veloren/common/src/comp/controller.rs
2021-11-11 18:10:22 -05:00

303 lines
8.0 KiB
Rust

use crate::{
comp::{
ability,
inventory::slot::{EquipSlot, InvSlotId, Slot},
invite::{InviteKind, InviteResponse},
BuffKind,
},
trade::{TradeAction, TradeId},
uid::Uid,
util::Dir,
};
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage};
use specs_idvs::IdvStorage;
use std::collections::BTreeMap;
use vek::*;
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryEvent {
Pickup(Uid),
Swap(InvSlotId, InvSlotId),
SplitSwap(InvSlotId, InvSlotId),
Drop(InvSlotId),
SplitDrop(InvSlotId),
Sort,
CraftRecipe {
craft_event: CraftEvent,
craft_sprite: Option<Vec3<i32>>,
},
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryAction {
Swap(EquipSlot, Slot),
Drop(EquipSlot),
Use(Slot),
Sort,
Collect(Vec3<i32>),
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InventoryManip {
Pickup(Uid),
Collect(Vec3<i32>),
Use(Slot),
Swap(Slot, Slot),
SplitSwap(Slot, Slot),
Drop(Slot),
SplitDrop(Slot),
Sort,
CraftRecipe {
craft_event: CraftEvent,
craft_sprite: Option<Vec3<i32>>,
},
SwapEquippedWeapons,
}
impl From<InventoryAction> for InventoryManip {
fn from(inv_action: InventoryAction) -> Self {
match inv_action {
InventoryAction::Use(slot) => Self::Use(slot),
InventoryAction::Swap(equip, slot) => Self::Swap(Slot::Equip(equip), slot),
InventoryAction::Drop(equip) => Self::Drop(Slot::Equip(equip)),
InventoryAction::Sort => Self::Sort,
InventoryAction::Collect(collect) => Self::Collect(collect),
}
}
}
impl From<InventoryEvent> for InventoryManip {
fn from(inv_event: InventoryEvent) -> Self {
match inv_event {
InventoryEvent::Pickup(pickup) => Self::Pickup(pickup),
InventoryEvent::Swap(inv1, inv2) => {
Self::Swap(Slot::Inventory(inv1), Slot::Inventory(inv2))
},
InventoryEvent::SplitSwap(inv1, inv2) => {
Self::SplitSwap(Slot::Inventory(inv1), Slot::Inventory(inv2))
},
InventoryEvent::Drop(inv) => Self::Drop(Slot::Inventory(inv)),
InventoryEvent::SplitDrop(inv) => Self::SplitDrop(Slot::Inventory(inv)),
InventoryEvent::Sort => Self::Sort,
InventoryEvent::CraftRecipe {
craft_event,
craft_sprite,
} => Self::CraftRecipe {
craft_event,
craft_sprite,
},
}
}
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum CraftEvent {
Simple {
recipe: String,
slots: Vec<(u32, InvSlotId)>,
},
Salvage(InvSlotId),
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum GroupManip {
Leave,
Kick(Uid),
AssignLeader(Uid),
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum UtteranceKind {
Calm,
Angry,
Surprised,
Hurt,
Greeting,
Scream,
/* Death,
* TODO: Wait for more post-death features (i.e. animiations) before implementing death
* sounds */
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum ControlEvent {
//ToggleLantern,
EnableLantern,
DisableLantern,
Interact(Uid),
InitiateInvite(Uid, InviteKind),
InviteResponse(InviteResponse),
PerformTradeAction(TradeId, TradeAction),
Mount(Uid),
Unmount,
InventoryEvent(InventoryEvent),
GroupManip(GroupManip),
RemoveBuff(BuffKind),
Respawn,
Utterance(UtteranceKind),
ChangeAbility {
slot: usize,
new_ability: ability::AuxiliaryAbility,
},
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ControlAction {
SwapEquippedWeapons,
InventoryAction(InventoryAction),
Wield,
GlideWield,
Unwield,
Sit,
Dance,
Sneak,
Stand,
Talk,
StartInput {
input: InputKind,
target_entity: Option<Uid>,
// Some inputs need a selected position, such as mining
select_pos: Option<Vec3<f32>>,
},
CancelInput(InputKind),
}
impl ControlAction {
pub fn basic_input(input: InputKind) -> Self {
ControlAction::StartInput {
input,
target_entity: None,
select_pos: None,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Ord, PartialOrd)]
#[repr(u32)]
pub enum InputKind {
Primary = 0,
Secondary = 1,
Block = 2,
Ability(usize) = 3,
Roll = 4,
Jump = 5,
Fly = 6,
}
impl InputKind {
pub fn is_ability(self) -> bool {
matches!(
self,
Self::Primary | Self::Secondary | Self::Ability(_) | Self::Block
)
}
}
impl From<InputKind> for Option<ability::AbilityInput> {
fn from(input: InputKind) -> Option<ability::AbilityInput> {
use ability::AbilityInput;
match input {
InputKind::Primary => Some(AbilityInput::Primary),
InputKind::Secondary => Some(AbilityInput::Secondary),
InputKind::Roll => Some(AbilityInput::Movement),
InputKind::Ability(index) => Some(AbilityInput::Auxiliary(index)),
InputKind::Jump | InputKind::Fly | InputKind::Block => None,
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct InputAttr {
pub select_pos: Option<Vec3<f32>>,
pub target_entity: Option<Uid>,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum Climb {
Up,
Down,
Hold,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct ControllerInputs {
pub climb: Option<Climb>,
pub move_dir: Vec2<f32>,
pub move_z: f32, /* z axis (not combined with move_dir because they may have independent
* limits) */
pub look_dir: Dir,
pub break_block_pos: Option<Vec3<f32>>,
/// Attempt to enable strafing.
/// Currently, setting this to false will *not* disable strafing during a
/// wielding character state.
pub strafing: bool,
}
#[derive(Clone, Debug, Default, PartialEq, Serialize, Deserialize)]
pub struct Controller {
pub inputs: ControllerInputs,
pub queued_inputs: BTreeMap<InputKind, InputAttr>,
// TODO: consider SmallVec
pub events: Vec<ControlEvent>,
pub actions: Vec<ControlAction>,
}
impl ControllerInputs {
/// Sanitize inputs to avoid clients sending bad data.
pub fn sanitize(&mut self) {
self.move_dir = if self.move_dir.map(|e| e.is_finite()).reduce_and() {
self.move_dir / self.move_dir.magnitude().max(1.0)
} else {
Vec2::zero()
};
self.move_z = if self.move_z.is_finite() {
self.move_z.clamped(-1.0, 1.0)
} else {
0.0
};
}
/// Updates Controller inputs with new version received from the client
pub fn update_with_new(&mut self, new: Self) {
self.climb = new.climb;
self.move_dir = new.move_dir;
self.move_z = new.move_z;
self.look_dir = new.look_dir;
self.break_block_pos = new.break_block_pos;
}
}
impl Controller {
/// Sets all inputs to default
pub fn reset(&mut self) {
self.inputs = Default::default();
self.queued_inputs = Default::default();
}
pub fn clear_events(&mut self) { self.events.clear(); }
pub fn push_event(&mut self, event: ControlEvent) { self.events.push(event); }
}
impl Component for Controller {
type Storage = IdvStorage<Self>;
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum MountState {
Unmounted,
MountedBy(Uid),
}
impl Component for MountState {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Mounting(pub Uid);
impl Component for Mounting {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}