add GameMechanicAttributes::is_wrcp() function

This commit is contained in:
Quaternions 2023-11-02 21:31:55 -07:00
parent bf51afcf1d
commit af7fcdd5cb

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@ -107,12 +107,6 @@ pub struct GameMechanicAccelerator{
pub acceleration:Planar64Vec3 pub acceleration:Planar64Vec3
} }
#[derive(Clone,Hash,Eq,PartialEq)] #[derive(Clone,Hash,Eq,PartialEq)]
pub enum GameMechanicBooster{
Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub enum GameMechanicCheckpoint{ pub enum GameMechanicCheckpoint{
Ordered{ Ordered{
mode_id:u32, mode_id:u32,
@ -123,14 +117,23 @@ pub enum GameMechanicCheckpoint{
}, },
} }
#[derive(Clone,Hash,Eq,PartialEq)] #[derive(Clone,Hash,Eq,PartialEq)]
pub enum GameMechanicBooster{
Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
}
#[derive(Clone,Hash,Eq,PartialEq)]
pub enum TrajectoryChoice{ pub enum TrajectoryChoice{
HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time
LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time
} }
#[derive(Clone,Hash,Eq,PartialEq)] #[derive(Clone,Hash,Eq,PartialEq)]
pub enum GameMechanicSetTrajectory{ pub enum GameMechanicSetTrajectory{
//Speed-type SetTrajectory
AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes
Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes
DotVelocity{direction:Planar64Vec3,dot:Planar64},//set your velocity in a specific direction without touching other directions
//Velocity-type SetTrajectory
TargetPointTime{//launch on a trajectory that will land at a target point in a set amount of time TargetPointTime{//launch on a trajectory that will land at a target point in a set amount of time
target_point:Planar64Vec3, target_point:Planar64Vec3,
time:Time,//short time = fast and direct, long time = launch high in the air, negative time = wrong way time:Time,//short time = fast and direct, long time = launch high in the air, negative time = wrong way
@ -141,7 +144,18 @@ pub enum GameMechanicSetTrajectory{
trajectory_choice:TrajectoryChoice, trajectory_choice:TrajectoryChoice,
}, },
Velocity(Planar64Vec3),//SetVelocity Velocity(Planar64Vec3),//SetVelocity
DotVelocity{direction:Planar64Vec3,dot:Planar64},//set your velocity in a specific direction without touching other directions }
impl GameMechanicSetTrajectory{
fn is_velocity(&self)->bool{
match self{
GameMechanicSetTrajectory::AirTime(_)
|GameMechanicSetTrajectory::Height(_)
|GameMechanicSetTrajectory::DotVelocity{direction:_,dot:_}=>false,
GameMechanicSetTrajectory::TargetPointTime{target_point:_,time:_}
|GameMechanicSetTrajectory::TargetPointSpeed{target_point:_,speed:_,trajectory_choice:_}
|GameMechanicSetTrajectory::Velocity(_)=>true,
}
}
} }
#[derive(Clone,Hash,Eq,PartialEq)] #[derive(Clone,Hash,Eq,PartialEq)]
pub enum ZoneBehaviour{ pub enum ZoneBehaviour{
@ -217,6 +231,20 @@ impl GameMechanicAttributes{
||self.teleport_behaviour.is_some() ||self.teleport_behaviour.is_some()
||self.accelerator.is_some() ||self.accelerator.is_some()
} }
pub fn is_wrcp(&self,current_mode_id:u32)->bool{
self.trajectory.as_ref().map_or(false,|t|t.is_velocity())
&&match &self.teleport_behaviour{
Some(TeleportBehaviour::StageElement(
GameMechanicStageElement{
mode_id,
stage_id:_,
force:true,
behaviour:StageElementBehaviour::Trigger|StageElementBehaviour::Teleport
}
))=>current_mode_id==*mode_id,
_=>false,
}
}
} }
#[derive(Default,Clone,Hash,Eq,PartialEq)] #[derive(Default,Clone,Hash,Eq,PartialEq)]
pub struct ContactingAttributes{ pub struct ContactingAttributes{