veloren/common/src/comp/character_state.rs

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use specs::{Component, FlaggedStorage, HashMapStorage};
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//use specs_idvs::IDVStorage;
use std::time::Duration;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum MovementState {
Stand,
Sit,
Run,
Jump,
Fall,
Glide,
Swim,
Climb,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum ActionState {
Idle,
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Wield {
time_left: Duration,
},
Attack {
time_left: Duration,
applied: bool,
},
Block {
time_active: Duration,
},
Roll {
time_left: Duration,
// Whether character was wielding before they started roll
was_wielding: bool,
},
Charge {
time_left: Duration,
},
//Carry,
}
impl ActionState {
pub fn is_wield(&self) -> bool {
if let Self::Wield { .. } = self {
true
} else {
false
}
}
pub fn is_action_finished(&self) -> bool {
match self {
Self::Wield { time_left }
| Self::Attack { time_left, .. }
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| Self::Roll { time_left, .. }
| Self::Charge { time_left } => *time_left == Duration::default(),
Self::Idle | Self::Block { .. } => false,
}
}
pub fn is_attack(&self) -> bool {
if let Self::Attack { .. } = self {
true
} else {
false
}
}
pub fn is_block(&self) -> bool {
if let Self::Block { .. } = self {
true
} else {
false
}
}
pub fn is_roll(&self) -> bool {
if let Self::Roll { .. } = self {
true
} else {
false
}
}
pub fn is_charge(&self) -> bool {
if let Self::Charge { .. } = self {
true
} else {
false
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct CharacterState {
pub movement: MovementState,
pub action: ActionState,
}
impl CharacterState {
pub fn is_same_movement(&self, other: &Self) -> bool {
// Check if enum item is the same without looking at the inner data
std::mem::discriminant(&self.movement) == std::mem::discriminant(&other.movement)
}
pub fn is_same_action(&self, other: &Self) -> bool {
// Check if enum item is the same without looking at the inner data
std::mem::discriminant(&self.action) == std::mem::discriminant(&other.action)
}
pub fn is_same_state(&self, other: &Self) -> bool {
self.is_same_movement(other) && self.is_same_action(other)
}
}
impl Default for CharacterState {
fn default() -> Self {
Self {
movement: MovementState::Jump,
action: ActionState::Idle,
}
}
}
impl Component for CharacterState {
type Storage = FlaggedStorage<Self, HashMapStorage<Self>>;
}