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

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use crate::comp::{
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ActionState::*, EcsStateData, IdleState, JumpState, MoveState::*, RunState, StandState,
StateHandle, StateUpdate,
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};
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use crate::util::movement_utils::*;
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct SitState;
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impl StateHandle for SitState {
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 = Idle(IdleState);
update.character.move_state = Sit(SitState);
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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 = Jump(JumpState);
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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 = Run(RunState);
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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 = Stand(StandState);
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return update;
}
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// No move has occurred, keep sitting
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return update;
}
}