veloren/common/src/states/glide.rs
TheBoredProgrammer64 b2ec207979 Revert "Removed toolCategory"
This reverts commit 5b0ff408176ff00408cc90f2516a90d5cd303e56.
2020-11-06 15:33:20 +00:00

75 lines
2.4 KiB
Rust

use super::utils::handle_climb;
use crate::{
comp::{CharacterState, StateUpdate},
sys::character_behavior::{CharacterBehavior, JoinData},
util::Dir,
};
use serde::{Deserialize, Serialize};
use vek::Vec2;
// Gravity is 9.81 * 4, so this makes gravity equal to .15
const GLIDE_ANTIGRAV: f32 = crate::sys::phys::GRAVITY * 0.90;
const GLIDE_ACCEL: f32 = 12.0;
const GLIDE_SPEED: f32 = 45.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
// If player is on ground, end glide
if data.physics.on_ground {
update.character = CharacterState::GlideWield;
return update;
}
if data
.physics
.in_liquid
.map(|depth| depth > 0.5)
.unwrap_or(false)
{
update.character = CharacterState::Idle;
}
if data.loadout.glider.is_none() {
update.character = CharacterState::Idle
};
// If there is a wall in front of character and they are trying to climb go to
// climb
handle_climb(&data, &mut update);
// Move player according to movement direction vector
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
* if data.vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) {
GLIDE_ACCEL
} else {
0.0
};
// Determine orientation vector from movement direction vector
let ori_dir = Vec2::from(update.vel.0);
update.ori.0 = Dir::slerp_to_vec3(update.ori.0, ori_dir.into(), 2.0 * data.dt.0);
// Apply Glide antigrav lift
if Vec2::<f32>::from(update.vel.0).magnitude_squared() < GLIDE_SPEED.powf(2.0)
&& update.vel.0.z < 0.0
{
let lift = GLIDE_ANTIGRAV + update.vel.0.z.abs().powf(2.0) * 0.15;
update.vel.0.z += data.dt.0
* lift
* (Vec2::<f32>::from(update.vel.0).magnitude() * 0.075)
.min(1.0)
.max(0.2);
}
update
}
fn unwield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
}