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path: root/src/content/entities/entity_wizard.rs
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use glam::Vec2;
use rapier2d::{
    control::{CharacterAutostep, CharacterLength, KinematicCharacterController},
    pipeline::QueryFilter,
};

use crate::{
    config::GRAVITY,
    input::Input,
    sim::{
        entity::{EntityBehaviour, EntityDef, EntityUpdateCtx},
        rb_manager::character_impulses::solve_character_collision_impulses,
        sim_manager::SimCtx,
    },
};

struct WizardEntityBehaviour {
    movement_input_x: f32,
    jump: f32,

    grounded: bool,
    acc_vel: Vec2,
    kinematic_controller: KinematicCharacterController,
}

const JUMP_VELOCITY: f32 = 100.0;
const ACCEL: f32 = 1000.0;
const AIR_ACCEL: f32 = 350.0;
const MAX_SPEED: f32 = 75.0;

impl EntityBehaviour for WizardEntityBehaviour {
    fn update(&mut self, _: &mut EntityUpdateCtx, ctx: &mut SimCtx, _: f32) {
        if ctx.input_manager.held(Input::Left) {
            self.movement_input_x = -1.0;
        } else if ctx.input_manager.held(Input::Right) {
            self.movement_input_x = 1.0;
        } else {
            self.movement_input_x = 0.0;
        }

        if ctx.input_manager.pressed(Input::Jump) {
            self.jump = 0.06;
        }
    }

    fn physics_update(
        &mut self,
        update_ctx: &mut EntityUpdateCtx,
        ctx: &mut SimCtx,
        delta_time: f32,
    ) {
        if self.grounded {
            // TODO delta_time
            if self.movement_input_x.abs() < 0.2 {
                self.acc_vel.x = self.acc_vel.x * 0.7;
            }
            // if we're moving up, keep moving up
            self.acc_vel.y = self.acc_vel.y.min(0.0);
            if self.jump > 0.0 {
                self.acc_vel.y -= JUMP_VELOCITY;
                self.jump = 0.0;
            }
        } else {
            self.acc_vel.x = self.acc_vel.x * 0.95;
            self.acc_vel.y += GRAVITY * delta_time;

            if self.jump > 0.0 {
                self.jump -= delta_time;
            }
        }

        if self.acc_vel.x.abs() < 1.0 {
            self.acc_vel.x = 0.0;
        }

        let flip_adj = if self.acc_vel.x.signum() != self.movement_input_x.signum() {
            3.0
        } else {
            1.0
        };
        self.acc_vel.x += self.movement_input_x
            * if self.grounded { ACCEL } else { AIR_ACCEL }
            * delta_time
            * flip_adj;
        self.acc_vel.x = self.acc_vel.x.clamp(-MAX_SPEED, MAX_SPEED);

        let query_pipeline = ctx
            .rb_manager
            .physics_manager
            .world
            .broad_phase
            .as_query_pipeline(
                ctx.rb_manager
                    .physics_manager
                    .world
                    .narrow_phase
                    .query_dispatcher(),
                &ctx.rb_manager.physics_manager.world.bodies,
                &ctx.rb_manager.physics_manager.world.colliders,
                QueryFilter::default().exclude_rigid_body(update_ctx.entity_data.rb_h.unwrap()),
            );

        let rb = ctx
            .rb_manager
            .physics_manager
            .world
            .bodies
            .get(update_ctx.entity_data.rb_h.unwrap())
            .unwrap();

        let collider = ctx
            .rb_manager
            .physics_manager
            .world
            .colliders
            .get(update_ctx.entity_data.collider_h.unwrap())
            .unwrap()
            .clone();

        // move_shape works in translations, not velocities: feed it the distance we
        // want to cover this step, and convert the allowed distance back to a velocity.
        let mut collisions = Vec::new();
        let movement = self.kinematic_controller.move_shape(
            delta_time,
            &query_pipeline,
            collider.shape(),
            rb.position(),
            self.acc_vel * delta_time,
            |col| collisions.push(col),
        );

        let mut query_pipeline_mut = ctx
            .rb_manager
            .physics_manager
            .world
            .broad_phase
            .as_query_pipeline_mut(
                ctx.rb_manager
                    .physics_manager
                    .world
                    .narrow_phase
                    .query_dispatcher(),
                &mut ctx.rb_manager.physics_manager.world.bodies,
                &mut ctx.rb_manager.physics_manager.world.colliders,
                QueryFilter::default().exclude_rigid_body(update_ctx.entity_data.rb_h.unwrap()),
            );

        // apply collisions to other scene entities. Local port: rapier's own
        // solve_character_collision_impulses panics with 2+ nearby dynamic bodies.
        solve_character_collision_impulses(
            &self.kinematic_controller,
            delta_time,
            &mut query_pipeline_mut,
            collider.shape(),
            update_ctx.entity_data.cells.as_mut().unwrap().mass(),
            &collisions,
        );

        // update the entity's position
        let rb = ctx
            .rb_manager
            .physics_manager
            .world
            .bodies
            .get_mut(update_ctx.entity_data.rb_h.unwrap())
            .unwrap();

        rb.set_linvel(movement.translation / delta_time, true);

        self.grounded = movement.grounded;
    }
}

pub fn entity_wizard_def(position: Vec2) -> EntityDef {
    let mut kinematic_controller = KinematicCharacterController::default();
    kinematic_controller.up = -Vec2::Y;
    kinematic_controller.autostep = Some(CharacterAutostep {
        max_height: CharacterLength::Absolute(4.0),
        min_width: CharacterLength::Absolute(8.0),
        include_dynamic_bodies: false,
    });
    kinematic_controller.offset = CharacterLength::Absolute(0.1);
    kinematic_controller.normal_nudge_factor = 1.0e-3;
    // slightly greater than 45 since 45 deg piles are very common for any kind of sand or dirt etc
    kinematic_controller.max_slope_climb_angle = 48f32.to_radians();

    EntityDef::kinematic_from_sprite(
        position,
        "assets/sprites/wizard",
        Some(Box::new(WizardEntityBehaviour {
            movement_input_x: 0.0,
            jump: 0.0,
            grounded: false,
            acc_vel: Vec2::ZERO,
            kinematic_controller,
        })),
    )
}