veloren_common/states/
skate.rs

1use super::utils::*;
2use crate::{
3    comp::{
4        CharacterState, InventoryAction, StateUpdate, character_state::OutputEvents,
5        item::armor::Friction,
6    },
7    states::{
8        behavior::{CharacterBehavior, JoinData},
9        idle,
10    },
11};
12use serde::{Deserialize, Serialize};
13
14#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
15pub struct Data {
16    pub(crate) footwear: Friction,
17    // hints for animation
18    pub turn: f32,       // negative to left, positive to right, 1.0=45°
19    pub accelerate: f32, // negative to brake
20    pub sidewalk: f32,   // negative to left
21}
22
23impl Data {
24    pub fn new(_: &JoinData, footwear: Friction) -> Self {
25        Self {
26            footwear,
27            turn: Default::default(),
28            accelerate: Default::default(),
29            sidewalk: Default::default(),
30        }
31    }
32}
33
34impl CharacterBehavior for Data {
35    fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
36        let mut update = StateUpdate::from(data);
37
38        handle_wield(data, &mut update);
39        handle_jump(data, output_events, &mut update, 1.0);
40
41        if !data.physics.skating_active {
42            update.character = CharacterState::Idle(idle::Data {
43                is_sneaking: false,
44                time_entered: *data.time,
45                footwear: Some(self.footwear),
46            });
47        } else {
48            let plane_ori = data.inputs.look_dir.xy();
49            let orthogonal = vek::Vec2::new(plane_ori.y, -plane_ori.x);
50            update.ori = vek::Vec3::new(plane_ori.x, plane_ori.y, 0.0).into();
51            let current_planar_velocity = data.vel.0.xy().magnitude();
52            let long_input = data.inputs.move_dir.dot(plane_ori);
53            let lat_input = data.inputs.move_dir.dot(orthogonal);
54            let acceleration = if long_input.abs() > lat_input.abs() {
55                if long_input > 0.0 {
56                    if let CharacterState::Skate(data) = &mut update.character {
57                        data.accelerate = 1.0;
58                        data.sidewalk = 0.0;
59                    }
60                    // forward, max at 8u/s
61                    (data.dt.0 * 3.0)
62                        .min(8.0 - current_planar_velocity)
63                        .max(0.0)
64                } else {
65                    if let CharacterState::Skate(data) = &mut update.character {
66                        data.accelerate = -1.0;
67                        data.sidewalk = 0.0;
68                    }
69                    //brake up to 4u/s², but never backwards
70                    (data.dt.0 * 4.0).min(current_planar_velocity)
71                }
72            } else {
73                if let CharacterState::Skate(data) = &mut update.character {
74                    data.accelerate = 0.0;
75                    data.sidewalk = lat_input;
76                }
77                // sideways: constant speed
78                (0.5 - current_planar_velocity).max(0.0)
79            };
80            if let CharacterState::Skate(skate_data) = &mut update.character {
81                skate_data.turn = orthogonal.dot(data.vel.0.xy());
82            }
83            let delta_vel = acceleration * data.inputs.move_dir;
84            update.vel.0 += vek::Vec3::new(delta_vel.x, delta_vel.y, 0.0);
85        }
86
87        update
88    }
89
90    fn manipulate_loadout(
91        &self,
92        data: &JoinData,
93        output_events: &mut OutputEvents,
94        inv_action: InventoryAction,
95    ) -> StateUpdate {
96        let mut update = StateUpdate::from(data);
97        handle_manipulate_loadout(data, output_events, &mut update, inv_action);
98        update
99    }
100
101    fn wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
102        let mut update = StateUpdate::from(data);
103        attempt_wield(data, &mut update);
104        update
105    }
106
107    fn sit(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
108        let mut update = StateUpdate::from(data);
109        attempt_sit(data, &mut update);
110        update
111    }
112
113    fn crawl(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
114        let mut update = StateUpdate::from(data);
115        attempt_crawl(data, &mut update);
116        update
117    }
118
119    fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
120        let mut update = StateUpdate::from(data);
121        // Try to Fall/Stand up/Move
122        update.character = CharacterState::Idle(idle::Data::default());
123        update
124    }
125}