_
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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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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ReadStorage<'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, AbilityPool>,
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ReadStorage<'a, Uid>,
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ReadStorage<'a, Mounting>,
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);
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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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controllers,
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stats,
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bodies,
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physics_states,
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ability_pools,
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uids,
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mountings,
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): Self::SystemData,
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) {
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for (
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entity,
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uid,
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character,
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pos,
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vel,
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ori,
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controller,
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stats,
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body,
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physics,
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ability_pool,
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) in (
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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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&controllers,
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&stats,
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&bodies,
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&physics_states,
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&ability_pools,
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)
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.join()
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{
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let inputs = &controller.inputs;
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// Being dead overrides all other states
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if stats.is_dead {
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// Only options: click respawn
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// prevent instant-respawns (i.e. player was holding attack)
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// by disallowing while input is held down
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if inputs.respawn.is_pressed() && !inputs.respawn.is_held_down() {
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server_bus.emitter().emit(ServerEvent::Respawn(entity));
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}
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// Or do nothing
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return;
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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(entity) {
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*character = CharacterState::Sit(None);
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return;
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}
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let mut state_update = character.update(&EcsStateData {
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entity: &entity,
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uid,
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character,
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pos,
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vel,
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ori,
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dt: &dt,
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inputs,
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stats,
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body,
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physics,
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updater: &updater,
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ability_pool,
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});
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*character = state_update.character;
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*pos = state_update.pos;
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*vel = state_update.vel;
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*ori = state_update.ori;
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local_bus.emitter().append(&mut state_update.local_events);
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server_bus.emitter().append(&mut state_update.server_events);
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}
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}
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}
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