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

53 lines
1.6 KiB
Rust
Raw Normal View History

2019-12-26 18:01:19 +00:00
use crate::comp::{
2019-12-28 16:10:39 +00:00
ActionState::*, EcsStateData, IdleState, JumpState, MoveState::*, RunState, StandState,
2020-01-05 18:19:09 +00:00
StateHandler, StateUpdate,
2019-12-26 14:43:59 +00:00
};
2020-01-05 18:19:09 +00:00
use crate::util::state_utils::*;
2019-12-28 16:10:39 +00:00
2020-01-05 18:19:09 +00:00
#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
2019-12-28 16:10:39 +00:00
pub struct SitState;
2019-12-26 14:43:59 +00:00
2020-01-05 18:19:09 +00:00
impl StateHandler for SitState {
2019-12-28 16:10:39 +00:00
fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
2019-12-26 14:43:59 +00:00
character: *ecs_data.character,
pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
};
2019-12-26 18:01:19 +00:00
// Prevent action state handling
2020-01-05 18:19:09 +00:00
update.character.action_state = Idle(Some(IdleState));
update.character.move_state = Sit(Some(SitState));
2019-12-26 18:01:19 +00:00
2019-12-28 16:10:39 +00:00
// Try to Fall
// ... maybe the ground disappears,
2019-12-26 14:43:59 +00:00
// suddenly maybe a water spell appears.
// Can't hurt to be safe :shrug:
if !ecs_data.physics.on_ground {
2019-12-28 16:10:39 +00:00
update.character.move_state = determine_fall_or_swim(ecs_data.physics);
return update;
2019-12-26 14:43:59 +00:00
}
2019-12-28 16:10:39 +00:00
// Try to jump
2019-12-26 14:43:59 +00:00
if ecs_data.inputs.jump.is_pressed() {
2020-01-05 18:19:09 +00:00
update.character.move_state = Jump(Some(JumpState));
2019-12-26 14:43:59 +00:00
return update;
}
2019-12-28 16:10:39 +00:00
// Try to Run
2019-12-26 14:43:59 +00:00
if ecs_data.inputs.move_dir.magnitude_squared() > 0.0 {
2020-01-05 18:19:09 +00:00
update.character.move_state = Run(Some(RunState));
2019-12-26 14:43:59 +00:00
return update;
}
2019-12-28 16:10:39 +00:00
// Try to Stand
2019-12-26 14:43:59 +00:00
if ecs_data.inputs.sit.is_just_pressed() {
2020-01-05 18:19:09 +00:00
update.character.move_state = Stand(Some(StandState));
2019-12-26 14:43:59 +00:00
return update;
}
2019-12-26 18:01:19 +00:00
// No move has occurred, keep sitting
2019-12-26 14:43:59 +00:00
return update;
}
}