veloren/common/src/states/sit.rs

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use super::utils::*;
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use crate::comp::{ActionState, EcsStateData, MoveState, StateUpdate};
use crate::states::StateHandler;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct State;
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impl StateHandler for State {
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fn new(_ecs_data: &EcsStateData) -> Self {
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Self {}
}
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
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character: *ecs_data.character,
pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
};
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// Prevent action state handling
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update.character.action_state = ActionState::Idle(None);
update.character.move_state = MoveState::Sit(None);
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// Try to Fall
// ... maybe the ground disappears,
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// suddenly maybe a water spell appears.
// Can't hurt to be safe :shrug:
if !ecs_data.physics.on_ground {
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update.character.move_state = determine_fall_or_swim(ecs_data.physics);
return update;
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}
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// Try to jump
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if ecs_data.inputs.jump.is_pressed() {
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update.character.move_state = MoveState::Jump(None);
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return update;
}
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// Try to Run
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if ecs_data.inputs.move_dir.magnitude_squared() > 0.0 {
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update.character.move_state = MoveState::Run(None);
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return update;
}
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// Try to Stand
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if ecs_data.inputs.sit.is_just_pressed() {
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update.character.move_state = MoveState::Stand(None);
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return update;
}
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// No move has occurred, keep sitting
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return update;
}
}