forked from StrafesNET/strafe-client
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26b286af31
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78cf5e155e
@ -16,12 +16,8 @@ pub enum InputInstruction{
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MoveForward(bool),
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MoveForward(bool),
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Jump(bool),
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Jump(bool),
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Zoom(bool),
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Zoom(bool),
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/// Reset: fully replace the physics state.
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ResetAndRestart,
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/// This forgets all inputs and settings which need to be reapplied.
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ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
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Reset,
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/// Restart: Teleport to the start zone.
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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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PracticeFly,
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}
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}
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pub enum Instruction{
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pub enum Instruction{
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@ -87,41 +83,62 @@ impl MouseInterpolator<'_>{
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}
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}
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self.last_mouse_time=self.timer.time(ins.time);
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self.last_mouse_time=self.timer.time(ins.time);
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}
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}
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/// returns the mapped physics input instruction
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fn push(&mut self,time:Time,phys_input:PhysicsInputInstruction){
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//This is always a non-mouse event
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self.timeline.push_back(TimedInstruction{
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time:self.timer.time(time),
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instruction:phys_input,
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});
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}
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/// returns should_empty_queue
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/// may or may not mutate internal state XD!
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/// may or may not mutate internal state XD!
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fn map_instruction(&mut self,ins:&TimedInstruction<Instruction>)->Option<PhysicsInputInstruction>{
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fn map_instruction(&mut self,ins:&TimedInstruction<Instruction>)->bool{
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let mut update_mouse_blocking=false;
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match &ins.instruction{
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match &ins.instruction{
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Instruction::Input(input_instruction)=>match input_instruction{
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Instruction::Input(input_instruction)=>match input_instruction{
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&InputInstruction::MoveMouse(m)=>{
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&InputInstruction::MoveMouse(m)=>{
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if !self.timer.is_paused(){
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if !self.timer.is_paused(){
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self.push_mouse_instruction(ins,m);
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self.push_mouse_instruction(ins,m);
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}
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}
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None
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update_mouse_blocking=true;
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},
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},
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&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveForward(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveForward(s)),
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&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveLeft(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveLeft(s)),
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&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveBack(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveBack(s)),
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&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveRight(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveRight(s)),
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&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveUp(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveUp(s)),
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&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::MoveDown(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveDown(s)),
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&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Jump(s)=>self.push(ins.time,PhysicsInputInstruction::SetJump(s)),
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&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
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&InputInstruction::Zoom(s)=>self.push(ins.time,PhysicsInputInstruction::SetZoom(s)),
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&InputInstruction::Spawn(mode_id,stage_id)=>Some(PhysicsInputInstruction::Spawn(mode_id,stage_id)),
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&InputInstruction::ResetAndSpawn(mode_id,stage_id)=>{
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InputInstruction::Restart=>Some(PhysicsInputInstruction::Restart),
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self.push(ins.time,PhysicsInputInstruction::Reset);
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InputInstruction::PracticeFly=>Some(PhysicsInputInstruction::PracticeFly),
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self.push(ins.time,PhysicsInputInstruction::Spawn(mode_id,stage_id));
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},
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InputInstruction::ResetAndRestart=>{
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self.push(ins.time,PhysicsInputInstruction::Reset);
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self.push(ins.time,PhysicsInputInstruction::Restart);
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},
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InputInstruction::PracticeFly=>self.push(ins.time,PhysicsInputInstruction::PracticeFly),
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},
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},
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//do these really need to idle the physics?
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//do these really need to idle the physics?
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//sending None dumps the instruction queue
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//sending None dumps the instruction queue
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Instruction::ChangeMap(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::ChangeMap(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
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Instruction::Resize(_)=>Some(PhysicsInputInstruction::Idle),
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Instruction::Resize(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
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Instruction::Render=>Some(PhysicsInputInstruction::Idle),
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Instruction::Render=>self.push(ins.time,PhysicsInputInstruction::Idle),
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&Instruction::SetPaused(paused)=>{
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&Instruction::SetPaused(paused)=>{
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if let Err(e)=self.timer.set_paused(ins.time,paused){
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if let Err(e)=self.timer.set_paused(ins.time,paused){
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println!("Cannot pause: {e}");
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println!("Cannot pause: {e}");
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}
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}
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Some(PhysicsInputInstruction::Idle)
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self.push(ins.time,PhysicsInputInstruction::Idle);
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},
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},
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}
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}
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if update_mouse_blocking{
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//this returns the bool for us
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self.update_mouse_blocking(ins.time)
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}else{
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//do flush that queue
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true
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}
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}
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}
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/// must check if self.mouse_blocking==true before calling!
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/// must check if self.mouse_blocking==true before calling!
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fn unblock_mouse(&mut self,time:Time){
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fn unblock_mouse(&mut self,time:Time){
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@ -153,17 +170,6 @@ impl MouseInterpolator<'_>{
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true
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true
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}
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}
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}
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}
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/// returns whether or not to empty the instruction queue
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fn handle_physics_input(&mut self,time:Time,phys_input:PhysicsInputInstruction)->bool{
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//non-mouse event
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self.timeline.push_back(TimedInstruction{
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time:self.timer.time(time),
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instruction:phys_input,
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});
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//this returns the bool for us
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self.update_mouse_blocking(time)
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}
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fn empty_queue(&mut self){
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fn empty_queue(&mut self){
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while let Some(instruction)=self.timeline.pop_front(){
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while let Some(instruction)=self.timeline.pop_front(){
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//makeshift clone because requiring all TimedInstructions to be Clone is troublesome
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//makeshift clone because requiring all TimedInstructions to be Clone is troublesome
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@ -177,12 +183,7 @@ impl MouseInterpolator<'_>{
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}
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}
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}
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}
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pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>){
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pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>){
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let should_empty_queue=self.map_instruction(ins)
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let should_empty_queue=self.map_instruction(ins);
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//should empty queue defaults to true
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.map_or(true,|physics_input|
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//this returns whether to empty the queue based on the input
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self.handle_physics_input(ins.time,physics_input)
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);
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if should_empty_queue{
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if should_empty_queue{
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self.empty_queue();
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self.empty_queue();
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}
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}
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@ -196,22 +197,14 @@ impl MouseInterpolator<'_>{
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self.unblock_mouse(time);
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self.unblock_mouse(time);
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}
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}
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self.empty_queue();
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self.empty_queue();
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//doing it like this to avoid doing PhysicsInstruction::ChangeMap(Rc<CompleteMap>)
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//doing it like this to avoid doing PhysicsInstruction::ChangeMap(Rc<CompleteMap>)
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self.physics.generate_models(&map);
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self.physics.generate_models(&map);
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let simulation_time=self.timer.time(time);
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//use the standard input interface so the instructions are written out to bots
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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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self.handle_instruction(&TimedInstruction{
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self.handle_instruction(&TimedInstruction{
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time:simulation_time,
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time:self.timer.time(time),
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instruction:Instruction::Input(InputInstruction::Reset),
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instruction:Instruction::Input(InputInstruction::ResetAndSpawn(
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});
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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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self.handle_instruction(&TimedInstruction{
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time:simulation_time,
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instruction:Instruction::Input(InputInstruction::Spawn(
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strafesnet_common::gameplay_modes::ModeId::MAIN,
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strafesnet_common::gameplay_modes::ModeId::MAIN,
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strafesnet_common::gameplay_modes::StageId::FIRST,
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strafesnet_common::gameplay_modes::StageId::FIRST,
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)),
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)),
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@ -110,7 +110,7 @@ impl WindowContext<'_>{
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"r"=>if s{
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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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//mouse needs to be reset since the position is absolute
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self.mouse=strafesnet_common::mouse::MouseState::default();
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self.mouse=strafesnet_common::mouse::MouseState::default();
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Some(InputInstruction::Restart)
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Some(InputInstruction::ResetAndRestart)
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}else{None},
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}else{None},
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"f"=>if s{Some(InputInstruction::PracticeFly)}else{None},
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"f"=>if s{Some(InputInstruction::PracticeFly)}else{None},
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_=>None,
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_=>None,
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