diff options
Diffstat (limited to 'server')
| -rw-r--r-- | server/src/customer/mod.rs | 8 | ||||
| -rw-r--r-- | server/src/customer/movement.rs | 39 | ||||
| -rw-r--r-- | server/src/customer/pathfinding.rs | 3 | ||||
| -rw-r--r-- | server/src/game.rs | 38 | 
4 files changed, 57 insertions, 31 deletions
| diff --git a/server/src/customer/mod.rs b/server/src/customer/mod.rs index e6f999e6..ba65a5e2 100644 --- a/server/src/customer/mod.rs +++ b/server/src/customer/mod.rs @@ -25,7 +25,7 @@ use crate::{  };  use anyhow::{anyhow, Result};  use fake::{faker, Fake}; -use glam::{IVec2, Vec2}; +use glam::IVec2;  use log::debug;  use movement::MovementBase;  use pathfinding::{find_path, Path}; @@ -115,11 +115,7 @@ impl DemandState {              self.customers.insert(                  id,                  Customer { -                    movement: MovementBase { -                        position: data.customer_spawn, -                        facing: Vec2::X, -                        vel: Vec2::ZERO, -                    }, +                    movement: MovementBase::new(data.customer_spawn),                      state: CustomerState::Entering { path, chair },                  },              ); diff --git a/server/src/customer/movement.rs b/server/src/customer/movement.rs index 3fcf37aa..a189ddce 100644 --- a/server/src/customer/movement.rs +++ b/server/src/customer/movement.rs @@ -20,25 +20,54 @@ use glam::{IVec2, Vec2};  use std::collections::HashSet;  const PLAYER_SIZE: f32 = 0.4; -const PLAYER_SPEED: f32 = 65.; -pub const PLAYER_SPEED_LIMIT: f32 = f32::INFINITY; // 10.; +const PLAYER_FRICTION: f32 = 10.0; +const PLAYER_SPEED: f32 = 40.0; +const BOOST_FACTOR: f32 = 3.0; +const BOOST_DURATION: f32 = 0.3; +const BOOST_RESTORE: f32 = 0.5;  pub struct MovementBase {      pub position: Vec2,      pub facing: Vec2,      pub vel: Vec2, +    pub boosting: bool, +    pub stamina: f32,  }  impl MovementBase { -    pub fn update(&mut self, map: &HashSet<IVec2>, direction: Vec2, dt: f32) -> PacketS { +    pub fn new(position: Vec2) -> Self { +        Self { +            position, +            facing: Vec2::X, +            vel: Vec2::ZERO, +            boosting: false, +            stamina: 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();          }          let rot = self.facing.x.atan2(self.facing.y); -        self.vel += direction * dt * PLAYER_SPEED; +        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.vel += direction * dt * speed;          self.position += self.vel * dt; -        self.vel = self.vel * (-dt * 15.).exp(); +        self.vel = self.vel * (-dt * PLAYER_FRICTION).exp();          collide_player(self, map);          PacketS::Position { diff --git a/server/src/customer/pathfinding.rs b/server/src/customer/pathfinding.rs index 5056975e..73999e0c 100644 --- a/server/src/customer/pathfinding.rs +++ b/server/src/customer/pathfinding.rs @@ -41,10 +41,11 @@ impl Path {              player.update(                  &walkable,                  (next - player.position).normalize_or_zero() * 0.5, +                false,                  dt,              )          } else { -            player.update(&walkable, Vec2::ZERO, dt) +            player.update(&walkable, Vec2::ZERO, false, dt)          }      }      pub fn is_done(&self) -> bool { diff --git a/server/src/game.rs b/server/src/game.rs index 595816e1..20f479c7 100644 --- a/server/src/game.rs +++ b/server/src/game.rs @@ -16,7 +16,7 @@  */  use crate::{ -    customer::{movement::PLAYER_SPEED_LIMIT, DemandState}, +    customer::DemandState,      data::Gamedata,      interaction::{interact, tick_tile, InteractEffect, TickEffect},      protocol::{ItemIndex, Message, PacketC, PacketS, PlayerID, RecipeIndex, TileIndex}, @@ -244,29 +244,29 @@ impl Game {                      .get_mut(&player)                      .ok_or(anyhow!("player does not exist"))?; -                let dt = player.last_position_ts.elapsed().as_secs_f32(); -                let dist = pos.distance(player.position); -                let speed = dist / dt; -                let interact_dist = player -                    .interacting -                    .map(|p| (p.as_vec2() + Vec2::splat(0.5)).distance(player.position)) -                    .unwrap_or_default(); -                let movement_ok = speed < PLAYER_SPEED_LIMIT && dist < 1. && interact_dist < 2.; -                if movement_ok { -                    player.position = pos; -                    player.last_position_ts = Instant::now(); -                } +                // let dt = player.last_position_ts.elapsed().as_secs_f32(); +                // let dist = pos.distance(player.position); +                // let speed = dist / dt; +                // let interact_dist = player +                //     .interacting +                //     .map(|p| (p.as_vec2() + Vec2::splat(0.5)).distance(player.position)) +                //     .unwrap_or_default(); +                // let movement_ok = speed < PLAYER_SPEED_LIMIT && dist < 1. && interact_dist < 2.; +                // if movement_ok { +                player.position = pos; +                player.last_position_ts = Instant::now(); +                // }                  self.packet_out.push_back(PacketC::Position {                      player: pid,                      pos: player.position,                      rot,                  }); -                if !movement_ok { -                    bail!( -                        "{:?} moved to quickly. speed={speed:.02} dist={dist:.02}", -                        player.name -                    ) -                } +                // if !movement_ok { +                //     bail!( +                //         "{:?} moved to quickly. speed={speed:.02} dist={dist:.02}", +                //         player.name +                //     ) +                // }              }              PacketS::Collide { player, force } => {                  self.packet_out | 
