veloren/common/src/sys/controller.rs
2019-10-04 21:02:43 +02:00

262 lines
9.2 KiB
Rust

use super::{
combat::{ATTACK_DURATION, WIELD_DURATION},
movement::ROLL_DURATION,
};
use crate::{
comp::{
item, projectile, ActionState::*, Body, CharacterState, ControlEvent, Controller, Item,
MovementState::*, PhysicsState, Projectile, Stats, Vel,
},
event::{EventBus, LocalEvent, ServerEvent},
};
use specs::{
saveload::{Marker, MarkerAllocator},
Entities, Join, Read, ReadStorage, System, WriteStorage,
};
use sphynx::UidAllocator;
use std::time::Duration;
use vek::*;
/// This system is responsible for validating controller inputs
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Read<'a, UidAllocator>,
Entities<'a>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
WriteStorage<'a, Controller>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Body>,
ReadStorage<'a, Vel>,
ReadStorage<'a, PhysicsState>,
WriteStorage<'a, CharacterState>,
);
fn run(
&mut self,
(
uid_allocator,
entities,
server_bus,
local_bus,
mut controllers,
stats,
bodies,
velocities,
physics_states,
mut character_states,
): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
for (entity, controller, stats, body, vel, physics, mut character) in (
&entities,
&mut controllers,
&stats,
&bodies,
&velocities,
&physics_states,
&mut character_states,
)
.join()
{
if stats.is_dead {
// Respawn
if controller.respawn {
server_emitter.emit(ServerEvent::Respawn(entity));
}
continue;
}
// Move
controller.move_dir = if controller.move_dir.magnitude_squared() > 1.0 {
controller.move_dir.normalized()
} else {
controller.move_dir
};
if character.movement == Stand && controller.move_dir.magnitude_squared() > 0.0 {
character.movement = Run;
} else if character.movement == Run && controller.move_dir.magnitude_squared() == 0.0 {
character.movement = Stand;
}
// Look
controller.look_dir = controller
.look_dir
.try_normalized()
.unwrap_or(controller.move_dir.into());
// Glide
// TODO: Check for glide ability/item
if controller.glide
&& !physics.on_ground
&& (character.action == Idle || character.action.is_wield())
&& character.movement == Jump
&& body.is_humanoid()
{
character.movement = Glide;
} else if !controller.glide && character.movement == Glide {
character.movement = Jump;
}
// Sit
if controller.sit
&& physics.on_ground
&& character.action == Idle
&& character.movement != Sit
&& body.is_humanoid()
{
character.movement = Sit;
} else if character.movement == Sit
&& (controller.move_dir.magnitude_squared() > 0.0 || !physics.on_ground)
{
character.movement = Run;
}
// Wield
if controller.primary
&& character.action == Idle
&& (character.movement == Stand || character.movement == Run)
{
character.action = Wield {
time_left: WIELD_DURATION,
};
}
match stats.equipment.main {
Some(Item::Tool {
kind: item::Tool::Bow,
..
}) => {
if controller.primary
&& (character.movement == Stand
|| character.movement == Run
|| character.movement == Jump)
{
if let Wield { time_left } = character.action {
if time_left == Duration::default() {
// Immediately end the wield
character.action = Idle;
server_emitter.emit(ServerEvent::Shoot {
entity,
dir: controller.look_dir,
projectile: Projectile {
hit_ground: vec![projectile::Effect::Stick],
hit_entity: vec![
projectile::Effect::Damage(10),
projectile::Effect::Vanish,
],
},
});
}
}
}
}
Some(Item::Tool { .. }) => {
// Attack
if controller.primary
&& (character.movement == Stand
|| character.movement == Run
|| character.movement == Jump)
{
if let Wield { time_left } = character.action {
if time_left == Duration::default() {
character.action = Attack {
time_left: ATTACK_DURATION,
applied: false,
};
}
}
}
// Block
if controller.secondary
&& (character.movement == Stand || character.movement == Run)
&& (character.action == Idle || character.action.is_wield())
{
character.action = Block {
time_left: Duration::from_secs(5),
};
} else if !controller.secondary && character.action.is_block() {
character.action = Idle;
}
}
Some(Item::Debug(item::Debug::Boost)) => {
if controller.primary {
local_emitter.emit(LocalEvent::Boost {
entity,
vel: controller.look_dir * 7.0,
});
}
if controller.secondary {
// Go upward
local_emitter.emit(LocalEvent::Boost {
entity,
vel: Vec3::new(0.0, 0.0, 7.0),
});
}
}
None => {
// Attack
if controller.primary
&& (character.movement == Stand
|| character.movement == Run
|| character.movement == Jump)
&& !character.action.is_attack()
{
character.action = Attack {
time_left: ATTACK_DURATION,
applied: false,
};
}
}
_ => {}
}
// Roll
if controller.roll
&& (character.action == Idle || character.action.is_wield())
&& character.movement == Run
&& physics.on_ground
{
character.movement = Roll {
time_left: ROLL_DURATION,
};
}
// Jump
if controller.jump
&& physics.on_ground
&& vel.0.z <= 0.0
&& !character.movement.is_roll()
{
local_emitter.emit(LocalEvent::Jump(entity));
}
// Wall leap
if controller.wall_leap {
if let (Some(_wall_dir), Climb) = (physics.on_wall, character.movement) {
//local_emitter.emit(LocalEvent::WallLeap { entity, wall_dir });
}
}
// Process controller events
for event in std::mem::replace(&mut controller.events, Vec::new()) {
match event {
ControlEvent::Mount(mountee_uid) => {
if let Some(mountee_entity) =
uid_allocator.retrieve_entity_internal(mountee_uid.id())
{
server_emitter.emit(ServerEvent::Mount(entity, mountee_entity));
}
}
ControlEvent::Unmount => server_emitter.emit(ServerEvent::Unmount(entity)),
}
}
}
}
}