veloren/common/src/comp/states/roll.rs

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use super::ROLL_SPEED;
use crate::comp::{ActionState::*, DodgeKind::*, EcsStateData, StateHandle, StateUpdate};
use crate::util::movement_utils::*;
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use std::time::Duration;
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use vek::Vec3;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct RollState {
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/// How long the state has until exitting
remaining_duration: Duration,
}
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impl StateHandle for RollState {
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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};
// Update velocity
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
+ 1.5
* ecs_data
.inputs
.move_dir
.try_normalized()
.unwrap_or_default())
.try_normalized()
.unwrap_or_default()
* ROLL_SPEED;
// Check if roll duration has expired
if self.remaining_duration == Duration::default() {
// If so, go back to wielding or idling
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update.character.action_state = attempt_wield(ecs_data.stats);
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return update;
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}
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// Otherwise, tick down remaining_duration
update.character.action_state = Dodge(Roll(RollState {
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remaining_duration: self
.remaining_duration
.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))
.unwrap_or_default(),
}));
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// Keep rolling
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return update;
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}
}