1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
use crate::{
    astar::Astar,
    comp::{
        ability::{AbilityInitEvent, AbilityMeta, Capability, SpecifiedAbility, Stance},
        arthropod, biped_large, biped_small, bird_medium,
        buff::{Buff, BuffCategory, BuffChange, BuffData, BuffSource, DestInfo},
        character_state::OutputEvents,
        controller::InventoryManip,
        golem,
        inventory::slot::{ArmorSlot, EquipSlot, Slot},
        item::{
            armor::Friction,
            tool::{self, AbilityContext},
            Hands, ItemKind, ToolKind,
        },
        quadruped_low, quadruped_medium, quadruped_small, ship,
        skills::{Skill, SwimSkill, SKILL_MODIFIERS},
        theropod, Alignment, Body, CharacterState, Density, InputAttr, InputKind, InventoryAction,
        Melee, Pos, StateUpdate,
    },
    consts::{FRIC_GROUND, GRAVITY, MAX_MOUNT_RANGE, MAX_PICKUP_RANGE},
    event::{BuffEvent, ChangeStanceEvent, ComboChangeEvent, InventoryManipEvent, LocalEvent},
    mounting::Volume,
    outcome::Outcome,
    states::{behavior::JoinData, utils::CharacterState::Idle, *},
    terrain::{Block, TerrainGrid, UnlockKind},
    uid::Uid,
    util::Dir,
    vol::ReadVol,
};
use core::hash::BuildHasherDefault;
use fxhash::FxHasher64;
use serde::{Deserialize, Serialize};
use std::{
    f32::consts::PI,
    ops::{Add, Div, Mul},
    time::Duration,
};
use strum::Display;
use vek::*;

pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;

impl Body {
    pub fn base_accel(&self) -> f32 {
        match self {
            // Note: Entities have been slowed down relative to humanoid speeds, but it may be worth
            // reverting/increasing speed once we've established slower AI.
            Body::Humanoid(_) => 100.0,
            Body::QuadrupedSmall(body) => match body.species {
                quadruped_small::Species::Turtle => 30.0,
                quadruped_small::Species::Axolotl => 70.0,
                quadruped_small::Species::Pig => 70.0,
                quadruped_small::Species::Sheep => 70.0,
                quadruped_small::Species::Truffler => 70.0,
                quadruped_small::Species::Fungome => 70.0,
                quadruped_small::Species::Goat => 80.0,
                quadruped_small::Species::Raccoon => 100.0,
                quadruped_small::Species::Frog => 150.0,
                quadruped_small::Species::Porcupine => 100.0,
                quadruped_small::Species::Beaver => 100.0,
                quadruped_small::Species::Rabbit => 110.0,
                quadruped_small::Species::Cat => 150.0,
                quadruped_small::Species::Quokka => 100.0,
                quadruped_small::Species::MossySnail => 20.0,
                _ => 125.0,
            },
            Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
                quadruped_medium::Species::Grolgar => 100.0,
                quadruped_medium::Species::Saber => 110.0,
                quadruped_medium::Species::Tiger => 110.0,
                quadruped_medium::Species::Tuskram => 85.0,
                quadruped_medium::Species::Lion => 105.0,
                quadruped_medium::Species::Tarasque => 100.0,
                quadruped_medium::Species::Wolf => 115.0,
                quadruped_medium::Species::Frostfang => 115.0,
                quadruped_medium::Species::Mouflon => 75.0,
                quadruped_medium::Species::Catoblepas => 60.0,
                quadruped_medium::Species::Bonerattler => 115.0,
                quadruped_medium::Species::Deer => 120.0,
                quadruped_medium::Species::Hirdrasil => 110.0,
                quadruped_medium::Species::Roshwalr => 70.0,
                quadruped_medium::Species::Donkey => 90.0,
                quadruped_medium::Species::Camel => 75.0,
                quadruped_medium::Species::Zebra => 150.0,
                quadruped_medium::Species::Antelope => 155.0,
                quadruped_medium::Species::Kelpie => 140.0,
                quadruped_medium::Species::Horse => 140.0,
                quadruped_medium::Species::Barghest => 80.0,
                quadruped_medium::Species::Cattle => 80.0,
                quadruped_medium::Species::Darkhound => 115.0,
                quadruped_medium::Species::Highland => 80.0,
                quadruped_medium::Species::Yak => 80.0,
                quadruped_medium::Species::Panda => 90.0,
                quadruped_medium::Species::Bear => 90.0,
                quadruped_medium::Species::Dreadhorn => 95.0,
                quadruped_medium::Species::Moose => 105.0,
                quadruped_medium::Species::Snowleopard => 115.0,
                quadruped_medium::Species::Mammoth => 75.0,
                quadruped_medium::Species::Ngoubou => 95.0,
                quadruped_medium::Species::Llama => 100.0,
                quadruped_medium::Species::Alpaca => 100.0,
                quadruped_medium::Species::Akhlut => 90.0,
                quadruped_medium::Species::Bristleback => 105.0,
                quadruped_medium::Species::ClaySteed => 85.0,
            },
            Body::BipedLarge(body) => match body.species {
                biped_large::Species::Slysaurok => 100.0,
                biped_large::Species::Occultsaurok => 100.0,
                biped_large::Species::Mightysaurok => 100.0,
                biped_large::Species::Mindflayer => 90.0,
                biped_large::Species::Minotaur => 60.0,
                biped_large::Species::Huskbrute => 130.0,
                biped_large::Species::Cultistwarlord => 110.0,
                biped_large::Species::Cultistwarlock => 90.0,
                biped_large::Species::Gigasfrost => 45.0,
                biped_large::Species::Forgemaster => 100.0,
                _ => 80.0,
            },
            Body::BirdMedium(_) => 80.0,
            Body::FishMedium(_) => 80.0,
            Body::Dragon(_) => 250.0,
            Body::BirdLarge(_) => 110.0,
            Body::FishSmall(_) => 60.0,
            Body::BipedSmall(biped_small) => match biped_small.species {
                biped_small::Species::Haniwa => 65.0,
                biped_small::Species::Boreal => 100.0,
                _ => 80.0,
            },
            Body::Object(_) => 0.0,
            Body::ItemDrop(_) => 0.0,
            Body::Golem(body) => match body.species {
                golem::Species::ClayGolem => 120.0,
                golem::Species::IronGolem => 100.0,
                _ => 60.0,
            },
            Body::Theropod(theropod) => match theropod.species {
                theropod::Species::Archaeos
                | theropod::Species::Odonto
                | theropod::Species::Ntouka => 110.0,
                theropod::Species::Dodarock => 75.0,
                theropod::Species::Yale => 115.0,
                _ => 125.0,
            },
            Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
                quadruped_low::Species::Crocodile => 60.0,
                quadruped_low::Species::SeaCrocodile => 60.0,
                quadruped_low::Species::Alligator => 65.0,
                quadruped_low::Species::Salamander => 85.0,
                quadruped_low::Species::Elbst => 85.0,
                quadruped_low::Species::Monitor => 130.0,
                quadruped_low::Species::Asp => 100.0,
                quadruped_low::Species::Tortoise => 60.0,
                quadruped_low::Species::Rocksnapper => 70.0,
                quadruped_low::Species::Rootsnapper => 70.0,
                quadruped_low::Species::Reefsnapper => 70.0,
                quadruped_low::Species::Pangolin => 90.0,
                quadruped_low::Species::Maneater => 80.0,
                quadruped_low::Species::Sandshark => 125.0,
                quadruped_low::Species::Hakulaq => 125.0,
                quadruped_low::Species::Dagon => 140.0,
                quadruped_low::Species::Lavadrake => 100.0,
                quadruped_low::Species::Icedrake => 100.0,
                quadruped_low::Species::Basilisk => 85.0,
                quadruped_low::Species::Deadwood => 110.0,
                quadruped_low::Species::Mossdrake => 100.0,
                quadruped_low::Species::Driggle => 120.0,
                quadruped_low::Species::Snaretongue => 120.0,
            },
            Body::Ship(ship::Body::Carriage) => 40.0,
            Body::Ship(_) => 0.0,
            Body::Arthropod(arthropod) => match arthropod.species {
                arthropod::Species::Tarantula => 85.0,
                arthropod::Species::Blackwidow => 95.0,
                arthropod::Species::Antlion => 115.0,
                arthropod::Species::Hornbeetle => 80.0,
                arthropod::Species::Leafbeetle => 65.0,
                arthropod::Species::Stagbeetle => 80.0,
                arthropod::Species::Weevil => 70.0,
                arthropod::Species::Cavespider => 90.0,
                arthropod::Species::Moltencrawler => 70.0,
                arthropod::Species::Mosscrawler => 70.0,
                arthropod::Species::Sandcrawler => 70.0,
                arthropod::Species::Dagonite => 70.0,
                arthropod::Species::Emberfly => 75.0,
            },
            Body::Crustacean(_) => 80.0,
        }
    }

    pub fn air_accel(&self) -> f32 { self.base_accel() * 0.025 }

    /// Attempt to determine the maximum speed of the character
    /// when moving on the ground
    pub fn max_speed_approx(&self) -> f32 {
        // Inverse kinematics: at what velocity will acceleration
        // be cancelled out by friction drag?
        // Note: we assume no air, since it's such a small factor.
        // Derived via...
        // v = (v + dv / 30) * (1 - drag).powi(2) (accel cancels drag)
        // => 1 = (1 + (dv / 30) / v) * (1 - drag).powi(2)
        // => 1 / (1 - drag).powi(2) = 1 + (dv / 30) / v
        // => 1 / (1 - drag).powi(2) - 1 = (dv / 30) / v
        // => 1 / (1 / (1 - drag).powi(2) - 1) = v / (dv / 30)
        // => (dv / 30) / (1 / (1 - drag).powi(2) - 1) = v
        let v = match self {
            Body::Ship(ship) => ship.get_speed(),
            _ => (-self.base_accel() / 30.0) / ((1.0 - FRIC_GROUND).powi(2) - 1.0),
        };
        debug_assert!(v >= 0.0, "Speed must be positive!");
        v
    }

    /// The turn rate in 180°/s (or (rotations per second)/2)
    pub fn base_ori_rate(&self) -> f32 {
        match self {
            Body::Humanoid(_) => 3.5,
            Body::QuadrupedSmall(_) => 3.0,
            Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
                quadruped_medium::Species::Mammoth => 1.0,
                _ => 2.8,
            },
            Body::BirdMedium(_) => 6.0,
            Body::FishMedium(_) => 6.0,
            Body::Dragon(_) => 1.0,
            Body::BirdLarge(_) => 7.0,
            Body::FishSmall(_) => 7.0,
            Body::BipedLarge(_) => 2.7,
            Body::BipedSmall(_) => 3.5,
            Body::Object(_) => 2.0,
            Body::ItemDrop(_) => 2.0,
            Body::Golem(_) => 2.0,
            Body::Theropod(theropod) => match theropod.species {
                theropod::Species::Archaeos => 2.3,
                theropod::Species::Odonto => 2.3,
                theropod::Species::Ntouka => 2.3,
                theropod::Species::Dodarock => 2.0,
                _ => 2.5,
            },
            Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
                quadruped_low::Species::Asp => 2.2,
                quadruped_low::Species::Tortoise => 1.5,
                quadruped_low::Species::Rocksnapper => 1.8,
                quadruped_low::Species::Rootsnapper => 1.8,
                quadruped_low::Species::Lavadrake => 1.7,
                quadruped_low::Species::Icedrake => 1.7,
                quadruped_low::Species::Mossdrake => 1.7,
                _ => 2.0,
            },
            Body::Ship(ship::Body::Carriage) => 0.04,
            Body::Ship(ship) if ship.has_water_thrust() => 5.0 / self.dimensions().y,
            Body::Ship(_) => 6.0 / self.dimensions().y,
            Body::Arthropod(_) => 3.5,
            Body::Crustacean(_) => 3.5,
        }
    }

    /// Returns thrust force if the body type can swim, otherwise None
    pub fn swim_thrust(&self) -> Option<f32> {
        // Swim thrust is proportional to the frontal area of the creature, since we
        // assume that strength roughly scales according to square laws. Also,
        // it happens to make balancing against drag much simpler.
        let front_profile = self.dimensions().x * self.dimensions().z;
        Some(
            match self {
                Body::Object(_) => return None,
                Body::ItemDrop(_) => return None,
                Body::Ship(ship::Body::Submarine) => 1000.0 * self.mass().0,
                Body::Ship(ship) if ship.has_water_thrust() => 500.0 * self.mass().0,
                Body::Ship(_) => return None,
                Body::BipedLarge(_) => 120.0 * self.mass().0,
                Body::Golem(_) => 100.0 * self.mass().0,
                Body::BipedSmall(_) => 1000.0 * self.mass().0,
                Body::BirdMedium(_) => 400.0 * self.mass().0,
                Body::BirdLarge(_) => 400.0 * self.mass().0,
                Body::FishMedium(_) => 200.0 * self.mass().0,
                Body::FishSmall(_) => 300.0 * self.mass().0,
                Body::Dragon(_) => 50.0 * self.mass().0,
                // Humanoids are a bit different: we try to give them thrusts that result in similar
                // speeds for gameplay reasons
                Body::Humanoid(_) => 4_000_000.0 / self.mass().0,
                Body::Theropod(body) => match body.species {
                    theropod::Species::Sandraptor
                    | theropod::Species::Snowraptor
                    | theropod::Species::Sunlizard
                    | theropod::Species::Woodraptor
                    | theropod::Species::Dodarock
                    | theropod::Species::Axebeak
                    | theropod::Species::Yale => 500.0 * self.mass().0,
                    _ => 150.0 * self.mass().0,
                },
                Body::QuadrupedLow(_) => 1200.0 * self.mass().0,
                Body::QuadrupedMedium(body) => match body.species {
                    quadruped_medium::Species::Mammoth => 150.0 * self.mass().0,
                    _ => 1000.0 * self.mass().0,
                },
                Body::QuadrupedSmall(_) => 1500.0 * self.mass().0,
                Body::Arthropod(_) => 500.0 * self.mass().0,
                Body::Crustacean(_) => 400.0 * self.mass().0,
            } * front_profile,
        )
    }

    /// Returns thrust force if the body type can fly, otherwise None
    pub fn fly_thrust(&self) -> Option<f32> {
        match self {
            Body::BirdMedium(body) => match body.species {
                bird_medium::Species::Bat => Some(GRAVITY * self.mass().0 * 0.5),
                _ => Some(GRAVITY * self.mass().0 * 2.0),
            },
            Body::BirdLarge(_) => Some(GRAVITY * self.mass().0 * 0.5),
            Body::Dragon(_) => Some(200_000.0),
            Body::Ship(ship) if ship.can_fly() => Some(300_000.0),
            _ => None,
        }
    }

    /// Returns jump impulse if the body type can jump, otherwise None
    pub fn jump_impulse(&self) -> Option<f32> {
        match self {
            Body::Object(_) | Body::Ship(_) | Body::ItemDrop(_) => None,
            Body::BipedLarge(_) | Body::Dragon(_) => Some(0.6 * self.mass().0),
            Body::Golem(_) | Body::QuadrupedLow(_) => Some(0.4 * self.mass().0),
            Body::QuadrupedMedium(_) => Some(0.4 * self.mass().0),
            Body::Theropod(body) => match body.species {
                theropod::Species::Snowraptor
                | theropod::Species::Sandraptor
                | theropod::Species::Woodraptor => Some(0.4 * self.mass().0),
                _ => None,
            },
            Body::Arthropod(_) => Some(1.0 * self.mass().0),
            _ => Some(0.4 * self.mass().0),
        }
        .map(|f| f * GRAVITY)
    }

    pub fn can_climb(&self) -> bool { matches!(self, Body::Humanoid(_)) }

    /// Returns how well a body can move backwards while strafing (0.0 = not at
    /// all, 1.0 = same as forward)
    pub fn reverse_move_factor(&self) -> f32 { 0.45 }

    /// Returns the position where a projectile should be fired relative to this
    /// body
    pub fn projectile_offsets(&self, ori: Vec3<f32>, scale: f32) -> Vec3<f32> {
        let body_offsets_z = match self {
            Body::Golem(_) => self.height() * 0.4,
            _ => self.eye_height(scale),
        };

        let dim = self.dimensions();
        // The width (shoulder to shoulder) and length (nose to tail)
        let (width, length) = (dim.x, dim.y);
        let body_radius = if length > width {
            // Dachshund-like
            self.max_radius()
        } else {
            // Cyclops-like
            self.min_radius()
        };

        Vec3::new(
            body_radius * ori.x * 1.1,
            body_radius * ori.y * 1.1,
            body_offsets_z,
        )
    }
}

/// set footwear in idle data and potential state change to Skate
pub fn handle_skating(data: &JoinData, update: &mut StateUpdate) {
    if let Idle(idle::Data {
        is_sneaking,
        time_entered,
        mut footwear,
    }) = data.character
    {
        if footwear.is_none() {
            footwear = data.inventory.and_then(|inv| {
                inv.equipped(EquipSlot::Armor(ArmorSlot::Feet))
                    .map(|armor| match armor.kind().as_ref() {
                        ItemKind::Armor(a) => {
                            a.stats(data.msm, armor.stats_durability_multiplier())
                                .ground_contact
                        },
                        _ => Friction::Normal,
                    })
            });
            update.character = Idle(idle::Data {
                is_sneaking: *is_sneaking,
                time_entered: *time_entered,
                footwear,
            });
        }
        if data.physics.skating_active {
            update.character =
                CharacterState::Skate(skate::Data::new(data, footwear.unwrap_or(Friction::Normal)));
        }
    }
}

/// Handles updating `Components` to move player based on state of `JoinData`
pub fn handle_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) {
    if data.volume_mount_data.is_some() {
        return;
    }
    let submersion = data
        .physics
        .in_liquid()
        .map(|depth| depth / data.body.height());

    if input_is_pressed(data, InputKind::Fly)
        && submersion.map_or(true, |sub| sub < 1.0)
        && (data.physics.on_ground.is_none() || data.body.jump_impulse().is_none())
        && data.body.fly_thrust().is_some()
    {
        fly_move(data, update, efficiency);
    } else if let Some(submersion) = (data.physics.in_liquid().is_some()
        && data.body.swim_thrust().is_some())
    .then_some(submersion)
    .flatten()
    {
        swim_move(data, update, efficiency, submersion);
    } else {
        basic_move(data, update, efficiency);
    }
}

/// Updates components to move player as if theyre on ground or in air
fn basic_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) {
    let efficiency = efficiency * data.stats.move_speed_modifier * data.stats.friction_modifier;

    let accel = if let Some(block) = data.physics.on_ground {
        // FRIC_GROUND temporarily used to normalize things around expected values
        data.body.base_accel()
            * data.scale.map_or(1.0, |s| s.0.sqrt())
            * block.get_traction()
            * block.get_friction()
            / FRIC_GROUND
    } else {
        data.body.air_accel()
    } * efficiency;

    // Should ability to backpedal be separate from ability to strafe?
    update.vel.0 += Vec2::broadcast(data.dt.0)
        * accel
        * if data.body.can_strafe() {
            data.inputs.move_dir
                * if is_strafing(data, update) {
                    Lerp::lerp(
                        Vec2::from(update.ori)
                            .try_normalized()
                            .unwrap_or_else(Vec2::zero)
                            .dot(
                                data.inputs
                                    .move_dir
                                    .try_normalized()
                                    .unwrap_or_else(Vec2::zero),
                            )
                            .add(1.0)
                            .div(2.0)
                            .max(0.0),
                        1.0,
                        data.body.reverse_move_factor(),
                    )
                } else {
                    1.0
                }
        } else {
            let fw = Vec2::from(update.ori);
            fw * data.inputs.move_dir.dot(fw).max(0.0)
        };
}

/// Handles forced movement
pub fn handle_forced_movement(
    data: &JoinData<'_>,
    update: &mut StateUpdate,
    movement: ForcedMovement,
) {
    match movement {
        ForcedMovement::Forward(strength) => {
            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
            if let Some(accel) = data.physics.on_ground.map(|block| {
                // FRIC_GROUND temporarily used to normalize things around expected values
                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
            }) {
                update.vel.0 += Vec2::broadcast(data.dt.0)
                    * accel
                    * data.scale.map_or(1.0, |s| s.0.sqrt())
                    * Vec2::from(*data.ori)
                    * strength;
            }
        },
        ForcedMovement::Reverse(strength) => {
            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
            if let Some(accel) = data.physics.on_ground.map(|block| {
                // FRIC_GROUND temporarily used to normalize things around expected values
                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
            }) {
                update.vel.0 += Vec2::broadcast(data.dt.0)
                    * accel
                    * data.scale.map_or(1.0, |s| s.0.sqrt())
                    * -Vec2::from(*data.ori)
                    * strength;
            }
        },
        ForcedMovement::Sideways(strength) => {
            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
            if let Some(accel) = data.physics.on_ground.map(|block| {
                // FRIC_GROUND temporarily used to normalize things around expected values
                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
            }) {
                let direction = {
                    // Left if positive, else right
                    let side = Vec2::from(*data.ori)
                        .rotated_z(PI / 2.)
                        .dot(data.inputs.move_dir)
                        .signum();
                    if side > 0.0 {
                        Vec2::from(*data.ori).rotated_z(PI / 2.)
                    } else {
                        -Vec2::from(*data.ori).rotated_z(PI / 2.)
                    }
                };

                update.vel.0 += Vec2::broadcast(data.dt.0)
                    * accel
                    * data.scale.map_or(1.0, |s| s.0.sqrt())
                    * direction
                    * strength;
            }
        },
        ForcedMovement::DirectedReverse(strength) => {
            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
            if let Some(accel) = data.physics.on_ground.map(|block| {
                // FRIC_GROUND temporarily used to normalize things around expected values
                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
            }) {
                let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() > 0.0 {
                    data.inputs.move_dir.reflected(Vec2::from(*data.ori))
                } else {
                    data.inputs.move_dir
                }
                .try_normalized()
                .unwrap_or_else(|| -Vec2::from(*data.ori));
                update.vel.0 += direction * strength * accel * data.dt.0;
            }
        },
        ForcedMovement::AntiDirectedForward(strength) => {
            let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
            if let Some(accel) = data.physics.on_ground.map(|block| {
                // FRIC_GROUND temporarily used to normalize things around expected values
                data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
            }) {
                let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() < 0.0 {
                    data.inputs.move_dir.reflected(Vec2::from(*data.ori))
                } else {
                    data.inputs.move_dir
                }
                .try_normalized()
                .unwrap_or_else(|| Vec2::from(*data.ori));
                let direction = direction.reflected(Vec2::from(*data.ori).rotated_z(PI / 2.));
                update.vel.0 += direction * strength * accel * data.dt.0;
            }
        },
        ForcedMovement::Leap {
            vertical,
            forward,
            progress,
            direction,
        } => {
            let dir = direction.get_2d_dir(data);
            // Apply jumping force
            update.vel.0 = Vec3::new(
                dir.x,
                dir.y,
                vertical,
            )
                * data.scale.map_or(1.0, |s| s.0.sqrt())
                // Multiply decreasing amount linearly over time (with average of 1)
                * 2.0 * progress
                // Apply direction
                + Vec3::from(dir)
                // Multiply by forward leap strength
                * forward
                // Control forward movement based on look direction.
                // This allows players to stop moving forward when they
                // look downward at target
                * (1.0 - data.inputs.look_dir.z.abs());
        },
        ForcedMovement::Hover { move_input } => {
            update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0)
                + move_input
                    * data.scale.map_or(1.0, |s| s.0.sqrt())
                    * data.inputs.move_dir.try_normalized().unwrap_or_default();
        },
    }
}

pub fn handle_orientation(
    data: &JoinData<'_>,
    update: &mut StateUpdate,
    efficiency: f32,
    dir_override: Option<Dir>,
) {
    /// first check for horizontal
    fn to_horizontal_fast(ori: &crate::comp::Ori) -> crate::comp::Ori {
        if ori.to_quat().into_vec4().xy().is_approx_zero() {
            *ori
        } else {
            ori.to_horizontal()
        }
    }
    /// compute an upper limit for the difference of two orientations
    fn ori_absdiff(a: &crate::comp::Ori, b: &crate::comp::Ori) -> f32 {
        (a.to_quat().into_vec4() - b.to_quat().into_vec4()).reduce(|a, b| a.abs() + b.abs())
    }

    let (tilt_ori, efficiency) = if let Body::Ship(ship) = data.body
        && ship.has_wheels()
    {
        let height_at = |rpos| {
            data.terrain
                .ray(
                    data.pos.0 + rpos + Vec3::unit_z() * 4.0,
                    data.pos.0 + rpos - Vec3::unit_z() * 4.0,
                )
                .until(Block::is_solid)
                .cast()
                .0
        };

        // Do some cheap raycasting with the ground to determine the appropriate
        // orientation for the vehicle
        let x_diff = (height_at(data.ori.to_horizontal().right().to_vec() * 3.0)
            - height_at(data.ori.to_horizontal().right().to_vec() * -3.0))
            / 10.0;
        let y_diff = (height_at(data.ori.to_horizontal().look_dir().to_vec() * -4.5)
            - height_at(data.ori.to_horizontal().look_dir().to_vec() * 4.5))
            / 10.0;

        (
            Quaternion::rotation_y(x_diff.atan()) * Quaternion::rotation_x(y_diff.atan()),
            (data.vel.0 - data.physics.ground_vel)
                .xy()
                .magnitude()
                .max(3.0)
                * efficiency,
        )
    } else {
        (Quaternion::identity(), efficiency)
    };

    // Direction is set to the override if one is provided, else if entity is
    // strafing or attacking the horiontal component of the look direction is used,
    // else the current horizontal movement direction is used
    let target_ori = if let Some(dir_override) = dir_override {
        dir_override.into()
    } else if is_strafing(data, update) || update.character.should_follow_look() {
        data.inputs
            .look_dir
            .to_horizontal()
            .unwrap_or_default()
            .into()
    } else {
        Dir::from_unnormalized(data.inputs.move_dir.into())
            .map_or_else(|| to_horizontal_fast(data.ori), |dir| dir.into())
    }
    .rotated(tilt_ori);
    // unit is multiples of 180°
    let half_turns_per_tick = data.body.base_ori_rate() / data.scale.map_or(1.0, |s| s.0.sqrt())
        * efficiency
        * if data.physics.on_ground.is_some() {
            1.0
        } else if data.physics.in_liquid().is_some() {
            0.4
        } else {
            0.2
        }
        * data.dt.0;
    // very rough guess
    let ticks_from_target_guess = ori_absdiff(&update.ori, &target_ori) / half_turns_per_tick;
    let instantaneous = ticks_from_target_guess < 1.0;
    update.ori = if data.volume_mount_data.is_some() {
        update.ori
    } else if instantaneous {
        target_ori
    } else {
        let target_fraction = {
            // Angle factor used to keep turning rate approximately constant by
            // counteracting slerp turning more with a larger angle
            let angle_factor = 2.0 / (1.0 - update.ori.dot(target_ori)).sqrt();

            half_turns_per_tick * angle_factor
        };
        update
            .ori
            .slerped_towards(target_ori, target_fraction.min(1.0))
    };

    // Look at things
    update.character_activity.look_dir = Some(data.controller.inputs.look_dir);
}

/// Updates components to move player as if theyre swimming
fn swim_move(
    data: &JoinData<'_>,
    update: &mut StateUpdate,
    efficiency: f32,
    submersion: f32,
) -> bool {
    let efficiency = efficiency * data.stats.swim_speed_modifier * data.stats.friction_modifier;
    if let Some(force) = data.body.swim_thrust() {
        let force = efficiency * force * data.scale.map_or(1.0, |s| s.0);
        let mut water_accel = force / data.mass.0;

        if let Ok(level) = data.skill_set.skill_level(Skill::Swim(SwimSkill::Speed)) {
            let modifiers = SKILL_MODIFIERS.general_tree.swim;
            water_accel *= modifiers.speed.powi(level.into());
        }

        let dir = if data.body.can_strafe() {
            data.inputs.move_dir
        } else {
            let fw = Vec2::from(update.ori);
            fw * data.inputs.move_dir.dot(fw).max(0.0)
        };

        // Automatically tread water to stay afloat
        let move_z = if submersion < 1.0
            && data.inputs.move_z.abs() < f32::EPSILON
            && data.physics.on_ground.is_none()
        {
            submersion.max(0.0) * 0.1
        } else {
            data.inputs.move_z
        };

        // Assume that feet/flippers get less efficient as we become less submerged
        let move_z = move_z.min((submersion * 1.5 - 0.5).clamp(0.0, 1.0).powi(2));

        update.vel.0 += Vec3::new(dir.x, dir.y, move_z)
                // TODO: Should probably be normalised, but creates odd discrepancies when treading water
                // .try_normalized()
                // .unwrap_or_default()
            * water_accel
            // Gives a good balance between submerged and surface speed
            * submersion.clamp(0.0, 1.0).sqrt()
            // Good approximate compensation for dt-dependent effects
            * data.dt.0 * 0.04;

        true
    } else {
        false
    }
}

/// Updates components to move entity as if it's flying
pub fn fly_move(data: &JoinData<'_>, update: &mut StateUpdate, efficiency: f32) -> bool {
    let efficiency = efficiency * data.stats.move_speed_modifier * data.stats.friction_modifier;

    let glider = match data.character {
        CharacterState::Glide(data) => Some(data),
        _ => None,
    };
    if let Some(force) = data
        .body
        .fly_thrust()
        .or_else(|| glider.is_some().then_some(0.0))
    {
        let thrust = efficiency * force;
        let accel = thrust / data.mass.0;

        handle_orientation(data, update, efficiency, None);

        // Elevation control
        match data.body {
            // flappy flappy
            Body::Dragon(_) | Body::BirdLarge(_) | Body::BirdMedium(_) => {
                let anti_grav = GRAVITY * (1.0 + data.inputs.move_z.min(0.0));
                update.vel.0.z += data.dt.0 * (anti_grav + accel * data.inputs.move_z.max(0.0));
            },
            // floaty floaty
            Body::Ship(ship) if ship.can_fly() => {
                let regulate_density = |min: f32, max: f32, def: f32, rate: f32| -> Density {
                    // Reset to default on no input
                    let change = if data.inputs.move_z.abs() > f32::EPSILON {
                        -data.inputs.move_z
                    } else {
                        (def - data.density.0).clamp(-1.0, 1.0)
                    };
                    Density((update.density.0 + data.dt.0 * rate * change).clamp(min, max))
                };
                let def_density = ship.density().0;
                if data.physics.in_liquid().is_some() {
                    let hull_density = ship.hull_density().0;
                    update.density.0 =
                        regulate_density(def_density * 0.6, hull_density, hull_density, 25.0).0;
                } else {
                    update.density.0 =
                        regulate_density(def_density * 0.5, def_density * 1.5, def_density, 0.5).0;
                };
            },
            // oopsie woopsie
            // TODO: refactor to make this state impossible
            _ => {},
        };

        update.vel.0 += Vec2::broadcast(data.dt.0)
            * accel
            * if data.body.can_strafe() {
                data.inputs.move_dir
            } else {
                let fw = Vec2::from(update.ori);
                fw * data.inputs.move_dir.dot(fw).max(0.0)
            };

        true
    } else {
        false
    }
}

/// Checks if an input related to an attack is held. If one is, moves entity
/// into wielding state
pub fn handle_wield(data: &JoinData<'_>, update: &mut StateUpdate) {
    if data.controller.queued_inputs.keys().any(|i| i.is_ability()) {
        attempt_wield(data, update);
    }
}

/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
pub fn attempt_wield(data: &JoinData<'_>, update: &mut StateUpdate) {
    // Closure to get equip time provided an equip slot if a tool is equipped in
    // equip slot
    let equip_time = |equip_slot| {
        data.inventory
            .and_then(|inv| inv.equipped(equip_slot))
            .and_then(|item| match &*item.kind() {
                ItemKind::Tool(tool) => Some(Duration::from_secs_f32(
                    tool.stats(item.stats_durability_multiplier())
                        .equip_time_secs,
                )),
                _ => None,
            })
    };

    // Calculates time required to equip weapons, if weapon in mainhand and offhand,
    // uses maximum duration
    let mainhand_equip_time = equip_time(EquipSlot::ActiveMainhand);
    let offhand_equip_time = equip_time(EquipSlot::ActiveOffhand);
    let equip_time = match (mainhand_equip_time, offhand_equip_time) {
        (Some(a), Some(b)) => Some(a.max(b)),
        (Some(a), None) | (None, Some(a)) => Some(a),
        (None, None) => None,
    };

    // Moves entity into equipping state if there is some equip time, else moves
    // instantly into wield
    if let Some(equip_time) = equip_time {
        update.character = CharacterState::Equipping(equipping::Data {
            static_data: equipping::StaticData {
                buildup_duration: equip_time,
            },
            timer: Duration::default(),
            is_sneaking: update.character.is_stealthy(),
        });
    } else {
        update.character = CharacterState::Wielding(wielding::Data {
            is_sneaking: update.character.is_stealthy(),
        });
    }
}

/// Checks that player can `Sit` and updates `CharacterState` if so
pub fn attempt_sit(data: &JoinData<'_>, update: &mut StateUpdate) {
    if data.physics.on_ground.is_some() {
        update.character = CharacterState::Sit;
    }
}

pub fn attempt_dance(data: &JoinData<'_>, update: &mut StateUpdate) {
    if data.physics.on_ground.is_some() && data.body.is_humanoid() {
        update.character = CharacterState::Dance;
    }
}

pub fn can_perform_pet(position: Pos, target_position: Pos, target_alignment: Alignment) -> bool {
    let within_distance = position.0.distance_squared(target_position.0) <= MAX_MOUNT_RANGE.powi(2);
    let valid_alignment = matches!(target_alignment, Alignment::Owned(_) | Alignment::Tame);

    within_distance && valid_alignment
}

pub fn attempt_pet(data: &JoinData<'_>, update: &mut StateUpdate, target_uid: Uid) {
    let can_pet = data
        .id_maps
        .uid_entity(target_uid)
        .and_then(|target_entity| {
            data.prev_phys_caches
                .get(target_entity)
                .and_then(|prev_phys| prev_phys.pos)
                .zip(data.alignments.get(target_entity))
        })
        .map_or(false, |(target_position, target_alignment)| {
            can_perform_pet(*data.pos, target_position, *target_alignment)
        });

    if can_pet && data.physics.on_ground.is_some() && data.body.is_humanoid() {
        update.character = CharacterState::Pet(pet::Data {
            static_data: pet::StaticData { target_uid },
        });
    }
}

pub fn attempt_talk(data: &JoinData<'_>, update: &mut StateUpdate) {
    if data.physics.on_ground.is_some() {
        update.character = CharacterState::Talk;
    }
}

pub fn attempt_sneak(data: &JoinData<'_>, update: &mut StateUpdate) {
    if data.physics.on_ground.is_some() && data.body.is_humanoid() {
        update.character = Idle(idle::Data {
            is_sneaking: true,
            time_entered: *data.time,
            footwear: data.character.footwear(),
        });
    }
}

/// Checks that player can `Climb` and updates `CharacterState` if so
pub fn handle_climb(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
    if data.inputs.climb.is_some()
        && data.physics.on_wall.is_some()
        && data.physics.on_ground.is_none()
        && !data
            .physics
            .in_liquid()
            .map(|depth| depth > 1.0)
            .unwrap_or(false)
        //&& update.vel.0.z < 0.0
        // *All* entities can climb when in liquids, to let them climb out near the surface
        && (data.body.can_climb() || data.physics.in_liquid().is_some())
        && update.energy.current() > 1.0
    {
        update.character = CharacterState::Climb(climb::Data::create_adjusted_by_skills(data));
        true
    } else {
        false
    }
}

pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
    if data.physics.on_wall.is_some()
        && data.physics.on_ground.is_none()
        && data.physics.in_liquid().is_none()
        && data.body.can_climb()
    {
        update.character = CharacterState::Wallrun(wallrun::Data {
            was_wielded: data.character.is_wield() || data.character.was_wielded(),
        });
        true
    } else {
        false
    }
}
/// Checks that player can Swap Weapons and updates `Loadout` if so
pub fn attempt_swap_equipped_weapons(
    data: &JoinData<'_>,
    update: &mut StateUpdate,
    output_events: &mut OutputEvents,
) {
    if data
        .inventory
        .and_then(|inv| inv.equipped(EquipSlot::InactiveMainhand))
        .is_some()
        || data
            .inventory
            .and_then(|inv| inv.equipped(EquipSlot::InactiveOffhand))
            .is_some()
    {
        update.swap_equipped_weapons = true;
        loadout_change_hook(data, output_events, false);
    }
}

/// Checks if a block can be reached from a position.
fn can_reach_block(
    player_pos: Vec3<f32>,
    block_pos: Vec3<i32>,
    range: f32,
    body: &Body,
    terrain: &TerrainGrid,
) -> bool {
    let block_pos_f32 = block_pos.map(|x| x as f32 + 0.5);
    // Closure to check if distance between a point and the block is less than
    // MAX_PICKUP_RANGE and the radius of the body
    let block_range_check = |pos: Vec3<f32>| {
        (block_pos_f32 - pos).magnitude_squared() < (range + body.max_radius()).powi(2)
    };

    // Checks if player's feet or head is near to block
    let close_to_block = block_range_check(player_pos)
        || block_range_check(player_pos + Vec3::new(0.0, 0.0, body.height()));
    if close_to_block {
        // Do a check that a path can be found between sprite and entity
        // interacting with sprite Use manhattan distance * 1.5 for number
        // of iterations
        let iters = (3.0 * (block_pos_f32 - player_pos).map(|x| x.abs()).sum()) as usize;
        // Heuristic compares manhattan distance of start and end pos
        let heuristic =
            move |pos: &Vec3<i32>, _: &Vec3<i32>| (block_pos - pos).map(|x| x.abs()).sum() as f32;

        let mut astar = Astar::new(
            iters,
            player_pos.map(|x| x.floor() as i32),
            BuildHasherDefault::<FxHasher64>::default(),
        );

        // Transition uses manhattan distance as the cost, with a slightly lower cost
        // for z transitions
        let transition = |a: Vec3<i32>, b: Vec3<i32>| {
            let (a, b) = (a.map(|x| x as f32), b.map(|x| x as f32));
            ((a - b) * Vec3::new(1.0, 1.0, 0.9)).map(|e| e.abs()).sum()
        };
        // Neighbors are all neighboring blocks that are air
        let neighbors = |pos: &Vec3<i32>| {
            const DIRS: [Vec3<i32>; 6] = [
                Vec3::new(1, 0, 0),
                Vec3::new(-1, 0, 0),
                Vec3::new(0, 1, 0),
                Vec3::new(0, -1, 0),
                Vec3::new(0, 0, 1),
                Vec3::new(0, 0, -1),
            ];
            let pos = *pos;
            DIRS.iter()
                .map(move |dir| {
                    let dest = dir + pos;
                    (dest, transition(pos, dest))
                })
                .filter(|(pos, _)| {
                    terrain
                        .get(*pos)
                        .ok()
                        .map_or(false, |block| !block.is_filled())
                })
        };
        // Pathing satisfied when it reaches the sprite position
        let satisfied = |pos: &Vec3<i32>| *pos == block_pos;

        astar
            .poll(iters, heuristic, neighbors, satisfied)
            .into_path()
            .is_some()
    } else {
        false
    }
}

/// Handles inventory manipulations that affect the loadout
pub fn handle_manipulate_loadout(
    data: &JoinData<'_>,
    output_events: &mut OutputEvents,
    update: &mut StateUpdate,
    inv_action: InventoryAction,
) {
    loadout_change_hook(data, output_events, true);
    match inv_action {
        InventoryAction::Use(slot @ Slot::Inventory(inv_slot)) => {
            // If inventory action is using a slot, and slot is in the inventory
            // TODO: Do some non lazy way of handling the possibility that items equipped in
            // the loadout will have effects that are desired to be non-instantaneous
            use use_item::ItemUseKind;
            if let Some((item_kind, item)) = data
                .inventory
                .and_then(|inv| inv.get(inv_slot))
                .and_then(|item| Option::<ItemUseKind>::from(&*item.kind()).zip(Some(item)))
            {
                let (buildup_duration, use_duration, recover_duration) = item_kind.durations();
                // If item returns a valid kind for item use, do into use item character state
                update.character = CharacterState::UseItem(use_item::Data {
                    static_data: use_item::StaticData {
                        buildup_duration,
                        use_duration,
                        recover_duration,
                        inv_slot,
                        item_kind,
                        item_hash: item.item_hash(),
                        was_wielded: data.character.is_wield(),
                        was_sneak: data.character.is_stealthy(),
                    },
                    timer: Duration::default(),
                    stage_section: StageSection::Buildup,
                });
            } else {
                // Else emit inventory action instantaneously
                let inv_manip = InventoryManip::Use(slot);
                output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
            }
        },
        InventoryAction::Collect(sprite_pos) => {
            // First, get sprite data for position, if there is a sprite
            let sprite_at_pos = data
                .terrain
                .get(sprite_pos)
                .ok()
                .copied()
                .and_then(|b| b.get_sprite());
            // Checks if position has a collectible sprite as well as what sprite is at the
            // position
            let sprite_interact =
                sprite_at_pos.and_then(Option::<sprite_interact::SpriteInteractKind>::from);
            if let Some(sprite_interact) = sprite_interact {
                if can_reach_block(
                    data.pos.0,
                    sprite_pos,
                    MAX_PICKUP_RANGE,
                    data.body,
                    data.terrain,
                ) {
                    let sprite_chunk_pos = TerrainGrid::chunk_offs(sprite_pos);
                    let sprite_cfg = data
                        .terrain
                        .pos_chunk(sprite_pos)
                        .and_then(|chunk| chunk.meta().sprite_cfg_at(sprite_chunk_pos));
                    let required_item =
                        sprite_at_pos.and_then(|s| match s.unlock_condition(sprite_cfg.cloned()) {
                            UnlockKind::Free => None,
                            UnlockKind::Requires(item) => Some((item, false)),
                            UnlockKind::Consumes(item) => Some((item, true)),
                        });

                    // None: An required items exist but no available
                    // Some(None): No required items
                    // Some(Some(_)): Required items satisfied, contains info about them
                    let has_required_items = match required_item {
                        // Produces `None` if we can't find the item or `Some(Some(_))` if we can
                        Some((item_id, consume)) => data
                            .inventory
                            .and_then(|inv| inv.get_slot_of_item_by_def_id(&item_id))
                            .map(|slot| Some((item_id, slot, consume))),
                        None => Some(None),
                    };
                    if let Some(required_item) = has_required_items {
                        // If the sprite is collectible, enter the sprite interaction character
                        // state TODO: Handle cases for sprite being
                        // interactible, but not collectible (none currently
                        // exist)
                        let (buildup_duration, use_duration, recover_duration) =
                            sprite_interact.durations();

                        update.character = CharacterState::SpriteInteract(sprite_interact::Data {
                            static_data: sprite_interact::StaticData {
                                buildup_duration,
                                use_duration,
                                recover_duration,
                                sprite_pos,
                                sprite_kind: sprite_interact,
                                was_wielded: data.character.is_wield(),
                                was_sneak: data.character.is_stealthy(),
                                required_item,
                            },
                            timer: Duration::default(),
                            stage_section: StageSection::Buildup,
                        })
                    } else {
                        output_events.emit_local(LocalEvent::CreateOutcome(
                            Outcome::FailedSpriteUnlock { pos: sprite_pos },
                        ));
                    }
                }
            }
        },
        // For inventory actions without a dedicated character state, just do action instantaneously
        InventoryAction::Swap(equip, slot) => {
            let inv_manip = InventoryManip::Swap(Slot::Equip(equip), slot);
            output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
        },
        InventoryAction::Drop(equip) => {
            let inv_manip = InventoryManip::Drop(Slot::Equip(equip));
            output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
        },
        InventoryAction::Sort => {
            output_events.emit_server(InventoryManipEvent(data.entity, InventoryManip::Sort));
        },
        InventoryAction::Use(slot @ Slot::Equip(_)) => {
            let inv_manip = InventoryManip::Use(slot);
            output_events.emit_server(InventoryManipEvent(data.entity, inv_manip));
        },
        InventoryAction::Use(Slot::Overflow(_)) => {
            // Items in overflow slots cannot be used until moved to a real slot
        },
        InventoryAction::ToggleSpriteLight(pos, enable) => {
            if matches!(pos.kind, Volume::Terrain) {
                let sprite_interact = sprite_interact::SpriteInteractKind::ToggleLight(enable);

                let (buildup_duration, use_duration, recover_duration) =
                    sprite_interact.durations();

                update.character = CharacterState::SpriteInteract(sprite_interact::Data {
                    static_data: sprite_interact::StaticData {
                        buildup_duration,
                        use_duration,
                        recover_duration,
                        sprite_pos: pos.pos,
                        sprite_kind: sprite_interact,
                        was_wielded: data.character.is_wield(),
                        was_sneak: data.character.is_stealthy(),
                        required_item: None,
                    },
                    timer: Duration::default(),
                    stage_section: StageSection::Buildup,
                });
            }
        },
    }
}

/// Checks that player can wield the glider and updates `CharacterState` if so
pub fn attempt_glide_wield(
    data: &JoinData<'_>,
    update: &mut StateUpdate,
    output_events: &mut OutputEvents,
) {
    if data
        .inventory
        .and_then(|inv| inv.equipped(EquipSlot::Glider))
        .is_some()
        && !data
            .physics
            .in_liquid()
            .map(|depth| depth > 1.0)
            .unwrap_or(false)
        && data.body.is_humanoid()
    {
        output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Glider {
            pos: data.pos.0,
            wielded: true,
        }));
        update.character = CharacterState::GlideWield(glide_wield::Data::from(data));
    }
}

/// Checks that player can jump and sends jump event if so
pub fn handle_jump(
    data: &JoinData<'_>,
    output_events: &mut OutputEvents,
    _update: &mut StateUpdate,
    strength: f32,
) -> bool {
    input_is_pressed(data, InputKind::Jump)
        .then(|| data.body.jump_impulse())
        .flatten()
        .and_then(|impulse| {
            if data.physics.in_liquid().is_some() {
                if data.physics.on_wall.is_some() {
                    // Allow entities to make a small jump when at the edge of a body of water,
                    // allowing them to path out of it
                    Some(impulse * 0.75)
                } else {
                    None
                }
            } else if data.physics.on_ground.is_some() {
                Some(impulse)
            } else {
                None
            }
        })
        .map(|impulse| {
            output_events.emit_local(LocalEvent::Jump(
                data.entity,
                strength * impulse / data.mass.0
                    * data.scale.map_or(1.0, |s| s.0.powf(13.0).powf(0.25))
                    * data.stats.jump_modifier,
            ));
        })
        .is_some()
}

fn handle_ability(
    data: &JoinData<'_>,
    update: &mut StateUpdate,
    output_events: &mut OutputEvents,
    input: InputKind,
) -> bool {
    let context = AbilityContext::from(data.stance, data.inventory, data.combo);
    if let Some(ability_input) = input.into() {
        if let Some((ability, from_offhand, spec_ability)) = data
            .active_abilities
            .and_then(|a| {
                a.activate_ability(
                    ability_input,
                    data.inventory,
                    data.skill_set,
                    Some(data.body),
                    Some(data.character),
                    &context,
                    Some(data.stats),
                )
            })
            .map(|(mut a, f, s)| {
                if let Some(contextual_stats) = a.ability_meta().contextual_stats {
                    a = a.adjusted_by_stats(contextual_stats.equivalent_stats(data))
                }
                (a, f, s)
            })
            .filter(|(ability, _, _)| ability.requirements_paid(data, update))
        {
            update.character = CharacterState::from((
                &ability,
                AbilityInfo::new(
                    data,
                    from_offhand,
                    input,
                    Some(spec_ability),
                    ability.ability_meta(),
                ),
                data,
            ));
            if let Some(init_event) = ability.ability_meta().init_event {
                match init_event {
                    AbilityInitEvent::EnterStance(stance) => {
                        output_events.emit_server(ChangeStanceEvent {
                            entity: data.entity,
                            stance,
                        });
                    },
                    AbilityInitEvent::GainBuff {
                        kind,
                        strength,
                        duration,
                    } => {
                        let dest_info = DestInfo {
                            stats: Some(data.stats),
                            mass: Some(data.mass),
                        };
                        output_events.emit_server(BuffEvent {
                            entity: data.entity,
                            buff_change: BuffChange::Add(Buff::new(
                                kind,
                                BuffData::new(strength, duration),
                                vec![BuffCategory::SelfBuff],
                                BuffSource::Character { by: *data.uid },
                                *data.time,
                                dest_info,
                                Some(data.mass),
                            )),
                        });
                    },
                }
            }
            if let CharacterState::Roll(roll) = &mut update.character {
                if data.character.is_wield() || data.character.was_wielded() {
                    roll.was_wielded = true;
                }
                if data.character.is_stealthy() {
                    roll.is_sneaking = true;
                }
                if data.character.is_aimed() {
                    roll.prev_aimed_dir = Some(data.controller.inputs.look_dir);
                }
            }
            return true;
        }
    }
    false
}

pub fn handle_input(
    data: &JoinData<'_>,
    output_events: &mut OutputEvents,
    update: &mut StateUpdate,
    input: InputKind,
) {
    match input {
        InputKind::Primary
        | InputKind::Secondary
        | InputKind::Ability(_)
        | InputKind::Block
        | InputKind::Roll => {
            handle_ability(data, update, output_events, input);
        },
        InputKind::Jump => {
            handle_jump(data, output_events, update, 1.0);
        },
        InputKind::Fly => {},
    }
}

// NOTE: Quality of Life hack
//
// Uses glider ability if has any, otherwise fallback
pub fn handle_glider_input_or(
    data: &JoinData<'_>,
    update: &mut StateUpdate,
    output_events: &mut OutputEvents,
    fallback_fn: fn(&JoinData<'_>, &mut StateUpdate),
) {
    if data
        .inventory
        .and_then(|inv| inv.equipped(EquipSlot::Glider))
        .and_then(|glider| glider.item_config())
        .is_none()
    {
        fallback_fn(data, update);
        return;
    };

    if let Some(input) = data.controller.queued_inputs.keys().next() {
        handle_ability(data, update, output_events, *input);
    };
}

pub fn attempt_input(
    data: &JoinData<'_>,
    output_events: &mut OutputEvents,
    update: &mut StateUpdate,
) {
    // TODO: look into using first() when it becomes stable
    if let Some(input) = data.controller.queued_inputs.keys().next() {
        handle_input(data, output_events, update, *input);
    }
}

/// Returns whether an interrupt occurred
pub fn handle_interrupts(
    data: &JoinData,
    update: &mut StateUpdate,
    output_events: &mut OutputEvents,
) -> bool {
    let can_dodge = matches!(
        data.character.stage_section(),
        Some(StageSection::Buildup | StageSection::Recover)
    );
    let can_block = data
        .character
        .ability_info()
        .map(|info| info.ability_meta)
        .map_or(false, |meta| {
            meta.capabilities.contains(Capability::BLOCK_INTERRUPT)
        });
    if can_dodge && input_is_pressed(data, InputKind::Roll) {
        handle_ability(data, update, output_events, InputKind::Roll)
    } else if can_block && input_is_pressed(data, InputKind::Block) {
        handle_ability(data, update, output_events, InputKind::Block)
    } else {
        false
    }
}

pub fn is_strafing(data: &JoinData<'_>, update: &StateUpdate) -> bool {
    // TODO: Don't always check `character.is_aimed()`, allow the frontend to
    // control whether the player strafes during an aimed `CharacterState`.
    (update.character.is_aimed() || update.should_strafe) && data.body.can_strafe()
    // no strafe with music instruments equipped in ActiveMainhand
    && !matches!(unwrap_tool_data(data, EquipSlot::ActiveMainhand),
        Some((ToolKind::Instrument, _)))
}

/// Returns tool and components
pub fn unwrap_tool_data(data: &JoinData, equip_slot: EquipSlot) -> Option<(ToolKind, Hands)> {
    if let Some(ItemKind::Tool(tool)) = data
        .inventory
        .and_then(|inv| inv.equipped(equip_slot))
        .map(|i| i.kind())
        .as_deref()
    {
        Some((tool.kind, tool.hands))
    } else {
        None
    }
}

pub fn get_hands(data: &JoinData<'_>) -> (Option<Hands>, Option<Hands>) {
    let hand = |slot| {
        if let Some(ItemKind::Tool(tool)) = data
            .inventory
            .and_then(|inv| inv.equipped(slot))
            .map(|i| i.kind())
            .as_deref()
        {
            Some(tool.hands)
        } else {
            None
        }
    };
    (
        hand(EquipSlot::ActiveMainhand),
        hand(EquipSlot::ActiveOffhand),
    )
}

pub fn get_tool_stats(data: &JoinData<'_>, ai: AbilityInfo) -> tool::Stats {
    ai.hand
        .map(|hand| hand.to_equip_slot())
        .and_then(|slot| data.inventory.and_then(|inv| inv.equipped(slot)))
        .and_then(|item| {
            if let ItemKind::Tool(tool) = &*item.kind() {
                Some(tool.stats(item.stats_durability_multiplier()))
            } else {
                None
            }
        })
        .unwrap_or(tool::Stats::one())
}

pub fn input_is_pressed(data: &JoinData<'_>, input: InputKind) -> bool {
    data.controller.queued_inputs.contains_key(&input)
}

/// Checked `Duration` addition. Computes `timer` + `dt`, applying relevant stat
/// attack modifiers and `otcompute_precision_multeturning None if overflow
/// occurred.
pub fn checked_tick_attack(
    data: &JoinData<'_>,
    timer: Duration,
    other_modifier: Option<f32>,
) -> Option<Duration> {
    timer.checked_add(Duration::from_secs_f32(
        data.dt.0 * data.stats.attack_speed_modifier * other_modifier.unwrap_or(1.0),
    ))
}
/// Ticks `timer` by `dt`, applying relevant stat attack modifiers and
/// `other_modifier`. Returns `Duration::default()` if overflow occurs
pub fn tick_attack_or_default(
    data: &JoinData<'_>,
    timer: Duration,
    other_modifier: Option<f32>,
) -> Duration {
    checked_tick_attack(data, timer, other_modifier).unwrap_or_default()
}
/// Determines what portion a state is in. Used in all attacks (eventually). Is
/// used to control aspects of animation code, as well as logic within the
/// character states.
#[derive(Clone, Copy, Debug, Display, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub enum StageSection {
    Buildup,
    Recover,
    Charge,
    Movement,
    Action,
}

#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ForcedMovement {
    Forward(f32),
    Reverse(f32),
    Sideways(f32),
    DirectedReverse(f32),
    AntiDirectedForward(f32),
    Leap {
        vertical: f32,
        forward: f32,
        progress: f32,
        direction: MovementDirection,
    },
    Hover {
        move_input: f32,
    },
}

impl Mul<f32> for ForcedMovement {
    type Output = Self;

    fn mul(self, scalar: f32) -> Self {
        use ForcedMovement::*;
        match self {
            Forward(x) => Forward(x * scalar),
            Reverse(x) => Reverse(x * scalar),
            Sideways(x) => Sideways(x * scalar),
            DirectedReverse(x) => DirectedReverse(x * scalar),
            AntiDirectedForward(x) => AntiDirectedForward(x * scalar),
            Leap {
                vertical,
                forward,
                progress,
                direction,
            } => Leap {
                vertical: vertical * scalar,
                forward: forward * scalar,
                progress,
                direction,
            },
            Hover { move_input } => Hover { move_input },
        }
    }
}

#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum MovementDirection {
    Look,
    Move,
}

impl MovementDirection {
    pub fn get_2d_dir(self, data: &JoinData<'_>) -> Vec2<f32> {
        use MovementDirection::*;
        match self {
            Look => data
                .inputs
                .look_dir
                .to_horizontal()
                .unwrap_or_default()
                .xy(),
            Move => data.inputs.move_dir,
        }
        .try_normalized()
        .unwrap_or_default()
    }
}

#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct AbilityInfo {
    pub tool: Option<ToolKind>,
    pub hand: Option<HandInfo>,
    pub input: InputKind,
    pub input_attr: Option<InputAttr>,
    pub ability_meta: AbilityMeta,
    pub ability: Option<SpecifiedAbility>,
}

impl AbilityInfo {
    pub fn new(
        data: &JoinData<'_>,
        from_offhand: bool,
        input: InputKind,
        ability: Option<SpecifiedAbility>,
        ability_meta: AbilityMeta,
    ) -> Self {
        let tool_data = if from_offhand {
            unwrap_tool_data(data, EquipSlot::ActiveOffhand)
        } else {
            unwrap_tool_data(data, EquipSlot::ActiveMainhand)
        };
        let (tool, hand) = tool_data.map_or((None, None), |(kind, hands)| {
            (
                Some(kind),
                Some(HandInfo::from_main_tool(hands, from_offhand)),
            )
        });

        Self {
            tool,
            hand,
            input,
            input_attr: data.controller.queued_inputs.get(&input).copied(),
            ability_meta,
            ability,
        }
    }
}

pub fn end_ability(data: &JoinData<'_>, update: &mut StateUpdate) {
    if data.character.is_wield() || data.character.was_wielded() {
        update.character = CharacterState::Wielding(wielding::Data {
            is_sneaking: data.character.is_stealthy(),
        });
    } else {
        update.character = CharacterState::Idle(idle::Data {
            is_sneaking: data.character.is_stealthy(),
            footwear: None,
            time_entered: *data.time,
        });
    }
    if let CharacterState::Roll(roll) = data.character {
        if let Some(dir) = roll.prev_aimed_dir {
            update.ori = dir.into();
        }
    }
}

pub fn end_melee_ability(data: &JoinData<'_>, update: &mut StateUpdate) {
    end_ability(data, update);
    data.updater.remove::<Melee>(data.entity);
}

#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum HandInfo {
    TwoHanded,
    MainHand,
    OffHand,
}

impl HandInfo {
    pub fn from_main_tool(tool_hands: Hands, from_offhand: bool) -> Self {
        match tool_hands {
            Hands::Two => Self::TwoHanded,
            Hands::One => {
                if from_offhand {
                    Self::OffHand
                } else {
                    Self::MainHand
                }
            },
        }
    }

    pub fn to_equip_slot(&self) -> EquipSlot {
        match self {
            HandInfo::TwoHanded | HandInfo::MainHand => EquipSlot::ActiveMainhand,
            HandInfo::OffHand => EquipSlot::ActiveOffhand,
        }
    }
}

pub fn leave_stance(data: &JoinData<'_>, output_events: &mut OutputEvents) {
    if !matches!(data.stance, Some(Stance::None)) {
        output_events.emit_server(ChangeStanceEvent {
            entity: data.entity,
            stance: Stance::None,
        });
    }
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum ScalingKind {
    // Reaches a scaling of 1 when at minimum combo, and a scaling of 2 when at double minimum
    // combo
    Linear,
    // Reaches a scaling of 1 when at minimum combo, and a scaling of 2 when at 4x minimum combo
    Sqrt,
}

impl ScalingKind {
    pub fn factor(&self, val: f32, norm: f32) -> f32 {
        match self {
            Self::Linear => val / norm,
            Self::Sqrt => (val / norm).sqrt(),
        }
    }
}

#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
pub enum ComboConsumption {
    #[default]
    All,
    Half,
    Cost,
}

impl ComboConsumption {
    pub fn consume(&self, data: &JoinData, output_events: &mut OutputEvents, cost: u32) {
        let combo = data.combo.map_or(0, |c| c.counter());
        let to_consume = match self {
            Self::All => combo,
            Self::Half => (combo + 1) / 2,
            Self::Cost => cost,
        };
        output_events.emit_server(ComboChangeEvent {
            entity: data.entity,
            change: -(to_consume as i32),
        });
    }
}

fn loadout_change_hook(data: &JoinData<'_>, output_events: &mut OutputEvents, clear_combo: bool) {
    if clear_combo {
        // Reset combo to 0
        output_events.emit_server(ComboChangeEvent {
            entity: data.entity,
            change: -data.combo.map_or(0, |c| c.counter() as i32),
        });
    }
    // Clear any buffs from equipped weapons
    output_events.emit_server(BuffEvent {
        entity: data.entity,
        buff_change: BuffChange::RemoveByCategory {
            all_required: vec![BuffCategory::RemoveOnLoadoutChange],
            any_required: vec![],
            none_required: vec![],
        },
    });
}