2019-12-26 18:01:19 +00:00
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use super::{ActionState::*, EcsCharacterState, EcsStateUpdate, StateHandle};
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2019-12-26 14:43:59 +00:00
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use std::time::Duration;
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct WieldHandler {
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/// How long before a new action can be performed
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/// after equipping
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pub equip_delay: Duration,
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}
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impl StateHandle for WieldHandler {
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2019-12-26 18:01:19 +00:00
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fn handle(&self, ecs_data: &EcsCharacterState) -> EcsStateUpdate {
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let mut update = EcsStateUpdate {
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2019-12-26 14:43:59 +00:00
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character: *ecs_data.character,
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pos: *ecs_data.pos,
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vel: *ecs_data.vel,
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ori: *ecs_data.ori,
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};
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2019-12-26 18:01:19 +00:00
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// Only act once equip_delay has expired
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if self.equip_delay == Duration::default() {
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// Toggle Weapons
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if ecs_data.inputs.toggle_wield.is_pressed()
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&& ecs_data.character.action_state.is_equip_finished()
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{
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update.character.action_state = Idle;
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2019-12-26 14:43:59 +00:00
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2019-12-26 18:01:19 +00:00
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return update;
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}
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2019-12-26 14:43:59 +00:00
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2019-12-26 18:01:19 +00:00
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// Try weapon actions
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if ecs_data.inputs.primary.is_pressed() {
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// TODO: PrimaryStart
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} else if ecs_data.inputs.secondary.is_pressed() {
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// TODO: SecondaryStart
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}
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2019-12-26 14:43:59 +00:00
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}
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2019-12-26 18:01:19 +00:00
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// Equip delay hasn't expired yet
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else {
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// Update wield delay
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update.character.action_state = Wield(WieldHandler {
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2019-12-26 14:43:59 +00:00
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equip_delay: self
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.equip_delay
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.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))
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.unwrap_or_default(),
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2019-12-26 18:01:19 +00:00
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});
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}
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2019-12-26 14:43:59 +00:00
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return update;
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}
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}
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