veloren/common/src/states/roll.rs
Marcel Märtens c212de00c2 updated dependencies and fixed stuff
- replace serde_derive by feature of serde
   incl. source code modifications to compile
 - reduce futures-timer to "2.0" to be same as async_std
 - update notify
 - removed mio, bincode and lz4 compress in common as networking is now in own crate
   btw there is a better lz4 compress crate, which is newer than 2017
 - update prometheus to 0.9
 - can't update uvth yet due to usues
 - hashbrown to 7.2 to only need a single version
 - libsqlite3 update
 - image didn't change as there is a problem with `image 0.23`
 - switch old directories with newer directories-next
 - no num upgrade as we still depend on num 0.2 anyways
 - rodio and cpal upgrade
 - const-tewaker update
 - dispatch (untested) update
 - git2 update
 - iterations update
2020-07-07 09:43:49 +02:00

56 lines
1.8 KiB
Rust

use crate::{
comp::{CharacterState, StateUpdate},
sys::character_behavior::{CharacterBehavior, JoinData},
util::Dir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
const ROLL_SPEED: f32 = 25.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// How long the state has until exiting
pub remaining_duration: Duration,
/// Had weapon
pub was_wielded: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
// Update velocity
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
+ 0.25 * data.inputs.move_dir.try_normalized().unwrap_or_default())
.try_normalized()
.unwrap_or_default()
* ROLL_SPEED;
// Smooth orientation
update.ori.0 = Dir::slerp_to_vec3(update.ori.0, update.vel.0.xy().into(), 9.0 * data.dt.0);
if self.remaining_duration == Duration::default() {
// Roll duration has expired
update.vel.0 *= 0.3;
if self.was_wielded {
update.character = CharacterState::Wielding;
} else {
update.character = CharacterState::Idle;
}
} else {
// Otherwise, tick down remaining_duration
update.character = CharacterState::Roll(Data {
remaining_duration: self
.remaining_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
was_wielded: self.was_wielded,
});
}
update
}
}