babalcore 0.5.1

Babal core logic library, low-level things which are game-engine agnostic.
Documentation
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use super::input_query::*;
use super::level_query::*;
use super::player_event::*;
use super::points_counter::*;
use super::slab_kind::*;
use super::time_tracker::*;
use euclid::default::Vector3D;
use std::f64::consts::PI;

const STEER_SLOW_DOWN: f64 = STEER_WIDTH_SCALE * 3.0 / 5.0;
const STEER_MAX_SPEED: f64 = STEER_WIDTH_SCALE * 2.0 / 5.0;
const STEER_WIDTH_SCALE: f64 = 500.0;

const JUMP_VY_INIT: f64 = JUMP_HEIGHT_SCALE * 3.0;
const JUMP_VY_BOOST_INIT: f64 = JUMP_HEIGHT_SCALE * 3.4;
const JUMP_VY_OVERDRIVE_INIT: f64 = JUMP_HEIGHT_SCALE * 3.6;
const JUMP_POSY_INIT: f64 = JUMP_HEIGHT_SCALE / 1000.0;
const JUMP_GRAVITY: f64 = JUMP_HEIGHT_SCALE * 6.0;
const JUMP_HEIGHT_SCALE: f64 = 100.0;

const FORWARD_JUMP_BOOST: f64 = FORWARD_DEPTH_SCALE * 2.0;
const FORWARD_STEER_BOOST_ON_GROUND: f64 = FORWARD_DEPTH_SCALE * 6.0;
const FORWARD_STEER_BOOST_IN_AIR: f64 = FORWARD_DEPTH_SCALE * 2.0;
const FORWARD_MAX_SPEED: f64 = FORWARD_DEPTH_SCALE * 15.0;
const FORWARD_BOOST_SPEED: f64 = FORWARD_DEPTH_SCALE * 6.0;
const FORWARD_OVERDRIVE_SPEED: f64 = FORWARD_DEPTH_SCALE * 12.0;
const FORWARD_SLOW_DOWN_LINEAR_ON_GROUND: f64 = FORWARD_DEPTH_SCALE * 0.2;
const FORWARD_SLOW_DOWN_SQUARE_ON_GROUND: f64 = 0.5;
const FORWARD_SLOW_DOWN_LINEAR_IN_AIR: f64 = FORWARD_DEPTH_SCALE * 0.1;
const FORWARD_SLOW_DOWN_SQUARE_IN_AIR: f64 = 0.4;
const FORWARD_DEPTH_SCALE: f64 = 100.0;

const BACKING_REPOS_DELAY: f64 = 0.05;
const BACKING_FALL_DELAY: f64 = 0.55;
const BACKING_REWIND_DELAY: f64 = 0.4;
const BACKING_SIMULATED_DELAY: f64 = 5.0;

const BACKING_FALL_DEPTH: f64 = 5.0;

const EXTRA_TIME_ON_BOOST: f64 = 0.01;
const EXTRA_TIME_ON_OVERDRIVE: f64 = 0.05;

#[derive(Debug, Clone, Copy)]
struct PointInTime {
    position_vec: Vector3D<f64>,
    time_sec: f64,
}

#[derive(Debug, Clone, Copy)]
struct BackingData {
    begin: PointInTime,
    top_fall: PointInTime,
    bottom_fall: PointInTime,
    end: PointInTime,
}

#[derive(Debug)]
pub struct Player {
    initialized: bool,
    steer_factor: f64,
    position_vec: Vector3D<f64>,
    speed_vec: Vector3D<f64>,
    time_tracker: TimeTracker,
    is_jumping: bool,
    boost_state: bool,
    cur_level_col: isize,
    backing_data: Option<BackingData>,
    points_counter: PointsCounter,
    boost_count: isize,
    overdrive_count: isize,
}

impl Player {
    pub fn new() -> Player {
        Player::default()
    }

    pub fn tick(
        &mut self,
        delta: f64,
        level: &impl LevelQuery,
        input: &mut impl InputQuery,
    ) -> Vec<PlayerEvent> {
        let mut events = Vec::new();
        if !self.initialized {
            self.replace(level);
            self.initialized = true;
            events.push(PlayerEvent::new_start());
        }
        self.time_tracker.add(delta);
        events.append(&mut self.handle_steer(delta, input, level.width()));
        events.append(&mut self.handle_jump(delta, input, level));
        events.append(&mut self.handle_boost(level));
        events.append(&mut self.handle_forward(delta, level));
        events.append(&mut self.handle_fall(level));
        events.append(&mut self.points_counter.handle_dist(
            delta,
            self.dist(),
            self.time_to_complete(level),
        ));
        events
    }

    fn steer_max_speed(&self) -> f64 {
        if self.steer_factor > 0.0 {
            (STEER_MAX_SPEED * self.steer_factor).abs()
        } else {
            STEER_MAX_SPEED
        }
    }

    fn steer_slow_down(&self) -> f64 {
        if self.steer_factor > 0.0 {
            (STEER_SLOW_DOWN * self.steer_factor).abs()
        } else {
            STEER_SLOW_DOWN
        }
    }

    fn replace(&mut self, level: &impl LevelQuery) {
        if let Some(start_spot) =
            level.find_start_spot(self.level_col(level.width()), self.level_row())
        {
            self.position_vec = Self::from_level_coord(start_spot.0, start_spot.1, level.width())
        };
    }

    fn handle_fall(&mut self, level: &impl LevelQuery) -> Vec<PlayerEvent> {
        match self.backing_data {
            Some(backing_data) => self.update_fall(backing_data),
            None => {
                if !self.check_valid_position(level) {
                    self.begin_fall(level)
                } else {
                    Vec::new()
                }
            }
        }
    }

    fn update_fall(&mut self, backing_data: BackingData) -> Vec<PlayerEvent> {
        let now_sec = self.time_tracker.now_sec();

        let end_sec = backing_data.end.time_sec;
        if now_sec >= end_sec {
            return self.end_fall(backing_data);
        }

        let bottom_fall_sec = backing_data.bottom_fall.time_sec;
        if now_sec >= bottom_fall_sec {
            let alpha = (now_sec - bottom_fall_sec) / (end_sec - bottom_fall_sec);
            self.position_vec = backing_data
                .top_fall
                .position_vec
                .lerp(backing_data.end.position_vec, alpha);
            return Vec::new();
        }

        let top_fall_sec = backing_data.top_fall.time_sec;
        if now_sec >= top_fall_sec {
            let alpha = (now_sec - top_fall_sec) / (bottom_fall_sec - top_fall_sec);
            self.position_vec = backing_data
                .top_fall
                .position_vec
                .lerp(backing_data.bottom_fall.position_vec, alpha);
            return Vec::new();
        }

        let begin_sec = backing_data.begin.time_sec;
        if now_sec >= begin_sec {
            let alpha = (now_sec - begin_sec) / (top_fall_sec - begin_sec);
            self.position_vec = backing_data
                .begin
                .position_vec
                .lerp(backing_data.begin.position_vec, alpha);
            return Vec::new();
        }

        return Vec::new();
    }

    fn begin_fall(&mut self, level: &impl LevelQuery) -> Vec<PlayerEvent> {
        let offset = BACKING_SIMULATED_DELAY * self.speed_vec.z / FORWARD_DEPTH_SCALE;
        let backing_col = self.level_col(level.width());
        let backing_src_row = self.level_row();
        let backing_dst_row = backing_src_row - (offset as isize);
        if let Some(start_spot) = level.find_start_spot(backing_col, backing_dst_row) {
            let now_sec = self.time_tracker.now_sec();
            let begin = PointInTime {
                position_vec: self.position_vec,
                time_sec: now_sec,
            };
            let top_fall = PointInTime {
                position_vec: Self::from_level_coord(backing_col, backing_src_row, level.width()),
                time_sec: now_sec + BACKING_REPOS_DELAY,
            };
            let bottom_fall = PointInTime {
                position_vec: (Self::from_level_coord(backing_col, backing_src_row, level.width())
                    - Vector3D::new(0.0, BACKING_FALL_DEPTH * JUMP_HEIGHT_SCALE, 0.0)),
                time_sec: now_sec + BACKING_REPOS_DELAY + BACKING_FALL_DELAY,
            };
            let end = PointInTime {
                position_vec: Self::from_level_coord(start_spot.0, start_spot.1, level.width()),
                time_sec: now_sec + BACKING_REPOS_DELAY + BACKING_FALL_DELAY + BACKING_REWIND_DELAY,
            };
            self.backing_data = Some(BackingData {
                begin,
                top_fall,
                bottom_fall,
                end,
            });
        };
        self.speed_vec = Vector3D::new(0.0, 0.0, 0.0);
        vec![PlayerEvent::new_fall()]
    }

    fn end_fall(&mut self, backing_data: BackingData) -> Vec<PlayerEvent> {
        let mut vec = Vec::new();
        self.position_vec = backing_data.end.position_vec;
        if self.level_row() >= self.best_row() {
            vec.push(PlayerEvent::new_catch_up());
        }
        self.speed_vec = Vector3D::new(0.0, 0.0, 0.0);
        self.backing_data = None;
        vec.push(PlayerEvent::new_start());
        vec
    }

    fn export_position3(v: Vector3D<f64>) -> Vector3D<f32> {
        Vector3D::<f32>::new(
            (-v.x * 2.0 * PI / STEER_WIDTH_SCALE) as f32,
            (v.y / JUMP_HEIGHT_SCALE) as f32,
            (((v.z / FORWARD_DEPTH_SCALE) + 0.5).fract() - 0.5) as f32,
        )
    }

    pub fn position(&self) -> Vector3D<f32> {
        Self::export_position3(self.position_vec)
    }

    fn export_speed3(v: Vector3D<f64>) -> Vector3D<f32> {
        Vector3D::<f32>::new(
            (-v.x * 2.0 * PI / STEER_WIDTH_SCALE) as f32,
            (v.y / JUMP_HEIGHT_SCALE) as f32,
            (v.z / FORWARD_DEPTH_SCALE) as f32,
        )
    }

    pub fn speed(&self) -> Vector3D<f32> {
        Self::export_speed3(self.speed_vec)
    }

    pub fn level_col(&self, width: usize) -> isize {
        ((self.position_vec.x * width as f64 / STEER_WIDTH_SCALE).round() as isize)
            % (width as isize)
    }

    pub fn level_row(&self) -> isize {
        (self.dist()).round() as isize
    }

    pub fn dist(&self) -> f64 {
        self.position_vec.z / FORWARD_DEPTH_SCALE
    }

    pub fn from_level_coord(col: isize, row: isize, width: usize) -> Vector3D<f64> {
        let mut real_col = col;
        while real_col < 0 {
            real_col += width as isize;
        }
        real_col = real_col % (width as isize);
        let real_row = std::cmp::max(row, 0);
        Vector3D::new(
            real_col as f64 * STEER_WIDTH_SCALE / width as f64,
            0.0,
            real_row as f64 * FORWARD_DEPTH_SCALE,
        )
    }

    pub fn set_steer_factor(&mut self, sensibility: f64) {
        self.steer_factor = sensibility;
    }

    fn check_valid_position(&self, level: &impl LevelQuery) -> bool {
        let kind = SlabKind::from_item(level.item(
            self.level_col(level.width()),
            self.level_row(),
            self.boost_state,
        ));
        !(kind == SlabKind::Void && self.position_vec.y <= 0.0)
    }

    fn handle_steer(
        &mut self,
        delta: f64,
        input: &mut impl InputQuery,
        width: usize,
    ) -> Vec<PlayerEvent> {
        if let Some(_) = self.backing_data {
            return Vec::new();
        }

        let steer = input.pop_steer();
        self.speed_vec.x += steer;

        let steer_max_speed = self.steer_max_speed();
        if self.speed_vec.x > steer_max_speed {
            self.speed_vec.x = steer_max_speed;
        }
        if self.speed_vec.x < -steer_max_speed {
            self.speed_vec.x = -steer_max_speed;
        }

        let steer_slow_down = self.steer_slow_down();
        if self.speed_vec.x > 0.0 {
            self.speed_vec.x -= delta * steer_slow_down;
            if self.speed_vec.x < 0.0 {
                self.speed_vec.x = 0.0;
            }
            self.speed_vec.z +=
                delta * (self.speed_vec.x / steer_max_speed) * self.forward_steer_boost();
        }
        if self.speed_vec.x < 0.0 {
            self.speed_vec.x += delta * steer_slow_down;
            if self.speed_vec.x > 0.0 {
                self.speed_vec.x = 0.0;
            }
            self.speed_vec.z -=
                delta * (self.speed_vec.x / steer_max_speed) * self.forward_steer_boost();
        }

        self.position_vec.x += self.speed_vec.x * (delta);

        while self.position_vec.x >= STEER_WIDTH_SCALE {
            self.position_vec.x -= STEER_WIDTH_SCALE;
        }
        while self.position_vec.x < 0.0 {
            self.position_vec.x += STEER_WIDTH_SCALE;
        }
        if self.cur_level_col != self.level_col(width) {
            self.cur_level_col = self.level_col(width);
            return vec![PlayerEvent::new_change_column()];
        }
        Vec::new()
    }

    fn handle_jump(
        &mut self,
        delta: f64,
        input: &mut impl InputQuery,
        _level: &impl LevelQuery,
    ) -> Vec<PlayerEvent> {
        if let Some(_) = self.backing_data {
            return Vec::new();
        }

        let jump = input.pop_jump();
        if self.is_jumping {
            self.speed_vec.y -= delta * JUMP_GRAVITY;
            self.position_vec.y += delta * self.speed_vec.y;

            if self.position_vec.y < 0.0 {
                self.speed_vec.y = 0.0;
                self.position_vec.y = 0.0;
                self.is_jumping = false;
                return vec![PlayerEvent::new_land()];
            }
            if self.speed_vec.y > 0.0 {
                self.speed_vec.z += delta * FORWARD_JUMP_BOOST;
            }
        } else if jump {
            self.is_jumping = true;
            self.speed_vec.y = JUMP_VY_INIT;
            self.position_vec.y = JUMP_POSY_INIT;
            return vec![PlayerEvent::new_jump()];
        }
        Vec::new()
    }

    fn is_backing(&self) -> bool {
        if let Some(_) = self.backing_data {
            return true;
        }
        false
    }

    pub fn backing_camera_blend(&self) -> f64 {
        match self.backing_data {
            Some(backing_data) => {
                let now_sec = self.time_tracker.now_sec();
                let begin_sec = backing_data.begin.time_sec;
                let end_sec = backing_data.end.time_sec;
                if now_sec <= begin_sec || now_sec >= end_sec {
                    0.0
                } else {
                    let middle_sec = (begin_sec + end_sec) / 2.0;
                    let half_range = middle_sec - begin_sec;
                    if half_range > 0.0 {
                        if now_sec <= middle_sec {
                            (now_sec - begin_sec) / half_range
                        } else {
                            (end_sec - now_sec) / half_range
                        }
                    } else {
                        0.0
                    }
                }
            }
            None => 0.0,
        }
    }

    fn is_on_ground(&self) -> bool {
        self.position_vec.y == 0.0
    }

    fn handle_boost(&mut self, level: &impl LevelQuery) -> Vec<PlayerEvent> {
        if self.is_on_ground() && !self.is_backing() {
            let kind = SlabKind::from_item(level.item(
                self.level_col(level.width()),
                self.level_row(),
                self.boost_state,
            ));
            if kind == SlabKind::Boost || kind == SlabKind::Overdrive {
                let target_speed = if self.boost_state {
                    FORWARD_OVERDRIVE_SPEED
                } else {
                    FORWARD_BOOST_SPEED
                };
                if self.speed_vec.z < target_speed {
                    self.speed_vec.z = target_speed;
                }
                let ret = if self.boost_state {
                    if self.level_row() >= self.best_row() {
                        self.overdrive_count += 1;
                    }
                    vec![PlayerEvent::new_overdrive()]
                } else {
                    if self.level_row() >= self.best_row() {
                        self.boost_count += 1;
                    }
                    vec![PlayerEvent::new_boost()]
                };
                self.speed_vec.y = if self.boost_state {
                    JUMP_VY_OVERDRIVE_INIT
                } else {
                    JUMP_VY_BOOST_INIT
                };
                self.position_vec.y = JUMP_POSY_INIT;
                self.is_jumping = true;
                self.boost_state = true;
                return ret;
            } else {
                self.boost_state = false;
            }
        }
        Vec::new()
    }

    fn forward_slow_down_linear(&self) -> f64 {
        if self.is_on_ground() {
            FORWARD_SLOW_DOWN_LINEAR_ON_GROUND
        } else {
            FORWARD_SLOW_DOWN_LINEAR_IN_AIR
        }
    }

    fn forward_slow_down_square(&self) -> f64 {
        if self.is_on_ground() {
            FORWARD_SLOW_DOWN_SQUARE_ON_GROUND
        } else {
            FORWARD_SLOW_DOWN_SQUARE_IN_AIR
        }
    }

    fn forward_steer_boost(&self) -> f64 {
        if self.is_on_ground() {
            FORWARD_STEER_BOOST_ON_GROUND
        } else {
            FORWARD_STEER_BOOST_IN_AIR
        }
    }

    fn handle_forward(&mut self, delta: f64, level: &impl LevelQuery) -> Vec<PlayerEvent> {
        if self.is_backing() {
            return Vec::new();
        }

        self.speed_vec.z -= delta * self.forward_slow_down_linear();
        self.speed_vec.z -= delta * self.forward_slow_down_square() * self.speed_vec.z;

        if self.speed_vec.z > FORWARD_MAX_SPEED {
            self.speed_vec.z = FORWARD_MAX_SPEED;
        }

        if self.speed_vec.z < 0.0 {
            self.speed_vec.z = 0.0;
        }

        self.position_vec.z += delta * self.speed_vec.z * self.speed_factor(level);
        if self.position_vec.z < 0.0 {
            self.position_vec.z = 0.0;
        }

        Vec::new()
    }

    pub fn speed_factor(&self, level: &impl LevelQuery) -> f64 {
        let time_pct = self.time_pct(level);
        let speed_factor = ((100.0 - time_pct) * level.skill().begin_speed_factor()
            + time_pct * level.skill().end_speed_factor())
            / 100.0;
        speed_factor
    }

    pub fn score(&self) -> i32 {
        self.points_counter.score()
    }

    pub fn set_best_score(&mut self, best_score: i32) {
        self.points_counter.set_best_score(best_score);
    }

    pub fn best_row(&self) -> isize {
        self.points_counter.best_row()
    }

    pub fn best_dist(&self) -> f64 {
        self.points_counter.best_dist()
    }

    pub fn is_boosting(&self) -> bool {
        self.boost_state
    }

    fn time_pct(&self, level: &impl LevelQuery) -> f64 {
        self.points_counter.time_pct(self.time_to_complete(level))
    }

    fn time_to_complete(&self, level: &impl LevelQuery) -> f64 {
        let base = level.skill().time_to_complete();
        base * self.time_progress_total() / 100.0
    }

    pub fn time_progress_done(&self, level: &impl LevelQuery) -> f64 {
        let pct = self.time_pct(level);
        if pct >= 100.0 {
            self.time_progress_total()
        } else {
            pct * self.time_progress_total() / 100.0
        }
    }

    pub fn time_progress_total(&self) -> f64 {
        let extra_time_from_boost = EXTRA_TIME_ON_BOOST * (self.boost_count as f64);
        let extra_time_from_overdrive = EXTRA_TIME_ON_OVERDRIVE * (self.overdrive_count as f64);
        100.0 * (1.0 + extra_time_from_boost + extra_time_from_overdrive)
    }
}

impl std::default::Default for Player {
    fn default() -> Self {
        Player {
            initialized: false,
            steer_factor: 1.0,
            position_vec: Vector3D::default(),
            speed_vec: Vector3D::default(),
            time_tracker: TimeTracker::default(),
            is_jumping: false,
            boost_state: false,
            cur_level_col: 0,
            backing_data: None,
            points_counter: PointsCounter::default(),
            boost_count: 0,
            overdrive_count: 0,
        }
    }
}