diff options
Diffstat (limited to 'server/protocol/src')
| -rw-r--r-- | server/protocol/src/lib.rs | 2 | ||||
| -rw-r--r-- | server/protocol/src/movement.rs | 113 | 
2 files changed, 115 insertions, 0 deletions
| diff --git a/server/protocol/src/lib.rs b/server/protocol/src/lib.rs index 895af376..f2a6dd27 100644 --- a/server/protocol/src/lib.rs +++ b/server/protocol/src/lib.rs @@ -28,6 +28,8 @@ use std::{  pub use glam; +pub mod movement; +  pub const VERSION: (u32, u32) = (1, 0);  pub const BINCODE_CONFIG: Configuration<LittleEndian, Varint, Limit<4096>> = diff --git a/server/protocol/src/movement.rs b/server/protocol/src/movement.rs new file mode 100644 index 00000000..486da816 --- /dev/null +++ b/server/protocol/src/movement.rs @@ -0,0 +1,113 @@ +/* +    Hurry Curry! - a game about cooking +    Copyright 2024 metamuffin +    Copyright 2024 tpart + +    This program is free software: you can redistribute it and/or modify +    it under the terms of the GNU Affero General Public License as published by +    the Free Software Foundation, version 3 of the License only. + +    This program is distributed in the hope that it will be useful, +    but WITHOUT ANY WARRANTY; without even the implied warranty of +    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the +    GNU Affero General Public License for more details. + +    You should have received a copy of the GNU Affero General Public License +    along with this program.  If not, see <https://www.gnu.org/licenses/>. + +*/ +use crate::{ +    glam::{IVec2, Vec2}, +    PacketS, +}; +use std::collections::HashSet; + +const PLAYER_SIZE: f32 = 0.4; +const PLAYER_FRICTION: f32 = 10.0; +const PLAYER_SPEED: f32 = 55.0; +const BOOST_FACTOR: f32 = 2.5; +const BOOST_DURATION: f32 = 0.3; +const BOOST_RESTORE: f32 = 0.5; + +pub struct MovementBase { +    pub position: Vec2, +    pub facing: Vec2, +    pub rotation: f32, +    pub velocity: Vec2, +    pub boosting: bool, +    pub stamina: f32, +} + +impl MovementBase { +    pub fn new(position: Vec2) -> Self { +        Self { +            position, +            facing: Vec2::X, +            velocity: Vec2::ZERO, +            boosting: false, +            stamina: 0., +            rotation: 0., +        } +    } +    pub fn update( +        &mut self, +        map: &HashSet<IVec2>, +        direction: Vec2, +        mut boost: bool, +        dt: f32, +    ) -> PacketS { +        let direction = direction.clamp_length_max(1.); +        if direction.length() > 0.1 { +            self.facing = direction + (self.facing - direction) * (-dt * 10.).exp(); +        } +        self.rotation = self.facing.x.atan2(self.facing.y); +        boost &= direction.length() > 0.1; +        self.boosting = boost && (self.boosting || self.stamina >= 1.) && self.stamina > 0.; +        self.stamina += if self.boosting { +            -dt / BOOST_DURATION +        } else { +            dt / BOOST_RESTORE +        }; +        self.stamina = self.stamina.max(0.).min(1.); +        let speed = PLAYER_SPEED * if self.boosting { BOOST_FACTOR } else { 1. }; +        self.velocity += direction * dt * speed; +        self.position += self.velocity * dt; +        self.velocity = self.velocity * (-dt * PLAYER_FRICTION).exp(); +        collide_player(self, map); + +        PacketS::Position { +            pos: self.position, +            boosting: self.boosting, +            rot: self.rotation, +        } +    } +} + +pub fn collide_player(p: &mut MovementBase, map: &HashSet<IVec2>) { +    for xo in -1..=1 { +        for yo in -1..=1 { +            let tile = IVec2::new(xo, yo) + p.position.as_ivec2(); +            if map.contains(&tile) { +                continue; +            } +            let tile = tile.as_vec2(); +            let d = aabb_point_distance(tile, tile + Vec2::ONE, p.position); +            if d > PLAYER_SIZE { +                continue; +            } +            let h = 0.01; +            let d_sample_x = +                aabb_point_distance(tile, tile + Vec2::ONE, p.position + Vec2::new(h, 0.)); +            let d_sample_y = +                aabb_point_distance(tile, tile + Vec2::ONE, p.position + Vec2::new(0., h)); +            let grad = (Vec2::new(d_sample_x, d_sample_y) - d) / h; + +            p.position += (PLAYER_SIZE - d) * grad; +            p.velocity -= grad * grad.dot(p.velocity); +        } +    } +} + +pub fn aabb_point_distance(min: Vec2, max: Vec2, p: Vec2) -> f32 { +    (p - p.clamp(min, max)).length() +} | 
