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

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// Module declarations
mod basic_attack;
mod basic_block;
mod charge_attack;
mod climb;
mod fall;
mod glide;
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mod idle;
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mod jump;
mod roll;
mod run;
mod sit;
mod stand;
mod swim;
mod wield;
// Reexports
pub use basic_attack::*;
pub use basic_block::*;
pub use charge_attack::*;
pub use climb::*;
pub use fall::*;
pub use glide::*;
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pub use idle::*;
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pub use jump::*;
pub use roll::*;
pub use run::*;
pub use sit::*;
pub use stand::*;
pub use swim::*;
pub use wield::*;
// TODO: Attach these to racial components and/or ecs resources
pub const HUMANOID_ACCEL: f32 = 50.0;
pub const HUMANOID_SPEED: f32 = 120.0;
pub const HUMANOID_AIR_ACCEL: f32 = 10.0;
pub const HUMANOID_AIR_SPEED: f32 = 100.0;
pub const HUMANOID_WATER_ACCEL: f32 = 70.0;
pub const HUMANOID_WATER_SPEED: f32 = 120.0;
pub const HUMANOID_CLIMB_ACCEL: f32 = 5.0;
pub const ROLL_SPEED: f32 = 17.0;
pub const CHARGE_SPEED: f32 = 20.0;
pub const GLIDE_ACCEL: f32 = 15.0;
pub const GLIDE_SPEED: f32 = 45.0;
pub const BLOCK_ACCEL: f32 = 30.0;
pub const BLOCK_SPEED: f32 = 75.0;
pub const TEMP_EQUIP_DELAY: u64 = 100;
// Gravity is 9.81 * 4, so this makes gravity equal to .15
pub const GLIDE_ANTIGRAV: f32 = crate::sys::phys::GRAVITY * 0.96;
pub const CLIMB_SPEED: f32 = 5.0;
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
use super::{
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ActionState, ActionState::*, AttackKind::*, BlockKind::*, DodgeKind::*, EcsStateData,
MoveState, MoveState::*, StateUpdate,
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};
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use std::time::Duration;
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/// #### A trait for implementing state `handle()`ing logic.
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/// _Mimics the typical OOP style state machine pattern where states implement their own behavior,
/// exit conditions, and return new states to the state machine upon exit.
/// This is still performant and consistent with ECS data-behavior-separation constraint
/// since trait fn's are syntactic sugar for static fn's that accept their implementor's
/// object type as its first parameter. This allows for several benefits over implementing
/// each state's behavior within the `CharacterState` update `System` itself:_
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///
/// 1. Less cognitive overhead: State's handling logic is next to the its data, and component (inside the state's .rs file).
/// 2. Separation of concerns (between states): all logic within a state's `handle()` is relevant only to that state.
/// States can be added/editted without concerns of affecting other state's logic.
/// 3. Clearly defined API and pattern: All states accept the same `EcsStateData` struct, which can be added to as necessary,
/// without the need for updating every state's implementation. All states return the same `StateUpdate` component.
/// `CharacterState` update `System` passes `EcsStateData` to `ActionState`/`MoveState` `handle()` which matches the character's
/// current state to its `handle()` fn, hiding the implementation details, since the System is only concerned with
/// how the update flow occurs and is in charge of updating the ECS components.
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pub trait StateHandler: Default {
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate;
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}
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// Public interface that passes EcsStateData to `StateHandle`s `handle()` fn
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impl ActionState {
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/// Passes handle to variant or subvariant handlers
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pub fn update(&self, ecs_data: &EcsStateData) -> StateUpdate {
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match self {
Attack(kind) => match kind {
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BasicAttack(Some(state)) => state.handle(&ecs_data),
Charge(Some(state)) => state.handle(&ecs_data),
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},
Block(kind) => match kind {
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BasicBlock(Some(state)) => state.handle(&ecs_data),
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},
Dodge(kind) => match kind {
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Roll(Some(state)) => state.handle(&ecs_data),
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},
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Wield(Some(state)) => state.handle(&ecs_data),
Idle(Some(state)) => state.handle(&ecs_data),
//
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// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
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/// Returns whether a given `ActionState` overrides `MoveState` `handle()`ing
pub fn overrides_move_state(&self) -> bool {
match self {
Attack(kind) => match kind {
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BasicAttack(_) => false,
Charge(_) => true,
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},
Block(kind) => match kind {
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BasicBlock(_) => true,
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},
Dodge(kind) => match kind {
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Roll(_) => true,
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},
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Wield(_) => false,
Idle(_) => false,
//
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// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
}
// Other fn's that relate to individual `MoveState`s
impl MoveState {
/// Returns whether a given `ActionState` overrides `MoveState` `handle()`ing
pub fn overrides_action_state(&self) -> bool {
match self {
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Stand(_) => false,
Run(_) => false,
Jump(_) => false,
Climb(_) => true,
Glide(_) => true,
Swim(_) => false,
Fall(_) => false,
Sit(_) => true,
//
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// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
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/// Passes handle to variant handlers
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pub fn update(&self, ecs_data: &EcsStateData) -> StateUpdate {
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match self {
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Stand(Some(state)) => state.handle(&ecs_data),
Run(Some(state)) => state.handle(&ecs_data),
Jump(Some(state)) => state.handle(&ecs_data),
Climb(Some(state)) => state.handle(&ecs_data),
Glide(Some(state)) => state.handle(&ecs_data),
Swim(Some(state)) => state.handle(&ecs_data),
Fall(Some(state)) => state.handle(&ecs_data),
Sit(Some(state)) => state.handle(&ecs_data),
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//
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// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
}