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veloren_common/states/
utils.rs

1use crate::{
2    astar::Astar,
3    comp::{
4        Alignment, Body, CharacterState, Density, InputAttr, InputKind, InventoryAction, Melee,
5        Ori, Pos, Scale, StateUpdate,
6        ability::{
7            AbilityInitEvent, AbilityMeta, AbilityRequirements, Capability, SpecifiedAbility,
8            Stance,
9        },
10        arthropod, biped_large, biped_small, bird_medium,
11        buff::{Buff, BuffCategory, BuffChange, BuffData, BuffSource, DestInfo},
12        character_state::OutputEvents,
13        controller::InventoryManip,
14        crustacean, golem,
15        inventory::slot::{ArmorSlot, EquipSlot, Slot},
16        item::{Hands, ItemKind, ToolKind, armor::Friction, tool},
17        object, quadruped_low, quadruped_medium, quadruped_small, ship,
18        skills::{SKILL_MODIFIERS, Skill, SwimSkill},
19        theropod,
20    },
21    consts::{FRIC_GROUND, GRAVITY, MAX_MOUNT_RANGE, MAX_PICKUP_RANGE},
22    event::{BuffEvent, ChangeStanceEvent, ComboChangeEvent, InventoryManipEvent, LocalEvent},
23    mounting::Volume,
24    outcome::Outcome,
25    states::{behavior::JoinData, utils::CharacterState::Idle, *},
26    terrain::{Block, TerrainGrid, UnlockKind},
27    uid::Uid,
28    util::Dir,
29    vol::ReadVol,
30};
31use core::hash::BuildHasherDefault;
32use fxhash::FxHasher64;
33use itertools::Either;
34use rand::RngExt;
35use serde::{Deserialize, Serialize};
36use std::{
37    f32::consts::PI,
38    num::NonZeroU32,
39    ops::{Add, Div, Mul},
40    time::Duration,
41};
42use strum::Display;
43use tracing::warn;
44use vek::*;
45
46pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
47
48impl Body {
49    pub fn base_accel(&self) -> f32 {
50        match self {
51            // Note: Entities have been slowed down relative to humanoid speeds, but it may be worth
52            // reverting/increasing speed once we've established slower AI.
53            Body::Humanoid(_) => 100.0,
54            Body::QuadrupedSmall(body) => match body.species {
55                quadruped_small::Species::Turtle => 30.0,
56                quadruped_small::Species::Axolotl => 70.0,
57                quadruped_small::Species::Pig => 70.0,
58                quadruped_small::Species::Sheep => 70.0,
59                quadruped_small::Species::Truffler => 70.0,
60                quadruped_small::Species::Fungome => 70.0,
61                quadruped_small::Species::Goat => 80.0,
62                quadruped_small::Species::Raccoon => 100.0,
63                quadruped_small::Species::Frog => 150.0,
64                quadruped_small::Species::Porcupine => 100.0,
65                quadruped_small::Species::Beaver => 100.0,
66                quadruped_small::Species::Rabbit => 110.0,
67                quadruped_small::Species::Cat => 150.0,
68                quadruped_small::Species::Quokka => 100.0,
69                quadruped_small::Species::MossySnail => 20.0,
70                _ => 125.0,
71            },
72            Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
73                quadruped_medium::Species::Grolgar => 100.0,
74                quadruped_medium::Species::Saber => 110.0,
75                quadruped_medium::Species::Tiger => 110.0,
76                quadruped_medium::Species::Tuskram => 85.0,
77                quadruped_medium::Species::Lion => 105.0,
78                quadruped_medium::Species::Tarasque => 100.0,
79                quadruped_medium::Species::Wolf => 130.0,
80                quadruped_medium::Species::Frostfang => 115.0,
81                quadruped_medium::Species::Mouflon => 75.0,
82                quadruped_medium::Species::Catoblepas => 60.0,
83                quadruped_medium::Species::Bonerattler => 115.0,
84                quadruped_medium::Species::Deer => 120.0,
85                quadruped_medium::Species::Hirdrasil => 110.0,
86                quadruped_medium::Species::Roshwalr => 70.0,
87                quadruped_medium::Species::Donkey => 90.0,
88                quadruped_medium::Species::Camel => 75.0,
89                quadruped_medium::Species::Zebra => 150.0,
90                quadruped_medium::Species::Antelope => 155.0,
91                quadruped_medium::Species::Kelpie => 140.0,
92                quadruped_medium::Species::Horse => 140.0,
93                quadruped_medium::Species::Barghest => 80.0,
94                quadruped_medium::Species::Cattle => 80.0,
95                quadruped_medium::Species::Darkhound => 115.0,
96                quadruped_medium::Species::Highland => 80.0,
97                quadruped_medium::Species::Yak => 80.0,
98                quadruped_medium::Species::Panda => 90.0,
99                quadruped_medium::Species::Bear => 90.0,
100                quadruped_medium::Species::Dreadhorn => 95.0,
101                quadruped_medium::Species::Moose => 105.0,
102                quadruped_medium::Species::Snowleopard => 115.0,
103                quadruped_medium::Species::Mammoth => 75.0,
104                quadruped_medium::Species::Elephant => 75.0,
105                quadruped_medium::Species::Ngoubou => 95.0,
106                quadruped_medium::Species::Llama => 100.0,
107                quadruped_medium::Species::Alpaca => 100.0,
108                quadruped_medium::Species::Akhlut => 90.0,
109                quadruped_medium::Species::Bristleback => 105.0,
110                quadruped_medium::Species::ClaySteed => 85.0,
111            },
112            Body::BipedLarge(body) => match body.species {
113                biped_large::Species::Slysaurok => 100.0,
114                biped_large::Species::Occultsaurok => 100.0,
115                biped_large::Species::Mightysaurok => 100.0,
116                biped_large::Species::Mindflayer => 90.0,
117                biped_large::Species::Minotaur => 60.0,
118                biped_large::Species::Huskbrute => 130.0,
119                biped_large::Species::Cultistwarlord => 110.0,
120                biped_large::Species::Cultistwarlock => 90.0,
121                biped_large::Species::Gigasfrost => 45.0,
122                biped_large::Species::Gigasfire => 50.0,
123                biped_large::Species::Forgemaster => 100.0,
124                _ => 80.0,
125            },
126            Body::BirdMedium(_) => 80.0,
127            Body::FishMedium(_) => 80.0,
128            Body::Dragon(_) => 250.0,
129            Body::BirdLarge(_) => 110.0,
130            Body::FishSmall(_) => 60.0,
131            Body::BipedSmall(biped_small) => match biped_small.species {
132                biped_small::Species::Haniwa => 65.0,
133                biped_small::Species::Boreal => 100.0,
134                biped_small::Species::Gnarling => 70.0,
135                _ => 80.0,
136            },
137            Body::Object(_) => 0.0,
138            Body::Item(_) => 0.0,
139            Body::Golem(body) => match body.species {
140                golem::Species::ClayGolem => 120.0,
141                golem::Species::IronGolem => 100.0,
142                _ => 60.0,
143            },
144            Body::Theropod(theropod) => match theropod.species {
145                theropod::Species::Archaeos
146                | theropod::Species::Odonto
147                | theropod::Species::Ntouka => 110.0,
148                theropod::Species::Dodarock => 75.0,
149                theropod::Species::Yale => 115.0,
150                _ => 125.0,
151            },
152            Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
153                quadruped_low::Species::Crocodile => 60.0,
154                quadruped_low::Species::SeaCrocodile => 60.0,
155                quadruped_low::Species::Alligator => 65.0,
156                quadruped_low::Species::Salamander => 85.0,
157                quadruped_low::Species::Elbst => 85.0,
158                quadruped_low::Species::Monitor => 130.0,
159                quadruped_low::Species::Asp => 100.0,
160                quadruped_low::Species::Tortoise => 60.0,
161                quadruped_low::Species::Rocksnapper => 70.0,
162                quadruped_low::Species::Rootsnapper => 70.0,
163                quadruped_low::Species::Reefsnapper => 70.0,
164                quadruped_low::Species::Pangolin => 90.0,
165                quadruped_low::Species::Maneater => 80.0,
166                quadruped_low::Species::Sandshark => 125.0,
167                quadruped_low::Species::Hakulaq => 125.0,
168                quadruped_low::Species::Dagon => 140.0,
169                quadruped_low::Species::Lavadrake => 100.0,
170                quadruped_low::Species::Icedrake => 100.0,
171                quadruped_low::Species::Basilisk => 85.0,
172                quadruped_low::Species::Deadwood => 110.0,
173                quadruped_low::Species::Mossdrake => 100.0,
174                quadruped_low::Species::Driggle => 120.0,
175                quadruped_low::Species::Snaretongue => 120.0,
176                quadruped_low::Species::Hydra => 100.0,
177            },
178            Body::Ship(ship::Body::Carriage) => 40.0,
179            Body::Ship(ship::Body::Train) => 9.0,
180            Body::Ship(_) => 0.0,
181            Body::Arthropod(arthropod) => match arthropod.species {
182                arthropod::Species::Tarantula => 85.0,
183                arthropod::Species::Blackwidow => 95.0,
184                arthropod::Species::Antlion => 115.0,
185                arthropod::Species::Hornbeetle => 80.0,
186                arthropod::Species::Leafbeetle => 65.0,
187                arthropod::Species::Stagbeetle => 80.0,
188                arthropod::Species::Weevil => 70.0,
189                arthropod::Species::Cavespider => 90.0,
190                arthropod::Species::Moltencrawler => 70.0,
191                arthropod::Species::Mosscrawler => 70.0,
192                arthropod::Species::Sandcrawler => 70.0,
193                arthropod::Species::Dagonite => 70.0,
194                arthropod::Species::Emberfly => 75.0,
195            },
196            Body::Crustacean(body) => match body.species {
197                crustacean::Species::Crab | crustacean::Species::SoldierCrab => 80.0,
198                crustacean::Species::Karkatha => 120.0,
199            },
200            Body::Plugin(body) => body.base_accel(),
201        }
202    }
203
204    pub fn air_accel(&self) -> f32 { self.base_accel() * 0.025 }
205
206    /// Attempt to determine the maximum speed of the character
207    /// when moving on the ground
208    pub fn max_speed_approx(&self) -> f32 {
209        let v = match self {
210            Body::Ship(ship) => ship.get_speed(),
211            // NOTE: that denominator evaluates to constant, at the time
212            // of writing it's ~9.751134.
213            //
214            // We still have the formula here, for the sake of completeness,
215            // and also for when we'll split FRIC_GROUND to be different
216            // on the snow/ice/etc.
217            _ => -self.base_accel() / (60.0 * (1.0 - FRIC_GROUND).ln()),
218        };
219        debug_assert!(v >= 0.0, "Speed must be positive!");
220        v
221    }
222
223    /// How much orientation changes will be damped based on the severity of the
224    /// turn.
225    ///
226    /// At 1.0, low-severity turns will be damped to a lower rate: this is more
227    /// typical of the way bipedal creatures turn, for example. At 0.0, the
228    /// turn rate is constant regardless of angle.
229    pub fn ori_damping(&self) -> f32 {
230        match self {
231            Body::Humanoid(_) | Body::BipedLarge(_) | Body::Golem(_) => 1.0,
232            _ => 0.0,
233        }
234    }
235
236    /// The turn rate in 180°/s (or (rotations per second)/2)
237    pub fn base_ori_rate(&self) -> f32 {
238        match self {
239            Body::Humanoid(body) => 2.65 / body.scaler(),
240            Body::QuadrupedSmall(_) => 3.0,
241            Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
242                quadruped_medium::Species::Mammoth => 1.0,
243                _ => 2.8,
244            },
245            Body::BirdMedium(_) => 6.0,
246            Body::FishMedium(_) => 6.0,
247            Body::Dragon(_) => 1.0,
248            Body::BirdLarge(_) => 7.0,
249            Body::FishSmall(_) => 7.0,
250            Body::BipedLarge(biped_large) => match biped_large.species {
251                biped_large::Species::Harvester => 2.0,
252                _ => 2.7,
253            },
254            Body::BipedSmall(_) => 3.5,
255            Body::Object(_) => 2.0,
256            Body::Item(_) => 2.0,
257            Body::Golem(golem) => match golem.species {
258                golem::Species::WoodGolem => 1.2,
259                _ => 2.0,
260            },
261            Body::Theropod(theropod) => match theropod.species {
262                theropod::Species::Archaeos => 2.3,
263                theropod::Species::Odonto => 2.3,
264                theropod::Species::Ntouka => 2.3,
265                theropod::Species::Dodarock => 2.0,
266                _ => 2.5,
267            },
268            Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
269                quadruped_low::Species::Asp => 2.2,
270                quadruped_low::Species::Tortoise => 1.5,
271                quadruped_low::Species::Rocksnapper => 1.8,
272                quadruped_low::Species::Rootsnapper => 1.8,
273                quadruped_low::Species::Lavadrake => 1.7,
274                quadruped_low::Species::Icedrake => 1.7,
275                quadruped_low::Species::Mossdrake => 1.7,
276                _ => 2.0,
277            },
278            Body::Ship(ship::Body::Carriage) => 0.04,
279            Body::Ship(ship::Body::Train) => 0.0,
280            Body::Ship(ship) if ship.has_water_thrust() => 5.0 / self.dimensions().y,
281            Body::Ship(_) => 6.0 / self.dimensions().y,
282            Body::Arthropod(_) => 3.5,
283            Body::Crustacean(_) => 3.5,
284            Body::Plugin(body) => body.base_ori_rate(),
285        }
286    }
287
288    /// Returns thrust force if the body type can swim, otherwise None
289    pub fn swim_thrust(&self) -> Option<f32> {
290        // Swim thrust is proportional to the frontal area of the creature, since we
291        // assume that strength roughly scales according to square laws. Also,
292        // it happens to make balancing against drag much simpler.
293        let front_profile = self.dimensions().x * self.dimensions().z;
294        Some(
295            match self {
296                Body::Object(_) => return None,
297                Body::Item(_) => return None,
298                Body::Ship(ship::Body::Submarine) => 1000.0 * self.mass().0,
299                Body::Ship(ship) if ship.has_water_thrust() => 500.0 * self.mass().0,
300                Body::Ship(_) => return None,
301                Body::BipedLarge(_) => 120.0 * self.mass().0,
302                Body::Golem(_) => 100.0 * self.mass().0,
303                Body::BipedSmall(_) => 1000.0 * self.mass().0,
304                Body::BirdMedium(_) => 400.0 * self.mass().0,
305                Body::BirdLarge(_) => 400.0 * self.mass().0,
306                Body::FishMedium(_) => 200.0 * self.mass().0,
307                Body::FishSmall(_) => 300.0 * self.mass().0,
308                Body::Dragon(_) => 50.0 * self.mass().0,
309                // Humanoids are a bit different: we try to give them thrusts that result in similar
310                // speeds for gameplay reasons
311                Body::Humanoid(body) => {
312                    return Some(6_500_000.0 / self.mass().0 * body.scaler().powi(2));
313                },
314                Body::Theropod(body) => match body.species {
315                    theropod::Species::Sandraptor
316                    | theropod::Species::Snowraptor
317                    | theropod::Species::Sunlizard
318                    | theropod::Species::Woodraptor
319                    | theropod::Species::Dodarock
320                    | theropod::Species::Axebeak
321                    | theropod::Species::Yale => 500.0 * self.mass().0,
322                    _ => 150.0 * self.mass().0,
323                },
324                Body::QuadrupedLow(_) => 1200.0 * self.mass().0,
325                Body::QuadrupedMedium(body) => match body.species {
326                    quadruped_medium::Species::Mammoth => 150.0 * self.mass().0,
327                    quadruped_medium::Species::Kelpie => 3500.0 * self.mass().0,
328                    _ => 1000.0 * self.mass().0,
329                },
330                Body::QuadrupedSmall(_) => 1500.0 * self.mass().0,
331                Body::Arthropod(_) => 500.0 * self.mass().0,
332                Body::Crustacean(_) => 400.0 * self.mass().0,
333                Body::Plugin(body) => body.swim_thrust()?,
334            } * front_profile,
335        )
336    }
337
338    /// Returns thrust force if the body type can fly, otherwise None
339    pub fn fly_thrust(&self) -> Option<f32> {
340        match self {
341            Body::BirdMedium(body) => match body.species {
342                bird_medium::Species::Bat | bird_medium::Species::BloodmoonBat => {
343                    Some(GRAVITY * self.mass().0 * 0.5)
344                },
345                _ => Some(GRAVITY * self.mass().0 * 2.0),
346            },
347            Body::BirdLarge(_) => Some(GRAVITY * self.mass().0 * 0.5),
348            Body::Dragon(_) => Some(200_000.0),
349            Body::Ship(ship) if ship.can_fly() => Some(390_000.0),
350            Body::Object(object::Body::Crux) => Some(1_000.0),
351            _ => None,
352        }
353    }
354
355    /// Returns whether the body uses vectored propulsion
356    pub fn vectored_propulsion(&self) -> bool {
357        match self {
358            Body::Ship(ship) => ship.vectored_propulsion(),
359            _ => false,
360        }
361    }
362
363    /// Returns jump impulse if the body type can jump, otherwise None
364    pub fn jump_impulse(&self) -> Option<f32> {
365        match self {
366            Body::Object(_) | Body::Ship(_) | Body::Item(_) => None,
367            Body::BipedLarge(_) | Body::Dragon(_) => Some(0.6 * self.mass().0),
368            Body::Golem(_) | Body::QuadrupedLow(_) => Some(0.4 * self.mass().0),
369            Body::QuadrupedMedium(_) => Some(0.4 * self.mass().0),
370            Body::Theropod(body) => match body.species {
371                theropod::Species::Snowraptor
372                | theropod::Species::Sandraptor
373                | theropod::Species::Woodraptor => Some(0.4 * self.mass().0),
374                _ => None,
375            },
376            Body::Arthropod(_) => Some(1.0 * self.mass().0),
377            _ => Some(0.4 * self.mass().0),
378        }
379        .map(|f| f * GRAVITY)
380    }
381
382    pub fn can_climb(&self) -> bool { matches!(self, Body::Humanoid(_)) }
383
384    /// Returns how well a body can move backwards while strafing (0.0 = not at
385    /// all, 1.0 = same as forward)
386    pub fn reverse_move_factor(&self) -> f32 { 0.45 }
387
388    /// Returns the position where a projectile should be fired relative to this
389    /// body
390    pub fn projectile_offsets(&self, ori: Vec3<f32>, scale: f32) -> Vec3<f32> {
391        let body_offsets_z = match self {
392            Body::Golem(_) => self.height() * 0.4,
393            _ => self.eye_height(scale),
394        };
395
396        let dim = self.dimensions();
397        // The width (shoulder to shoulder) and length (nose to tail)
398        let (width, length) = (dim.x, dim.y);
399        let body_radius = if length > width {
400            // Dachshund-like
401            self.max_radius()
402        } else {
403            // Cyclops-like
404            self.min_radius()
405        };
406
407        Vec3::new(
408            body_radius * ori.x * 1.1,
409            body_radius * ori.y * 1.1,
410            body_offsets_z,
411        )
412    }
413}
414
415/// set footwear in idle data and potential state change to Skate
416pub fn handle_skating(data: &JoinData, update: &mut StateUpdate) {
417    if let &Idle(idle::Data {
418        ref is_sneaking,
419        ref time_entered,
420        mut footwear,
421    }) = data.character
422    {
423        if footwear.is_none() {
424            footwear = data.inventory.and_then(|inv| {
425                inv.equipped(EquipSlot::Armor(ArmorSlot::Feet))
426                    .map(|armor| match armor.kind().as_ref() {
427                        ItemKind::Armor(a) => {
428                            a.stats(data.msm, armor.stats_durability_multiplier())
429                                .ground_contact
430                        },
431                        _ => Friction::Normal,
432                    })
433            });
434            update.character = Idle(idle::Data {
435                is_sneaking: *is_sneaking,
436                time_entered: *time_entered,
437                footwear,
438            });
439        }
440        if data.physics.skating_active {
441            update.character =
442                CharacterState::Skate(skate::Data::new(data, footwear.unwrap_or(Friction::Normal)));
443        }
444    }
445}
446
447/// Handles updating `Components` to move player based on state of `JoinData`
448pub fn handle_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) {
449    if data.volume_mount_data.is_some() {
450        return;
451    }
452    let submersion = data
453        .physics
454        .in_liquid()
455        .map(|depth| depth / data.body.height());
456
457    if input_is_pressed(data, InputKind::Fly)
458        && submersion.is_none_or(|sub| sub < 1.0)
459        && (data.physics.on_ground.is_none() || data.body.jump_impulse().is_none())
460        && data.body.fly_thrust().is_some()
461    {
462        fly_move(data, update, efficiency);
463    } else if let Some(submersion) = (data.physics.in_liquid().is_some()
464        && data.body.swim_thrust().is_some())
465    .then_some(submersion)
466    .flatten()
467    {
468        swim_move(data, update, efficiency, submersion);
469    } else {
470        basic_move(data, update, efficiency);
471    }
472}
473
474/// Updates components to move player as if theyre on ground or in air
475fn basic_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) {
476    let section_modifier = match data.character.stage_section() {
477        Some(StageSection::Buildup) => data.stats.buildup_move_speed_modifier,
478        Some(StageSection::Charge) => data.stats.charge_move_speed_modifier,
479        _ => 1.0,
480    };
481    let efficiency = efficiency
482        * data.stats.move_speed_modifier
483        * data.stats.friction_modifier
484        * section_modifier;
485
486    let accel = if let Some(block) = data.physics.on_ground {
487        // FRIC_GROUND temporarily used to normalize things around expected values
488        data.body.base_accel()
489            * data.scale.map_or(1.0, |s| s.0.sqrt())
490            * block.get_traction()
491            * block.get_friction()
492            / FRIC_GROUND
493    } else {
494        data.body.air_accel()
495    } * efficiency;
496
497    // Should ability to backpedal be separate from ability to strafe?
498    update.vel.0 += Vec2::broadcast(data.dt.0)
499        * accel
500        * if data.body.can_strafe() {
501            data.inputs.move_dir
502                * if is_strafing(data, update) {
503                    Lerp::lerp(
504                        Vec2::from(update.ori)
505                            .try_normalized()
506                            .unwrap_or_else(Vec2::zero)
507                            .dot(
508                                data.inputs
509                                    .move_dir
510                                    .try_normalized()
511                                    .unwrap_or_else(Vec2::zero),
512                            )
513                            .add(1.0)
514                            .div(2.0)
515                            .max(0.0),
516                        1.0,
517                        data.body.reverse_move_factor(),
518                    )
519                } else {
520                    1.0
521                }
522        } else {
523            let fw = Vec2::from(update.ori);
524            fw * data.inputs.move_dir.dot(fw).max(0.0)
525        };
526}
527
528/// Handles forced movement
529pub fn handle_forced_movement(
530    data: &JoinData<'_>,
531    update: &mut StateUpdate,
532    movement: ForcedMovement,
533) {
534    match movement {
535        ForcedMovement::Forward(strength) => {
536            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
537            if let Some(accel) = data.physics.on_ground.map(|block| {
538                // FRIC_GROUND temporarily used to normalize things around expected values
539                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
540            }) {
541                update.vel.0 += Vec2::broadcast(data.dt.0)
542                    * accel
543                    * data.scale.map_or(1.0, |s| s.0.sqrt())
544                    * Vec2::from(*data.ori)
545                    * strength;
546            }
547        },
548        ForcedMovement::Reverse(strength) => {
549            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
550            if let Some(accel) = data.physics.on_ground.map(|block| {
551                // FRIC_GROUND temporarily used to normalize things around expected values
552                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
553            }) {
554                update.vel.0 += Vec2::broadcast(data.dt.0)
555                    * accel
556                    * data.scale.map_or(1.0, |s| s.0.sqrt())
557                    * -Vec2::from(*data.ori)
558                    * strength;
559            }
560        },
561        ForcedMovement::Sideways(strength) => {
562            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
563            if let Some(accel) = data.physics.on_ground.map(|block| {
564                // FRIC_GROUND temporarily used to normalize things around expected values
565                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
566            }) {
567                let direction = {
568                    // Left if positive, else right
569                    let side = Vec2::from(*data.ori)
570                        .rotated_z(PI / 2.)
571                        .dot(data.inputs.move_dir)
572                        .signum();
573                    if side > 0.0 {
574                        Vec2::from(*data.ori).rotated_z(PI / 2.)
575                    } else {
576                        -Vec2::from(*data.ori).rotated_z(PI / 2.)
577                    }
578                };
579
580                update.vel.0 += Vec2::broadcast(data.dt.0)
581                    * accel
582                    * data.scale.map_or(1.0, |s| s.0.sqrt())
583                    * direction
584                    * strength;
585            }
586        },
587        ForcedMovement::DirectedReverse(strength) => {
588            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
589            if let Some(accel) = data.physics.on_ground.map(|block| {
590                // FRIC_GROUND temporarily used to normalize things around expected values
591                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
592            }) {
593                let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() > 0.0 {
594                    data.inputs.move_dir.reflected(Vec2::from(*data.ori))
595                } else {
596                    data.inputs.move_dir
597                }
598                .try_normalized()
599                .unwrap_or_else(|| -Vec2::from(*data.ori));
600                update.vel.0 += direction * strength * accel * data.dt.0;
601            }
602        },
603        ForcedMovement::AntiDirectedForward(strength) => {
604            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
605            if let Some(accel) = data.physics.on_ground.map(|block| {
606                // FRIC_GROUND temporarily used to normalize things around expected values
607                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
608            }) {
609                let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() < 0.0 {
610                    data.inputs.move_dir.reflected(Vec2::from(*data.ori))
611                } else {
612                    data.inputs.move_dir
613                }
614                .try_normalized()
615                .unwrap_or_else(|| Vec2::from(*data.ori));
616                let direction = direction.reflected(Vec2::from(*data.ori).rotated_z(PI / 2.));
617                update.vel.0 += direction * strength * accel * data.dt.0;
618            }
619        },
620        ForcedMovement::Leap {
621            vertical,
622            forward,
623            progress,
624            direction,
625        } => {
626            let dir = direction.get_2d_dir(data);
627            // Apply jumping force
628            update.vel.0 = Vec3::new(
629                dir.x,
630                dir.y,
631                vertical,
632            )
633                * data.scale.map_or(1.0, |s| s.0.sqrt())
634                // Multiply decreasing amount linearly over time (with average of 1)
635                * 2.0 * progress
636                // Apply direction
637                + Vec3::from(dir)
638                // Multiply by forward leap strength
639                * forward
640                // Control forward movement based on look direction.
641                // This allows players to stop moving forward when they
642                // look downward at target
643                * (1.0 - data.inputs.look_dir.z.abs());
644        },
645    }
646}
647
648pub fn handle_orientation(
649    data: &JoinData<'_>,
650    update: &mut StateUpdate,
651    efficiency: f32,
652    dir_override: Option<Dir>,
653) {
654    /// first check for horizontal
655    fn to_horizontal_fast(ori: &crate::comp::Ori) -> crate::comp::Ori {
656        if ori.to_quat().into_vec4().xy().is_approx_zero() {
657            *ori
658        } else {
659            ori.to_horizontal()
660        }
661    }
662    /// compute an upper limit for the difference of two orientations
663    fn ori_absdiff(a: &crate::comp::Ori, b: &crate::comp::Ori) -> f32 {
664        (a.to_quat().into_vec4() - b.to_quat().into_vec4()).reduce(|a, b| a.abs() + b.abs())
665    }
666
667    // Look at things
668    update.character_activity.look_dir = Some(data.controller.inputs.look_dir);
669
670    let (tilt_ori, efficiency) = if let Body::Ship(ship) = data.body
671        && ship.has_wheels()
672    {
673        let height_at = |rpos| {
674            data.terrain
675                .ray(
676                    data.pos.0 + rpos + Vec3::unit_z() * 4.0,
677                    data.pos.0 + rpos - Vec3::unit_z() * 4.0,
678                )
679                .until(Block::is_solid)
680                .cast()
681                .0
682        };
683
684        // Do some cheap raycasting with the ground to determine the appropriate
685        // orientation for the vehicle
686        let x_diff = (height_at(data.ori.to_horizontal().right().to_vec() * 3.0)
687            - height_at(data.ori.to_horizontal().right().to_vec() * -3.0))
688            / 10.0;
689        let y_diff = (height_at(data.ori.to_horizontal().look_dir().to_vec() * -4.5)
690            - height_at(data.ori.to_horizontal().look_dir().to_vec() * 4.5))
691            / 10.0;
692
693        (
694            Quaternion::rotation_y(x_diff.atan()) * Quaternion::rotation_x(y_diff.atan()),
695            (data.vel.0 - data.physics.ground_vel)
696                .xy()
697                .magnitude()
698                .max(3.0)
699                * efficiency,
700        )
701    } else {
702        (Quaternion::identity(), efficiency)
703    };
704
705    // Direction is set to the override if one is provided, else if entity is
706    // strafing or attacking the horiontal component of the look direction is used,
707    // else we special-case talking, else the current horizontal movement direction
708    // is used
709    let target_ori = if let Some(dir_override) = dir_override {
710        dir_override.into()
711    } else if let CharacterState::Talk(t) = data.character
712        && let Some(tgt_uid) = t.tgt
713        && let Some(tgt) = data.id_maps.uid_entity(tgt_uid)
714        && let (tgt_body, Some(tgt_prev_phys)) =
715            (data.bodies.get(tgt), data.prev_phys_caches.get(tgt))
716        && let Some(tgt_pos) = tgt_prev_phys.pos.as_ref()
717        && let Some(dir) = Dir::look_toward(
718            data.pos,
719            Some(data.body),
720            data.scale,
721            tgt_pos,
722            tgt_body,
723            Some(&Scale(tgt_prev_phys.scale)),
724        )
725    {
726        update.character_activity.look_dir = Some(dir);
727        Dir::to_horizontal(dir).unwrap_or(dir).into()
728    } else if is_strafing(data, update) || update.character.should_follow_look() {
729        data.inputs
730            .look_dir
731            .to_horizontal()
732            .unwrap_or_default()
733            .into()
734    } else {
735        Dir::from_unnormalized(data.inputs.move_dir.into())
736            .map_or_else(|| to_horizontal_fast(data.ori), |dir| dir.into())
737    }
738    .rotated(tilt_ori);
739    // unit is multiples of 180°
740    let half_turns_per_tick = data.body.base_ori_rate() / data.scale.map_or(1.0, |s| s.0.sqrt())
741        * efficiency
742        * if data.physics.in_liquid().is_some() {
743            0.4
744        } else if data.physics.on_ground.is_some() || data.mount_data.is_some() {
745            1.0
746        } else {
747            0.2
748        }
749        * data.dt.0;
750    // very rough guess
751    let ticks_from_target_guess = ori_absdiff(&update.ori, &target_ori) / half_turns_per_tick;
752    let instantaneous = ticks_from_target_guess < 1.0;
753    update.ori = if data.volume_mount_data.is_some() {
754        update.ori
755    } else if instantaneous {
756        target_ori
757    } else {
758        let target_fraction = {
759            // Angle factor used to keep turning rate approximately constant by
760            // counteracting slerp turning more with a larger angle
761            let angle_factor =
762                2.0 / (1.0 - update.ori.dot(target_ori) * (1.0 - data.body.ori_damping())).sqrt();
763
764            half_turns_per_tick * angle_factor
765        };
766        update
767            .ori
768            .slerped_towards(target_ori, target_fraction.min(1.0))
769    };
770}
771
772/// Updates components to move player as if theyre swimming
773fn swim_move(
774    data: &JoinData<'_>,
775    update: &mut StateUpdate,
776    efficiency: f32,
777    submersion: f32,
778) -> bool {
779    let efficiency = efficiency * data.stats.swim_speed_modifier * data.stats.friction_modifier;
780    if let Some(force) = data.body.swim_thrust() {
781        let force = efficiency * force * data.scale.map_or(1.0, |s| s.0);
782        let mut water_accel = force / data.mass.0;
783
784        if let Ok(level) = data.skill_set.skill_level(Skill::Swim(SwimSkill::Speed)) {
785            let modifiers = SKILL_MODIFIERS.general_tree.swim;
786            water_accel *= modifiers.speed.powi(level.into());
787        }
788
789        let dir = if data.body.can_strafe() {
790            data.inputs.move_dir
791        } else {
792            let fw = Vec2::from(update.ori);
793            fw * data.inputs.move_dir.dot(fw).max(0.0)
794        };
795
796        // Automatically tread water to stay afloat
797        let move_z = if submersion < 1.0
798            && data.inputs.move_z.abs() < f32::EPSILON
799            && data.physics.on_ground.is_none()
800        {
801            submersion.max(0.0) * 0.1
802        } else {
803            data.inputs.move_z
804        };
805
806        // Assume that feet/flippers get less efficient as we become less submerged
807        let move_z = move_z.min((submersion * 1.5 - 0.5).clamp(0.0, 1.0).powi(2));
808
809        update.vel.0 += Vec3::new(dir.x, dir.y, move_z)
810                // TODO: Should probably be normalised, but creates odd discrepancies when treading water
811                // .try_normalized()
812                // .unwrap_or_default()
813            * water_accel
814            // Gives a good balance between submerged and surface speed
815            * submersion.clamp(0.0, 1.0).sqrt()
816            // Good approximate compensation for dt-dependent effects
817            * data.dt.0 * 0.04;
818
819        true
820    } else {
821        false
822    }
823}
824
825/// Updates components to move entity as if it's flying
826pub fn fly_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) -> bool {
827    let efficiency = efficiency * data.stats.move_speed_modifier * data.stats.friction_modifier;
828
829    let glider = match data.character {
830        CharacterState::Glide(data) => Some(data),
831        _ => None,
832    };
833    if let Some(force) = data
834        .body
835        .fly_thrust()
836        .or_else(|| glider.is_some().then_some(0.0))
837    {
838        let thrust = efficiency * force;
839        let accel = thrust / data.mass.0;
840
841        match data.body {
842            Body::Ship(ship::Body::DefaultAirship) => {
843                // orient the airship according to the controller look_dir
844                // Make the airship rotation more efficient (x2) so that it
845                // can orient itself more quickly.
846                handle_orientation(
847                    data,
848                    update,
849                    efficiency * 2.0,
850                    Some(data.controller.inputs.look_dir),
851                );
852            },
853            _ => {
854                handle_orientation(data, update, efficiency, None);
855            },
856        }
857
858        let mut update_fw_vel = true;
859        // Elevation control
860        match data.body {
861            // flappy flappy
862            Body::Dragon(_) | Body::BirdLarge(_) | Body::BirdMedium(_) => {
863                let anti_grav = GRAVITY * (1.0 + data.inputs.move_z.min(0.0));
864                update.vel.0.z += data.dt.0 * (anti_grav + accel * data.inputs.move_z.max(0.0));
865            },
866            // led zeppelin
867            Body::Ship(ship::Body::DefaultAirship) => {
868                update_fw_vel = false;
869                // airships or zeppelins are controlled by their engines and should have
870                // neutral buoyancy. Don't change their density.
871                // Assume that the airship is always level and that the engines are gimbaled
872                // so that they can provide thrust in any direction.
873                // The vector of thrust is the desired movement direction scaled by the
874                // acceleration.
875                let thrust_dir = data.inputs.move_dir.with_z(data.inputs.move_z);
876                update.vel.0 += thrust_dir * data.dt.0 * accel;
877            },
878            // floaty floaty
879            Body::Ship(ship) if ship.can_fly() => {
880                // Balloons gain altitude by modifying their density, e.g. by heating the air
881                // inside. Ships float by adjusting their buoyancy, e.g. by
882                // pumping water in or out. Simulate a ship or balloon by
883                // adjusting its density.
884                let regulate_density = |min: f32, max: f32, def: f32, rate: f32| -> Density {
885                    // Reset to default on no input
886                    let change = if data.inputs.move_z.abs() > f32::EPSILON {
887                        -data.inputs.move_z
888                    } else {
889                        (def - data.density.0).clamp(-1.0, 1.0)
890                    };
891                    Density((update.density.0 + data.dt.0 * rate * change).clamp(min, max))
892                };
893                let def_density = ship.density().0;
894                if data.physics.in_liquid().is_some() {
895                    let hull_density = ship.hull_density().0;
896                    update.density.0 =
897                        regulate_density(def_density * 0.6, hull_density, hull_density, 25.0).0;
898                } else {
899                    update.density.0 =
900                        regulate_density(def_density * 0.5, def_density * 1.5, def_density, 0.5).0;
901                };
902            },
903            // oopsie woopsie
904            // TODO: refactor to make this state impossible
905            _ => {},
906        };
907
908        if update_fw_vel {
909            update.vel.0 += Vec2::broadcast(data.dt.0)
910                * accel
911                * if data.body.can_strafe() {
912                    data.inputs.move_dir
913                } else {
914                    let fw = Vec2::from(update.ori);
915                    fw * data.inputs.move_dir.dot(fw).max(0.0)
916                };
917        }
918        true
919    } else {
920        false
921    }
922}
923
924/// Checks if an input related to an attack is held. If one is, moves entity
925/// into wielding state
926pub fn handle_wield(data: &JoinData<'_>, update: &mut StateUpdate) {
927    if data.controller.queued_inputs.keys().any(|i| i.is_ability()) {
928        attempt_wield(data, update);
929    }
930}
931
932/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
933pub fn attempt_wield(data: &JoinData<'_>, update: &mut StateUpdate) {
934    // Closure to get equip time provided an equip slot if a tool is equipped in
935    // equip slot
936    let equip_time = |equip_slot| {
937        data.inventory
938            .and_then(|inv| inv.equipped(equip_slot))
939            .and_then(|item| match &*item.kind() {
940                ItemKind::Tool(tool) => Some(Duration::from_secs_f32(
941                    tool.stats(item.stats_durability_multiplier())
942                        .equip_time_secs,
943                )),
944                _ => None,
945            })
946    };
947
948    // Calculates time required to equip weapons, if weapon in mainhand and offhand,
949    // uses maximum duration
950    let mainhand_equip_time = equip_time(EquipSlot::ActiveMainhand);
951    let offhand_equip_time = equip_time(EquipSlot::ActiveOffhand);
952    let equip_time = match (mainhand_equip_time, offhand_equip_time) {
953        (Some(a), Some(b)) => Some(a.max(b)),
954        (Some(a), None) | (None, Some(a)) => Some(a),
955        (None, None) => None,
956    };
957
958    // Moves entity into equipping state if there is some equip time, else moves
959    // instantly into wield
960    if let Some(equip_time) = equip_time {
961        update.character = CharacterState::Equipping(equipping::Data {
962            static_data: equipping::StaticData {
963                buildup_duration: equip_time,
964            },
965            timer: Duration::default(),
966            is_sneaking: update.character.is_stealthy(),
967        });
968    } else {
969        update.character = CharacterState::Wielding(wielding::Data {
970            is_sneaking: update.character.is_stealthy(),
971        });
972    }
973}
974
975/// Checks that player can `Sit` and updates `CharacterState` if so
976pub fn attempt_sit(data: &JoinData<'_>, update: &mut StateUpdate) {
977    if data.physics.on_ground.is_some() {
978        update.character = CharacterState::Sit;
979    }
980}
981
982/// Checks that player can `Crawl` and updates `CharacterState` if so
983pub fn attempt_crawl(data: &JoinData<'_>, update: &mut StateUpdate) {
984    if data.physics.on_ground.is_some() {
985        update.character = CharacterState::Crawl;
986    }
987}
988
989pub fn attempt_dance(data: &JoinData<'_>, update: &mut StateUpdate) {
990    if data.physics.on_ground.is_some() && data.body.is_humanoid() {
991        update.character = CharacterState::Dance;
992    }
993}
994
995pub fn can_perform_pet(position: Pos, target_position: Pos, target_alignment: Alignment) -> bool {
996    let within_distance = position.0.distance_squared(target_position.0) <= MAX_MOUNT_RANGE.powi(2);
997    let valid_alignment = matches!(target_alignment, Alignment::Owned(_) | Alignment::Tame);
998
999    within_distance && valid_alignment
1000}
1001
1002pub fn attempt_talk(data: &JoinData<'_>, update: &mut StateUpdate, tgt: Option<Uid>) {
1003    if data.physics.on_ground.is_some() {
1004        update.character = CharacterState::Talk(match update.character {
1005            CharacterState::Talk(t) if t.tgt == tgt => t.refreshed(),
1006            _ => talk::Data::at(tgt),
1007        });
1008    }
1009}
1010
1011pub fn attempt_sneak(data: &JoinData<'_>, update: &mut StateUpdate) {
1012    if data.physics.on_ground.is_some() && data.body.is_humanoid() {
1013        update.character = Idle(idle::Data {
1014            is_sneaking: true,
1015            time_entered: *data.time,
1016            footwear: data.character.footwear(),
1017        });
1018    }
1019}
1020
1021/// Checks that player can `Climb` and updates `CharacterState` if so
1022pub fn handle_climb(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
1023    let Some(wall_dir) = data.physics.on_wall else {
1024        return false;
1025    };
1026
1027    let towards_wall = data.inputs.move_dir.dot(wall_dir.xy()) > 0.0;
1028    // Only allow climbing if we are near the surface
1029    let underwater = data
1030        .physics
1031        .in_liquid()
1032        .map(|depth| depth > 2.0)
1033        .unwrap_or(false);
1034    let can_climb = data.body.can_climb() || data.physics.in_liquid().is_some();
1035    let in_air = data.physics.on_ground.is_none();
1036    if towards_wall && in_air && !underwater && can_climb && update.energy.current() > 1.0 {
1037        update.character = CharacterState::Climb(
1038            climb::Data::create_adjusted_by_skills(data)
1039                .with_wielded(data.character.is_wield() || data.character.was_wielded()),
1040        );
1041        true
1042    } else {
1043        false
1044    }
1045}
1046
1047pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
1048    if data.physics.on_wall.is_some()
1049        && data.physics.on_ground.is_none()
1050        && data.physics.in_liquid().is_none()
1051        && data.body.can_climb()
1052    {
1053        update.character = CharacterState::Wallrun(wallrun::Data {
1054            was_wielded: data.character.is_wield() || data.character.was_wielded(),
1055        });
1056        true
1057    } else {
1058        false
1059    }
1060}
1061/// Checks that player can Swap Weapons and updates `Loadout` if so
1062pub fn attempt_swap_equipped_weapons(
1063    data: &JoinData<'_>,
1064    update: &mut StateUpdate,
1065    output_events: &mut OutputEvents,
1066) {
1067    if data
1068        .inventory
1069        .and_then(|inv| inv.equipped(EquipSlot::InactiveMainhand))
1070        .is_some()
1071        || data
1072            .inventory
1073            .and_then(|inv| inv.equipped(EquipSlot::InactiveOffhand))
1074            .is_some()
1075    {
1076        update.swap_equipped_weapons = true;
1077        loadout_change_hook(data, output_events, false);
1078    }
1079}
1080
1081/// Checks if a block can be reached from a position.
1082fn can_reach_block(
1083    player_pos: Vec3<f32>,
1084    block_pos: Vec3<i32>,
1085    range: f32,
1086    body: &Body,
1087    terrain: &TerrainGrid,
1088) -> bool {
1089    let block_pos_f32 = block_pos.map(|x| x as f32 + 0.5);
1090    // Closure to check if distance between a point and the block is less than
1091    // range and the radius of the body
1092    let block_range_check = |pos: Vec3<f32>| {
1093        (block_pos_f32 - pos).magnitude_squared() < (range + body.max_radius()).powi(2)
1094    };
1095
1096    // Checks if player's feet or head is near to block
1097    let close_to_block = block_range_check(player_pos)
1098        || block_range_check(player_pos + Vec3::new(0.0, 0.0, body.height()));
1099    if close_to_block {
1100        // Do a check that a path can be found between sprite and entity
1101        // interacting with sprite Use manhattan distance * 1.5 for number
1102        // of iterations
1103        let iters = (3.0 * (block_pos_f32 - player_pos).map(|x| x.abs()).sum()) as usize;
1104        // Heuristic compares manhattan distance of start and end pos
1105        let heuristic = move |pos: &Vec3<i32>| (block_pos - pos).map(|x| x.abs()).sum() as f32;
1106
1107        let mut astar = Astar::new(
1108            iters,
1109            player_pos.map(|x| x.floor() as i32),
1110            BuildHasherDefault::<FxHasher64>::default(),
1111        );
1112
1113        // Transition uses manhattan distance as the cost, with a slightly lower cost
1114        // for z transitions
1115        let transition = |a: Vec3<i32>, b: Vec3<i32>| {
1116            let (a, b) = (a.map(|x| x as f32), b.map(|x| x as f32));
1117            ((a - b) * Vec3::new(1.0, 1.0, 0.9)).map(|e| e.abs()).sum()
1118        };
1119        // Neighbors are all neighboring blocks that are air
1120        let neighbors = |pos: &Vec3<i32>| {
1121            const DIRS: [Vec3<i32>; 6] = [
1122                Vec3::new(1, 0, 0),
1123                Vec3::new(-1, 0, 0),
1124                Vec3::new(0, 1, 0),
1125                Vec3::new(0, -1, 0),
1126                Vec3::new(0, 0, 1),
1127                Vec3::new(0, 0, -1),
1128            ];
1129            let pos = *pos;
1130            DIRS.iter()
1131                .map(move |dir| {
1132                    let dest = dir + pos;
1133                    (dest, transition(pos, dest))
1134                })
1135                .filter(|(pos, _)| {
1136                    terrain
1137                        .get(*pos)
1138                        .ok()
1139                        .is_some_and(|block| !block.is_filled())
1140                })
1141        };
1142        // Pathing satisfied when it reaches the sprite position
1143        let satisfied = |pos: &Vec3<i32>| *pos == block_pos;
1144
1145        astar
1146            .poll(iters, heuristic, neighbors, satisfied)
1147            .into_path()
1148            .is_some()
1149    } else {
1150        false
1151    }
1152}
1153
1154/// Handles inventory manipulations that affect the loadout
1155pub fn handle_manipulate_loadout(
1156    data: &JoinData<'_>,
1157    output_events: &mut OutputEvents,
1158    update: &mut StateUpdate,
1159    inv_action: InventoryAction,
1160) {
1161    // Trigger the hook for everything except the Collect action so that buffs
1162    // and combos are preserved.
1163    if !matches!(inv_action, InventoryAction::Collect(_)) {
1164        loadout_change_hook(data, output_events, true);
1165    }
1166    match inv_action {
1167        InventoryAction::Use(slot @ Slot::Inventory(inv_slot)) => {
1168            // If inventory action is using a slot, and slot is in the inventory
1169            // TODO: Do some non lazy way of handling the possibility that items equipped in
1170            // the loadout will have effects that are desired to be non-instantaneous
1171            use use_item::ItemUseKind;
1172            if let Some((item_kind, item)) = data
1173                .inventory
1174                .and_then(|inv| inv.get(inv_slot))
1175                .and_then(|item| Option::<ItemUseKind>::from(&*item.kind()).zip(Some(item)))
1176            {
1177                let (buildup_duration, use_duration, recover_duration) = item_kind.durations();
1178                // If item returns a valid kind for item use, do into use item character state
1179                update.character = CharacterState::UseItem(use_item::Data {
1180                    static_data: use_item::StaticData {
1181                        buildup_duration,
1182                        use_duration,
1183                        recover_duration,
1184                        inv_slot,
1185                        item_kind,
1186                        item_hash: item.item_hash(),
1187                        was_wielded: data.character.is_wield(),
1188                        was_sneak: data.character.is_stealthy(),
1189                    },
1190                    timer: Duration::default(),
1191                    stage_section: StageSection::Buildup,
1192                });
1193            } else {
1194                // Else emit inventory action instantaneously
1195                let inv_manip = InventoryManip::Use(slot);
1196                output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
1197            }
1198        },
1199        InventoryAction::Collect(sprite_pos) => {
1200            // First, get sprite data for position, if there is a sprite
1201            let sprite_at_pos = data
1202                .terrain
1203                .get(sprite_pos)
1204                .ok()
1205                .copied()
1206                .and_then(|b| b.get_sprite());
1207            // Checks if position has a collectible sprite as well as what sprite is at the
1208            // position
1209            let sprite_interact =
1210                sprite_at_pos.and_then(Option::<interact::SpriteInteractKind>::from);
1211            if let Some(sprite_interact) = sprite_interact
1212                && can_reach_block(
1213                    data.pos.0,
1214                    sprite_pos,
1215                    MAX_PICKUP_RANGE,
1216                    data.body,
1217                    data.terrain,
1218                )
1219            {
1220                let sprite_cfg = data.terrain.sprite_cfg_at(sprite_pos);
1221                let required_item = sprite_at_pos.and_then(|s| {
1222                    s.unlock_condition(sprite_cfg)
1223                        .and_then(|unlock| match unlock.into_owned() {
1224                            UnlockKind::Free => None,
1225                            UnlockKind::Requires(item) => Some((item, false)),
1226                            UnlockKind::Consumes(item) => Some((item, true)),
1227                        })
1228                });
1229                // None: An required items exist but no available
1230                // Some(None): No required items
1231                // Some(Some(_)): Required items satisfied, contains info about them
1232                let has_required_items = match required_item {
1233                    // Produces `None` if we can't find the item or `Some(Some(_))` if we can
1234                    Some((item_id, consume)) => data
1235                        .inventory
1236                        .and_then(|inv| inv.get_slot_of_item_by_def_id(&item_id))
1237                        .map(|slot| Some((item_id, slot, consume))),
1238                    None => Some(None),
1239                };
1240                if let Some(required_item) = has_required_items {
1241                    // If the sprite is collectible, enter the sprite interaction character
1242                    // state TODO: Handle cases for sprite being
1243                    // interactible, but not collectible (none currently
1244                    // exist)
1245                    let (buildup_duration, use_duration, recover_duration) =
1246                        sprite_interact.durations();
1247
1248                    update.character = CharacterState::Interact(interact::Data {
1249                        static_data: interact::StaticData {
1250                            buildup_duration,
1251                            // Item interactions are never indefinite
1252                            use_duration: Some(use_duration),
1253                            recover_duration,
1254                            interact: interact::InteractKind::Sprite {
1255                                pos: sprite_pos,
1256                                kind: sprite_interact,
1257                            },
1258                            was_wielded: data.character.is_wield(),
1259                            was_sneak: data.character.is_stealthy(),
1260                            required_item,
1261                        },
1262                        timer: Duration::default(),
1263                        stage_section: StageSection::Buildup,
1264                    })
1265                } else {
1266                    output_events.emit_local(LocalEvent::CreateOutcome(
1267                        Outcome::FailedSpriteUnlock { pos: sprite_pos },
1268                    ));
1269                }
1270            }
1271        },
1272        // For inventory actions without a dedicated character state, just do action instantaneously
1273        InventoryAction::Swap(equip, slot) => {
1274            let inv_manip = InventoryManip::Swap(Slot::Equip(equip), slot);
1275            output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
1276        },
1277        InventoryAction::Drop(equip) => {
1278            let inv_manip = InventoryManip::Drop(Slot::Equip(equip));
1279            output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
1280        },
1281        InventoryAction::Sort(sort_order) => {
1282            output_events.emit_server(InventoryManipEvent(
1283                data.entity,
1284                InventoryManip::Sort(sort_order),
1285            ));
1286        },
1287        InventoryAction::Use(slot @ Slot::Equip(_)) => {
1288            let inv_manip = InventoryManip::Use(slot);
1289            output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
1290        },
1291        InventoryAction::Use(Slot::Overflow(_)) => {
1292            // Items in overflow slots cannot be used until moved to a real slot
1293        },
1294        InventoryAction::ToggleSpriteLight(pos, enable) => {
1295            if matches!(pos.kind, Volume::Terrain) {
1296                let sprite_interact = interact::SpriteInteractKind::ToggleLight(enable);
1297
1298                let (buildup_duration, use_duration, recover_duration) =
1299                    sprite_interact.durations();
1300
1301                update.character = CharacterState::Interact(interact::Data {
1302                    static_data: interact::StaticData {
1303                        buildup_duration,
1304                        use_duration: Some(use_duration),
1305                        recover_duration,
1306                        interact: interact::InteractKind::Sprite {
1307                            pos: pos.pos,
1308                            kind: sprite_interact,
1309                        },
1310                        was_wielded: data.character.is_wield(),
1311                        was_sneak: data.character.is_stealthy(),
1312                        required_item: None,
1313                    },
1314                    timer: Duration::default(),
1315                    stage_section: StageSection::Buildup,
1316                });
1317            }
1318        },
1319    }
1320}
1321
1322/// Checks that player can wield the glider and updates `CharacterState` if so
1323pub fn attempt_glide_wield(
1324    data: &JoinData<'_>,
1325    update: &mut StateUpdate,
1326    output_events: &mut OutputEvents,
1327) {
1328    if data
1329        .inventory
1330        .and_then(|inv| inv.equipped(EquipSlot::Glider))
1331        .is_some()
1332        && !data
1333            .physics
1334            .in_liquid()
1335            .map(|depth| depth > 1.0)
1336            .unwrap_or(false)
1337        && data.body.is_humanoid()
1338        && data.mount_data.is_none()
1339        && data.volume_mount_data.is_none()
1340    {
1341        output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Glider {
1342            pos: data.pos.0,
1343            wielded: true,
1344        }));
1345        update.character = CharacterState::GlideWield(glide_wield::Data::from(data));
1346    }
1347}
1348
1349/// Checks that player can jump and sends jump event if so
1350pub fn handle_jump(
1351    data: &JoinData<'_>,
1352    output_events: &mut OutputEvents,
1353    _update: &mut StateUpdate,
1354    strength: f32,
1355) -> bool {
1356    input_is_pressed(data, InputKind::Jump)
1357        .then(|| data.body.jump_impulse())
1358        .flatten()
1359        .and_then(|impulse| {
1360            if data.physics.in_liquid().is_some() {
1361                if data.physics.on_wall.is_some() {
1362                    // Allow entities to make a small jump when at the edge of a body of water,
1363                    // allowing them to path out of it
1364                    Some(impulse * 0.75)
1365                } else {
1366                    None
1367                }
1368            } else if data.physics.on_ground.is_some() {
1369                Some(impulse)
1370            } else {
1371                None
1372            }
1373        })
1374        .map(|impulse| {
1375            output_events.emit_local(LocalEvent::Jump(
1376                data.entity,
1377                strength * impulse / data.mass.0
1378                    * data.scale.map_or(1.0, |s| s.0.powf(13.0).powf(0.25))
1379                    * data.stats.jump_modifier,
1380            ));
1381        })
1382        .is_some()
1383}
1384
1385pub fn handle_walljump(
1386    data: &JoinData<'_>,
1387    output_events: &mut OutputEvents,
1388    update: &mut StateUpdate,
1389    was_wielded: bool,
1390) -> bool {
1391    let Some(wall_dir) = data.physics.on_wall else {
1392        return false;
1393    };
1394    const WALL_JUMP_Z: f32 = 0.7;
1395    let look_dir = data.inputs.look_dir.vec();
1396
1397    // If looking at wall jump into look direction reflected off of the wall
1398    let jump_dir = if look_dir.xy().dot(wall_dir.xy()) > 0.0 {
1399        look_dir.xy().reflected(-wall_dir.xy()).with_z(WALL_JUMP_Z)
1400    } else {
1401        *look_dir
1402    };
1403
1404    // If there is move input while walljumping favour the input direction
1405    let jump_dir = if data.inputs.move_dir.dot(-wall_dir.xy()) > 0.0 {
1406        data.inputs.move_dir.with_z(WALL_JUMP_Z)
1407    } else {
1408        jump_dir
1409    };
1410
1411    // Prevent infinite upwards jumping
1412    let jump_dir = if jump_dir.xy().iter().all(|e| *e < 0.001) {
1413        jump_dir - wall_dir.xy() * 0.1
1414    } else {
1415        jump_dir
1416    }
1417    .try_normalized()
1418    .unwrap_or(Vec3::zero());
1419
1420    if let Some(jump_impulse) = data.body.jump_impulse() {
1421        // Update orientation to look towards jump direction
1422        update.ori = update
1423            .ori
1424            .slerped_towards(Ori::from(Dir::new(jump_dir)), 20.0);
1425        // How strong the climb boost is relative to a normal jump
1426        const WALL_JUMP_FACTOR: f32 = 1.1;
1427        // Apply force
1428        output_events.emit_local(LocalEvent::ApplyImpulse {
1429            entity: data.entity,
1430            impulse: jump_dir * WALL_JUMP_FACTOR * jump_impulse / data.mass.0
1431                * data.scale.map_or(1.0, |s| s.0.powf(13.0).powf(0.25)),
1432        });
1433    }
1434    if was_wielded {
1435        update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
1436    } else {
1437        update.character = CharacterState::Idle(idle::Data::default());
1438    }
1439    true
1440}
1441
1442fn handle_ability(
1443    data: &JoinData<'_>,
1444    update: &mut StateUpdate,
1445    output_events: &mut OutputEvents,
1446    input: InputKind,
1447) -> bool {
1448    if let Some(ability_input) = input.into()
1449        && let Some((ability, from_offhand, spec_ability)) = data
1450            .active_abilities
1451            .and_then(|a| {
1452                a.activate_ability(
1453                    ability_input,
1454                    data.inventory,
1455                    data.skill_set,
1456                    Some(data.body),
1457                    Some(data.character),
1458                    data.stance,
1459                    data.combo,
1460                    Some(data.stats),
1461                    data.buffs,
1462                )
1463            })
1464            .map(|(mut a, f, s)| {
1465                let mut contextual_stats =
1466                    if let Some(contextual_stats) = a.ability_meta().contextual_stats {
1467                        contextual_stats.equivalent_stats(data)
1468                    } else {
1469                        tool::Stats::one()
1470                    };
1471                contextual_stats.energy_efficiency *= data.stats.energy_efficiency_modifier;
1472                a = a.adjusted_by_stats(contextual_stats);
1473                (a, f, s)
1474            })
1475            .filter(|(ability, _, _)| ability.requirements_paid(data, update))
1476    {
1477        // TODO: Change requirements_paid to requirements_met, and then pay requirements
1478        // here (necessary after energy and combo moved to AbilityMeta)
1479        let ability_meta = ability.ability_meta();
1480        {
1481            let AbilityRequirements { stance: _, item } = ability_meta.requirements;
1482            let inv_slot = item.and_then(|item| {
1483                data.inventory
1484                    .and_then(|inv| inv.get_slot_of_item_by_def_id(&item.item_def_id()))
1485            });
1486            if let Some(inv_slot) = inv_slot {
1487                let inv_manip = InventoryManip::Delete(
1488                    inv_slot,
1489                    NonZeroU32::new(1).expect("1 is greater than 0"),
1490                );
1491                output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
1492            }
1493        }
1494        match CharacterState::try_from((
1495            &ability,
1496            AbilityInfo::new(data, from_offhand, input, Some(spec_ability), ability_meta),
1497            data,
1498        )) {
1499            Ok(character_state) => {
1500                let tool_kind = character_state.ability_info().and_then(|ai| ai.tool);
1501                let target_uid = character_state
1502                    .ability_info()
1503                    .and_then(|ai| ai.input_attr)
1504                    .and_then(|ia| ia.target_entity);
1505                update.character = character_state;
1506
1507                for init_event in ability
1508                    .ability_meta()
1509                    .init_event
1510                    .iter()
1511                    .chain(ability.ability_meta().init_event2.iter())
1512                {
1513                    match init_event {
1514                        AbilityInitEvent::EnterStance(stance) => {
1515                            output_events.emit_server(ChangeStanceEvent {
1516                                entity: data.entity,
1517                                stance: *stance,
1518                            });
1519                        },
1520                        AbilityInitEvent::GainBuff {
1521                            kind,
1522                            strength,
1523                            duration,
1524                        } => {
1525                            let dest_info = DestInfo {
1526                                stats: Some(data.stats),
1527                                mass: Some(data.mass),
1528                            };
1529                            output_events.emit_server(BuffEvent {
1530                                entity: data.entity,
1531                                buff_change: BuffChange::Add(Buff::new(
1532                                    *kind,
1533                                    BuffData::new(*strength, *duration),
1534                                    vec![BuffCategory::SelfBuff],
1535                                    BuffSource::Character {
1536                                        by: *data.uid,
1537                                        tool_kind,
1538                                    },
1539                                    *data.time,
1540                                    dest_info,
1541                                    Some(data.mass),
1542                                    target_uid,
1543                                )),
1544                            });
1545                        },
1546                        AbilityInitEvent::RemoveBuff(buff) => {
1547                            output_events.emit_server(BuffEvent {
1548                                entity: data.entity,
1549                                buff_change: BuffChange::RemoveByKind(*buff),
1550                            });
1551                        },
1552                    }
1553                }
1554                if let CharacterState::Roll(roll) = &mut update.character {
1555                    if data.character.is_wield() || data.character.was_wielded() {
1556                        roll.was_wielded = true;
1557                    }
1558                    if data.character.is_stealthy() {
1559                        roll.is_sneaking = true;
1560                    }
1561                    if data.character.is_aimed() {
1562                        roll.prev_aimed_dir = Some(data.controller.inputs.look_dir);
1563                    }
1564                }
1565                return true;
1566            },
1567            Err(err) => {
1568                warn!("Failed to enter character state: {err:?}");
1569            },
1570        }
1571    }
1572    false
1573}
1574
1575pub fn handle_input(
1576    data: &JoinData<'_>,
1577    output_events: &mut OutputEvents,
1578    update: &mut StateUpdate,
1579    input: InputKind,
1580) {
1581    match input {
1582        InputKind::Primary
1583        | InputKind::Secondary
1584        | InputKind::Ability(_)
1585        | InputKind::Block
1586        | InputKind::Roll => {
1587            handle_ability(data, update, output_events, input);
1588        },
1589        InputKind::Jump => {
1590            handle_jump(data, output_events, update, 1.0);
1591        },
1592        InputKind::WallJump | InputKind::Fly => {},
1593    }
1594}
1595
1596// NOTE: Quality of Life hack
1597//
1598// Uses glider ability if has any, otherwise fallback
1599pub fn handle_glider_input_or(
1600    data: &JoinData<'_>,
1601    update: &mut StateUpdate,
1602    output_events: &mut OutputEvents,
1603    fallback_fn: fn(&JoinData<'_>, &mut StateUpdate),
1604) {
1605    if data
1606        .inventory
1607        .and_then(|inv| inv.equipped(EquipSlot::Glider))
1608        .and_then(|glider| glider.item_config())
1609        .is_none()
1610    {
1611        fallback_fn(data, update);
1612        return;
1613    };
1614
1615    if let Some(input) = data.controller.queued_inputs.keys().next() {
1616        handle_ability(data, update, output_events, *input);
1617    };
1618}
1619
1620pub fn attempt_input(
1621    data: &JoinData<'_>,
1622    output_events: &mut OutputEvents,
1623    update: &mut StateUpdate,
1624) {
1625    // TODO: look into using first() when it becomes stable
1626    if let Some(input) = data.controller.queued_inputs.keys().next() {
1627        handle_input(data, output_events, update, *input);
1628    }
1629}
1630
1631/// Returns whether an interrupt occurred
1632pub fn handle_interrupts(
1633    data: &JoinData,
1634    update: &mut StateUpdate,
1635    output_events: &mut OutputEvents,
1636) -> bool {
1637    let can_dodge = matches!(
1638        data.character.stage_section(),
1639        Some(StageSection::Buildup | StageSection::Recover)
1640    );
1641    let can_block = data
1642        .character
1643        .ability_info()
1644        .map(|info| info.ability_meta)
1645        .is_some_and(|meta| meta.capabilities.contains(Capability::BLOCK_INTERRUPT));
1646    if can_dodge && input_is_pressed(data, InputKind::Roll) {
1647        handle_ability(data, update, output_events, InputKind::Roll)
1648    } else if can_block && input_is_pressed(data, InputKind::Block) {
1649        handle_ability(data, update, output_events, InputKind::Block)
1650    } else {
1651        false
1652    }
1653}
1654
1655pub fn is_strafing(data: &JoinData<'_>, update: &StateUpdate) -> bool {
1656    // TODO: Don't always check `character.is_aimed()`, allow the frontend to
1657    // control whether the player strafes during an aimed `CharacterState`.
1658    (update.character.is_aimed() || update.should_strafe) && data.body.can_strafe()
1659    // no strafe with music instruments equipped in ActiveMainhand
1660    && !matches!(unwrap_tool_data(data, EquipSlot::ActiveMainhand),
1661        Some((ToolKind::Instrument, _)))
1662}
1663
1664/// Returns tool and components
1665pub fn unwrap_tool_data(data: &JoinData, equip_slot: EquipSlot) -> Option<(ToolKind, Hands)> {
1666    if let Some(ItemKind::Tool(tool)) = data
1667        .inventory
1668        .and_then(|inv| inv.equipped(equip_slot))
1669        .map(|i| i.kind())
1670        .as_deref()
1671    {
1672        Some((tool.kind, tool.hands))
1673    } else {
1674        None
1675    }
1676}
1677
1678pub fn get_hands(data: &JoinData<'_>) -> (Option<Hands>, Option<Hands>) {
1679    let hand = |slot| {
1680        if let Some(ItemKind::Tool(tool)) = data
1681            .inventory
1682            .and_then(|inv| inv.equipped(slot))
1683            .map(|i| i.kind())
1684            .as_deref()
1685        {
1686            Some(tool.hands)
1687        } else {
1688            None
1689        }
1690    };
1691    (
1692        hand(EquipSlot::ActiveMainhand),
1693        hand(EquipSlot::ActiveOffhand),
1694    )
1695}
1696
1697pub fn get_tool_stats(data: &JoinData<'_>, ai: AbilityInfo) -> tool::Stats {
1698    ai.hand
1699        .map(|hand| hand.to_equip_slot())
1700        .and_then(|slot| data.inventory.and_then(|inv| inv.equipped(slot)))
1701        .and_then(|item| {
1702            if let ItemKind::Tool(tool) = &*item.kind() {
1703                Some(tool.stats(item.stats_durability_multiplier()))
1704            } else {
1705                None
1706            }
1707        })
1708        .unwrap_or(tool::Stats::one())
1709}
1710
1711pub fn input_is_pressed(data: &JoinData<'_>, input: InputKind) -> bool {
1712    data.controller.queued_inputs.contains_key(&input)
1713}
1714
1715/// Checked `Duration` addition. Computes `timer` + `dt`, only applying
1716/// the explicitly given modifier and returning None if overflow
1717/// occurred.
1718fn checked_tick(data: &JoinData<'_>, timer: Duration, modifier: Option<f32>) -> Option<Duration> {
1719    timer.checked_add(Duration::from_secs_f32(data.dt.0 * modifier.unwrap_or(1.0)))
1720}
1721
1722/// Ticks `timer` by `dt`, only applying the explicitly given modifier.
1723/// Returns `Duration::default()` if overflow occurs
1724pub fn tick_or_default(data: &JoinData<'_>, timer: Duration, modifier: Option<f32>) -> Duration {
1725    checked_tick(data, timer, modifier).unwrap_or_default()
1726}
1727
1728/// Checked `Duration` addition. Computes `timer` + `dt`, applying relevant stat
1729/// attack modifiers and returning None if overflow
1730/// occurred.
1731fn checked_tick_attack(
1732    data: &JoinData<'_>,
1733    timer: Duration,
1734    other_modifier: Option<f32>,
1735) -> Option<Duration> {
1736    let section_modifier = match data.character.stage_section() {
1737        Some(StageSection::Buildup) => data.stats.buildup_speed_modifier,
1738        Some(StageSection::Charge) => data.stats.charge_speed_modifier,
1739        Some(StageSection::Recover) => data.stats.recovery_speed_modifier,
1740        _ => 1.0,
1741    };
1742    checked_tick(
1743        data,
1744        timer,
1745        Some(data.stats.attack_speed_modifier * section_modifier * other_modifier.unwrap_or(1.0)),
1746    )
1747}
1748
1749/// Ticks `timer` by `dt`, applying relevant stat attack modifiers and
1750/// `other_modifier`. Returns `Duration::default()` if overflow occurs
1751pub fn tick_attack_or_default(
1752    data: &JoinData<'_>,
1753    timer: Duration,
1754    other_modifier: Option<f32>,
1755) -> Duration {
1756    checked_tick_attack(data, timer, other_modifier).unwrap_or_default()
1757}
1758
1759/// Determines what portion a state is in. Used in all attacks (eventually). Is
1760/// used to control aspects of animation code, as well as logic within the
1761/// character states.
1762#[derive(Clone, Copy, Debug, Display, Eq, Hash, PartialEq, Serialize, Deserialize)]
1763pub enum StageSection {
1764    Buildup,
1765    Recover,
1766    Charge,
1767    Movement,
1768    Action,
1769}
1770
1771#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
1772pub enum ForcedMovement {
1773    Forward(f32),
1774    Reverse(f32),
1775    Sideways(f32),
1776    DirectedReverse(f32),
1777    AntiDirectedForward(f32),
1778    Leap {
1779        vertical: f32,
1780        forward: f32,
1781        progress: f32,
1782        direction: MovementDirection,
1783    },
1784}
1785
1786impl Mul<f32> for ForcedMovement {
1787    type Output = Self;
1788
1789    fn mul(self, scalar: f32) -> Self {
1790        use ForcedMovement::*;
1791        match self {
1792            Forward(x) => Forward(x * scalar),
1793            Reverse(x) => Reverse(x * scalar),
1794            Sideways(x) => Sideways(x * scalar),
1795            DirectedReverse(x) => DirectedReverse(x * scalar),
1796            AntiDirectedForward(x) => AntiDirectedForward(x * scalar),
1797            Leap {
1798                vertical,
1799                forward,
1800                progress,
1801                direction,
1802            } => Leap {
1803                vertical: vertical * scalar,
1804                forward: forward * scalar,
1805                progress,
1806                direction,
1807            },
1808        }
1809    }
1810}
1811
1812#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
1813pub enum MovementDirection {
1814    Look,
1815    AntiLook,
1816    Move,
1817}
1818
1819impl MovementDirection {
1820    pub fn get_2d_dir(self, data: &JoinData<'_>) -> Vec2<f32> {
1821        use MovementDirection::*;
1822        match self {
1823            Look => data
1824                .inputs
1825                .look_dir
1826                .to_horizontal()
1827                .unwrap_or_default()
1828                .xy(),
1829            AntiLook => -data
1830                .inputs
1831                .look_dir
1832                .to_horizontal()
1833                .unwrap_or_default()
1834                .xy(),
1835            Move => data.inputs.move_dir,
1836        }
1837        .try_normalized()
1838        .unwrap_or_default()
1839    }
1840}
1841
1842#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
1843pub struct AbilityInfo {
1844    pub tool: Option<ToolKind>,
1845    pub hand: Option<HandInfo>,
1846    pub input: InputKind,
1847    pub input_attr: Option<InputAttr>,
1848    pub ability_meta: AbilityMeta,
1849    pub ability: Option<SpecifiedAbility>,
1850}
1851
1852impl AbilityInfo {
1853    pub fn new(
1854        data: &JoinData<'_>,
1855        from_offhand: bool,
1856        input: InputKind,
1857        ability: Option<SpecifiedAbility>,
1858        ability_meta: AbilityMeta,
1859    ) -> Self {
1860        let tool_data = if from_offhand {
1861            unwrap_tool_data(data, EquipSlot::ActiveOffhand)
1862        } else {
1863            unwrap_tool_data(data, EquipSlot::ActiveMainhand)
1864        };
1865        let (tool, hand) = tool_data.map_or((None, None), |(kind, hands)| {
1866            (
1867                Some(kind),
1868                Some(HandInfo::from_main_tool(hands, from_offhand)),
1869            )
1870        });
1871
1872        Self {
1873            tool,
1874            hand,
1875            input,
1876            input_attr: data.controller.queued_inputs.get(&input).copied(),
1877            ability_meta,
1878            ability,
1879        }
1880    }
1881}
1882
1883pub fn end_ability(data: &JoinData<'_>, update: &mut StateUpdate) {
1884    if data.character.is_wield() || data.character.was_wielded() {
1885        update.character = CharacterState::Wielding(wielding::Data {
1886            is_sneaking: data.character.is_stealthy(),
1887        });
1888    } else {
1889        update.character = CharacterState::Idle(idle::Data {
1890            is_sneaking: data.character.is_stealthy(),
1891            footwear: None,
1892            time_entered: *data.time,
1893        });
1894    }
1895    if let CharacterState::Roll(roll) = data.character
1896        && let Some(dir) = roll.prev_aimed_dir
1897    {
1898        update.ori = dir.into();
1899    }
1900}
1901
1902pub fn end_melee_ability(data: &JoinData<'_>, update: &mut StateUpdate) {
1903    end_ability(data, update);
1904    data.updater.remove::<Melee>(data.entity);
1905}
1906
1907#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
1908pub enum HandInfo {
1909    TwoHanded,
1910    MainHand,
1911    OffHand,
1912}
1913
1914impl HandInfo {
1915    pub fn from_main_tool(tool_hands: Hands, from_offhand: bool) -> Self {
1916        match tool_hands {
1917            Hands::Two => Self::TwoHanded,
1918            Hands::One => {
1919                if from_offhand {
1920                    Self::OffHand
1921                } else {
1922                    Self::MainHand
1923                }
1924            },
1925        }
1926    }
1927
1928    pub fn to_equip_slot(&self) -> EquipSlot {
1929        match self {
1930            HandInfo::TwoHanded | HandInfo::MainHand => EquipSlot::ActiveMainhand,
1931            HandInfo::OffHand => EquipSlot::ActiveOffhand,
1932        }
1933    }
1934}
1935
1936pub fn leave_stance(data: &JoinData<'_>, output_events: &mut OutputEvents) {
1937    if !matches!(data.stance, Some(Stance::None)) {
1938        output_events.emit_server(ChangeStanceEvent {
1939            entity: data.entity,
1940            stance: Stance::None,
1941        });
1942    }
1943}
1944
1945#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
1946pub enum ComboConsumption {
1947    #[default]
1948    All,
1949    Half,
1950    Cost,
1951}
1952
1953impl ComboConsumption {
1954    pub fn consume(&self, data: &JoinData, output_events: &mut OutputEvents, cost: u32) {
1955        let combo = data.combo.map_or(0, |c| c.counter());
1956        let to_consume = match self {
1957            Self::All => combo,
1958            Self::Half => combo.div_ceil(2),
1959            Self::Cost => cost,
1960        };
1961        output_events.emit_server(ComboChangeEvent {
1962            entity: data.entity,
1963            change: -(to_consume as i32),
1964        });
1965    }
1966}
1967
1968fn loadout_change_hook(data: &JoinData<'_>, output_events: &mut OutputEvents, clear_combo: bool) {
1969    if clear_combo {
1970        // Reset combo to 0
1971        output_events.emit_server(ComboChangeEvent {
1972            entity: data.entity,
1973            change: -data.combo.map_or(0, |c| c.counter() as i32),
1974        });
1975    }
1976    // Clear any buffs from equipped weapons
1977    output_events.emit_server(BuffEvent {
1978        entity: data.entity,
1979        buff_change: BuffChange::RemoveByCategory {
1980            all_required: vec![BuffCategory::RemoveOnLoadoutChange],
1981            any_required: vec![],
1982            none_required: vec![],
1983        },
1984    });
1985}
1986
1987#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Default)]
1988#[serde(deny_unknown_fields)]
1989pub struct MovementModifier {
1990    pub buildup: Option<f32>,
1991    pub action: Option<f32>,
1992    pub recover: Option<f32>,
1993}
1994
1995#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Default)]
1996#[serde(deny_unknown_fields)]
1997pub struct OrientationModifier {
1998    pub buildup: Option<f32>,
1999    pub action: Option<f32>,
2000    pub recover: Option<f32>,
2001}
2002
2003#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
2004pub enum ProjectileSpread {
2005    Increasing(f32),
2006    Horizontal(f32),
2007}
2008
2009impl ProjectileSpread {
2010    pub fn compute_directions(
2011        self,
2012        init_dir: Dir,
2013        init_ori: Ori,
2014        num: u32,
2015        rng: &mut impl RngExt,
2016    ) -> impl Iterator<Item = Dir> + '_ {
2017        match self {
2018            Self::Increasing(spread) => Either::Left(
2019                // Adds a slight spread to the projectiles. First projectile has no spread,
2020                // and spread increases linearly with number of projectiles created.
2021                (0..num).map(move |i| {
2022                    Dir::from_unnormalized(init_dir.map(|x| {
2023                        let offset = (2.0 * rng.random::<f32>() - 1.0) * spread * i as f32;
2024                        x + offset
2025                    }))
2026                    .unwrap_or(init_dir)
2027                }),
2028            ),
2029            Self::Horizontal(spread) => Either::Right(if num < 2 {
2030                Either::Left(std::iter::once(init_dir))
2031            } else {
2032                let left = -spread.to_radians();
2033                let increment = spread.to_radians() * 2.0 / (num as f32 - 1.0);
2034                let rot_quat_dir = Quaternion::<f32>::rotation_from_to_3d(
2035                    Vec3::unit_y(),
2036                    Vec3::new(0.0, init_dir.xy().magnitude(), init_dir.z),
2037                );
2038                Either::Right((0..num).map(move |i| {
2039                    let angle = left + increment * i as f32;
2040                    let rot_quat_spread = Quaternion::<f32>::rotation_from_to_3d(
2041                        Vec3::unit_y(),
2042                        Vec2::unit_y().rotated_z(angle).with_z(0.0),
2043                    );
2044                    Dir::from_unnormalized(
2045                        Ori::new(init_ori.to_quat() * rot_quat_dir * rot_quat_spread).look_vec(),
2046                    )
2047                    .unwrap_or(init_dir)
2048                }))
2049            }),
2050        }
2051    }
2052
2053    /// Don't use this for anything important, just things that need to know
2054    /// "roughly" the spread
2055    pub fn estimated_spread(&self) -> f32 {
2056        match self {
2057            // TODO: Check if we want these to return something different
2058            Self::Increasing(spread) | Self::Horizontal(spread) => *spread,
2059        }
2060    }
2061}