simple run timer

This commit is contained in:
Quaternions 2024-08-01 09:29:13 -07:00
parent d6470ee81b
commit 44031c8b83

View File

@ -2,6 +2,7 @@ use std::collections::{HashMap,HashSet};
use crate::model_physics::{self,PhysicsMesh,PhysicsMeshTransform,TransformedMesh,MeshQuery,PhysicsMeshId,PhysicsSubmeshId}; use crate::model_physics::{self,PhysicsMesh,PhysicsMeshTransform,TransformedMesh,MeshQuery,PhysicsMeshId,PhysicsSubmeshId};
use strafesnet_common::bvh; use strafesnet_common::bvh;
use strafesnet_common::map; use strafesnet_common::map;
use strafesnet_common::run;
use strafesnet_common::aabb; use strafesnet_common::aabb;
use strafesnet_common::model::{MeshId,ModelId}; use strafesnet_common::model::{MeshId,ModelId};
use strafesnet_common::gameplay_attributes::{self,CollisionAttributesId}; use strafesnet_common::gameplay_attributes::{self,CollisionAttributesId};
@ -906,6 +907,10 @@ pub struct PhysicsState{
//gameplay_state //gameplay_state
mode_state:ModeState, mode_state:ModeState,
move_state:MoveState, move_state:MoveState,
//run is non optional: when you spawn in a run is created
//the run cannot be finished unless you start it by visiting
//a start zone. If you change mode, a new run is created.
run:run::Run,
} }
//random collection of contextual data that doesn't belong in PhysicsState //random collection of contextual data that doesn't belong in PhysicsState
pub struct PhysicsData{ pub struct PhysicsData{
@ -925,11 +930,12 @@ impl Default for PhysicsState{
time:Time::ZERO, time:Time::ZERO,
style:StyleModifiers::default(), style:StyleModifiers::default(),
touching:TouchingState::default(), touching:TouchingState::default(),
move_state: MoveState::Air, move_state:MoveState::Air,
camera:PhysicsCamera::default(), camera:PhysicsCamera::default(),
input_state:InputState::default(), input_state:InputState::default(),
world:WorldState{}, world:WorldState{},
mode_state:ModeState::default(), mode_state:ModeState::default(),
run:run::Run::new(),
} }
} }
} }
@ -1414,10 +1420,25 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
//doing input_and_body to refresh the walk state if you hit a wall while accelerating //doing input_and_body to refresh the walk state if you hit a wall while accelerating
state.apply_enum_and_input_and_body(data); state.apply_enum_and_input_and_body(data);
}, },
(PhysicsCollisionAttributes::Intersect{intersecting: _,general},Collision::Intersect(intersect))=>{ (PhysicsCollisionAttributes::Intersect{intersecting:_,general},Collision::Intersect(_intersect))=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop //I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
state.touching.insert(collision); state.touching.insert(collision);
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){ if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
let zone=mode.get_zone(convex_mesh_id.model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
println!("@@@@ Starting new run!");
state.run=run::Run::new();
},
Some(gameplay_modes::Zone::Finish)=>{
match state.run.finish(state.time){
Ok(())=>println!("@@@@ Finished run time={}",state.run.time(state.time)),
Err(e)=>println!("@@@@ Run Finish error:{e:?}"),
}
},
Some(gameplay_modes::Zone::Anticheat)=>state.run.flag(run::FlagReason::Anticheat),
None=>(),
}
run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,convex_mesh_id); run_teleport_behaviour(&general.wormhole,&data.models,mode,&state.style,&data.hitbox_mesh,&mut state.mode_state,&mut state.touching,&mut state.body,convex_mesh_id);
} }
}, },
@ -1441,6 +1462,18 @@ fn run_teleport_behaviour(wormhole:&Option<gameplay_attributes::Wormhole>,models
}, },
(PhysicsCollisionAttributes::Intersect{intersecting: _,general:_},Collision::Intersect(_))=>{ (PhysicsCollisionAttributes::Intersect{intersecting: _,general:_},Collision::Intersect(_))=>{
state.touching.remove(&collision); state.touching.remove(&collision);
if let Some(mode)=data.modes.get_mode(state.mode_state.get_mode_id()){
let zone=mode.get_zone(collision.convex_mesh_id().model_id.into());
match zone{
Some(gameplay_modes::Zone::Start)=>{
match state.run.start(state.time){
Ok(())=>println!("@@@@ Started run"),
Err(e)=>println!("@@@@ Run Start error:{e:?}"),
}
},
_=>(),
}
}
}, },
_=>panic!("invalid pair"), _=>panic!("invalid pair"),
} }