make a distinction between restart and spawning
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755adeaefd
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@ -42,7 +42,8 @@ pub enum PhysicsInputInstruction{
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SetMoveForward(bool),
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SetJump(bool),
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SetZoom(bool),
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Reset,
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Restart,
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Spawn(gameplay_modes::ModeId,StageId),
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Idle,
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//Idle: there were no input events, but the simulation is safe to advance to this timestep
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//for interpolation / networking / playback reasons, most playback heads will always want
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@ -963,6 +964,11 @@ impl PhysicsState{
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fn clear(&mut self){
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self.touching.clear();
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}
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fn reset_to_default(&mut self){
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let mut new_state=Self::default();
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new_state.camera.sensitivity=self.camera.sensitivity;
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*self=new_state;
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}
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fn next_move_instruction(&self)->Option<TimedInstruction<PhysicsInternalInstruction>>{
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self.move_state.next_move_instruction(&self.style.strafe,self.time)
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}
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@ -1059,10 +1065,16 @@ impl PhysicsContext{
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instruction:PhysicsInputInstruction::SetSensitivity(user_settings.calculate_sensitivity()),
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});
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}
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pub fn restart(&mut self){
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self.run_input_instruction(TimedInstruction{
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time:self.state.time,
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instruction:PhysicsInputInstruction::Restart,
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});
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}
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pub fn spawn(&mut self){
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self.run_input_instruction(TimedInstruction{
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time:self.state.time,
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instruction:PhysicsInputInstruction::Reset,
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instruction:PhysicsInputInstruction::Spawn(gameplay_modes::ModeId::MAIN,StageId::FIRST),
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});
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}
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pub const fn output(&self)->PhysicsOutputState{
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@ -1530,7 +1542,8 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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//the body may as well be a quantum wave function
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//as far as these instruction are concerned (they don't care where it is)
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PhysicsInputInstruction::SetSensitivity(..)
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|PhysicsInputInstruction::Reset
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|PhysicsInputInstruction::Restart
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|PhysicsInputInstruction::Spawn(..)
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|PhysicsInputInstruction::SetZoom(..)
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|PhysicsInputInstruction::Idle=>false,
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//these controls only update the body if you are on the ground
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@ -1593,18 +1606,26 @@ fn atomic_input_instruction(state:&mut PhysicsState,data:&PhysicsData,ins:TimedI
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state.input_state.set_control(Controls::Zoom,s);
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::Reset=>{
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//it matters which of these runs first, but I have not thought it through yet as it doesn't matter yet
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state.mode_state.clear();
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state.mode_state.set_stage_id(gameplay_modes::StageId::FIRST);
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PhysicsInputInstruction::Restart=>{
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//totally reset physics state
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state.reset_to_default();
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//spawn at start zone
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let spawn_point=data.modes.get_mode(state.mode_state.get_mode_id()).map(|mode|
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//TODO: spawn at the bottom of the start zone plus the hitbox size
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//TODO: set camera andles to face the same way as the start zone
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data.models.model(mode.get_start().into()).transform.vertex.translation
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).unwrap_or(Planar64Vec3::ZERO);
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set_position(&mut state.body,&mut state.touching,spawn_point);
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set_velocity(&mut state.body,&state.touching,&data.models,&data.hitbox_mesh,Planar64Vec3::ZERO);
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state.set_move_state(data,MoveState::Air);
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b_refresh_walk_target=false;
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}
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PhysicsInputInstruction::Spawn(mode_id,stage_id)=>{
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//spawn at a particular stage
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if let Some(mode)=data.modes.get_mode(mode_id){
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teleport_to_spawn(&mut state.body,&mut state.touching,&state.style,&data.hitbox_mesh,mode,&data.models,stage_id);
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}
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b_refresh_walk_target=false;
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},
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PhysicsInputInstruction::PracticeFly=>{
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match &state.move_state{
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@ -12,7 +12,8 @@ pub enum InputInstruction{
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MoveForward(bool),
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Jump(bool),
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Zoom(bool),
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Reset,
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Restart,
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Spawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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PracticeFly,
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}
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pub enum Instruction{
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@ -68,7 +69,8 @@ impl MouseInterpolator{
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
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&InputInstruction::Spawn(mode_id,stage_id)=>Some(PhysicsInputInstruction::Spawn(mode_id,stage_id)),
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InputInstruction::Restart=>Some(PhysicsInputInstruction::Restart),
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InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
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},
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Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
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@ -150,6 +152,12 @@ pub fn new(mut physics:crate::physics::PhysicsContext,mut graphics_worker:crate:
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},
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Instruction::GenerateModels(map)=>{
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physics.generate_models(&map);
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//important!
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//bots will not work properly without this exact restart + spawn setup
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//reset the physics state to start a new run on the new map
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physics.restart();
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//generate a spawn event so bots work properly on the first run
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//no run started so does not invalidate the run
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physics.spawn();
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graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(map)).unwrap();
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},
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@ -107,7 +107,11 @@ impl WindowContext<'_>{
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"e"=>Some(InputInstruction::MoveUp(s)),
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"q"=>Some(InputInstruction::MoveDown(s)),
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"z"=>Some(InputInstruction::Zoom(s)),
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"r"=>if s{Some(InputInstruction::Reset)}else{None},
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"r"=>if s{
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//mouse needs to be reset since the position is absolute
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self.mouse=crate::physics::MouseState::default();
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Some(InputInstruction::Restart)
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}else{None},
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"f"=>if s{Some(InputInstruction::PracticeFly)}else{None},
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_=>None,
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},
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@ -233,4 +237,4 @@ impl<'a> WindowContextSetup<'a>{
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}
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})
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}
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}
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}
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