forked from StrafesNET/strafe-client
add GameMechanicAttributes::is_wrcp() function
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42
src/model.rs
42
src/model.rs
@ -107,12 +107,6 @@ pub struct GameMechanicAccelerator{
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pub acceleration:Planar64Vec3
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pub acceleration:Planar64Vec3
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}
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum GameMechanicBooster{
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Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
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Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
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Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum GameMechanicCheckpoint{
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pub enum GameMechanicCheckpoint{
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Ordered{
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Ordered{
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mode_id:u32,
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mode_id:u32,
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@ -123,14 +117,23 @@ pub enum GameMechanicCheckpoint{
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},
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},
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}
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum GameMechanicBooster{
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Affine(Planar64Affine3),//capable of SetVelocity,DotVelocity,normal booster,bouncy part,redirect velocity, and much more
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Velocity(Planar64Vec3),//straight up boost velocity adds to your current velocity
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Energy{direction:Planar64Vec3,energy:Planar64},//increase energy in direction
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum TrajectoryChoice{
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pub enum TrajectoryChoice{
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HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time
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HighArcLongDuration,//underhand lob at target: less horizontal speed and more air time
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LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time
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LowArcShortDuration,//overhand throw at target: more horizontal speed and less air time
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}
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum GameMechanicSetTrajectory{
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pub enum GameMechanicSetTrajectory{
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//Speed-type SetTrajectory
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AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes
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AirTime(Time),//air time (relative to gravity direction) is invariant across mass and gravity changes
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Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes
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Height(Planar64),//boost height (relative to gravity direction) is invariant across mass and gravity changes
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DotVelocity{direction:Planar64Vec3,dot:Planar64},//set your velocity in a specific direction without touching other directions
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//Velocity-type SetTrajectory
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TargetPointTime{//launch on a trajectory that will land at a target point in a set amount of time
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TargetPointTime{//launch on a trajectory that will land at a target point in a set amount of time
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target_point:Planar64Vec3,
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target_point:Planar64Vec3,
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time:Time,//short time = fast and direct, long time = launch high in the air, negative time = wrong way
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time:Time,//short time = fast and direct, long time = launch high in the air, negative time = wrong way
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@ -141,7 +144,18 @@ pub enum GameMechanicSetTrajectory{
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trajectory_choice:TrajectoryChoice,
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trajectory_choice:TrajectoryChoice,
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},
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},
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Velocity(Planar64Vec3),//SetVelocity
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Velocity(Planar64Vec3),//SetVelocity
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DotVelocity{direction:Planar64Vec3,dot:Planar64},//set your velocity in a specific direction without touching other directions
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}
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impl GameMechanicSetTrajectory{
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fn is_velocity(&self)->bool{
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match self{
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GameMechanicSetTrajectory::AirTime(_)
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|GameMechanicSetTrajectory::Height(_)
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|GameMechanicSetTrajectory::DotVelocity{direction:_,dot:_}=>false,
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GameMechanicSetTrajectory::TargetPointTime{target_point:_,time:_}
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|GameMechanicSetTrajectory::TargetPointSpeed{target_point:_,speed:_,trajectory_choice:_}
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|GameMechanicSetTrajectory::Velocity(_)=>true,
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}
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}
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}
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}
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#[derive(Clone,Hash,Eq,PartialEq)]
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#[derive(Clone,Hash,Eq,PartialEq)]
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pub enum ZoneBehaviour{
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pub enum ZoneBehaviour{
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@ -217,6 +231,20 @@ impl GameMechanicAttributes{
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||self.teleport_behaviour.is_some()
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||self.teleport_behaviour.is_some()
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||self.accelerator.is_some()
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||self.accelerator.is_some()
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}
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}
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pub fn is_wrcp(&self,current_mode_id:u32)->bool{
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self.trajectory.as_ref().map_or(false,|t|t.is_velocity())
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&&match &self.teleport_behaviour{
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Some(TeleportBehaviour::StageElement(
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GameMechanicStageElement{
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mode_id,
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stage_id:_,
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force:true,
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behaviour:StageElementBehaviour::Trigger|StageElementBehaviour::Teleport
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}
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))=>current_mode_id==*mode_id,
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_=>false,
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}
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}
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}
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}
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#[derive(Default,Clone,Hash,Eq,PartialEq)]
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#[derive(Default,Clone,Hash,Eq,PartialEq)]
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pub struct ContactingAttributes{
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pub struct ContactingAttributes{
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