2019-12-20 13:30:37 +00:00
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use crate::{
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comp::{
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2020-03-07 18:15:02 +00:00
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AbilityPool, Body, CharacterState, Controller, ControllerInputs, Energy, Mounting, Ori,
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PhysicsState, Pos, StateUpdate, Stats, Vel,
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2019-12-20 13:30:37 +00:00
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},
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2019-12-26 14:43:59 +00:00
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event::{EventBus, LocalEvent, ServerEvent},
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2019-12-20 13:30:37 +00:00
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state::DeltaTime,
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2020-03-07 18:15:02 +00:00
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states,
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2020-01-16 13:28:45 +00:00
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sync::{Uid, UidAllocator},
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2019-12-20 13:30:37 +00:00
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};
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2020-03-07 18:15:02 +00:00
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use specs::{Entities, Entity, Join, LazyUpdate, Read, ReadStorage, System, WriteStorage};
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2019-12-22 16:08:48 +00:00
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2020-03-07 18:15:02 +00:00
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use std::collections::VecDeque;
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/// Read-Only Data sent from Character Behavior System to bahvior fn's
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pub struct JoinData<'a> {
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pub entity: Entity,
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pub uid: &'a Uid,
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pub character: &'a CharacterState,
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pub pos: &'a Pos,
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pub vel: &'a Vel,
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pub ori: &'a Ori,
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pub dt: &'a DeltaTime,
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pub controller: &'a Controller,
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pub inputs: &'a ControllerInputs,
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pub stats: &'a Stats,
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pub energy: &'a Energy,
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pub body: &'a Body,
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pub physics: &'a PhysicsState,
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pub ability_pool: &'a AbilityPool,
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pub updater: &'a LazyUpdate,
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}
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pub type JoinTuple<'a> = (
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Entity,
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&'a Uid,
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&'a mut CharacterState,
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&'a mut Pos,
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&'a mut Vel,
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&'a mut Ori,
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&'a mut Energy,
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&'a Controller,
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&'a Stats,
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&'a Body,
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&'a PhysicsState,
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&'a AbilityPool,
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);
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impl<'a> JoinData<'a> {
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fn new(j: &'a JoinTuple<'a>, updater: &'a LazyUpdate, dt: &'a DeltaTime) -> Self {
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Self {
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entity: j.0,
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uid: j.1,
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character: j.2,
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pos: j.3,
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vel: j.4,
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ori: j.5,
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energy: j.6,
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controller: j.7,
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inputs: &j.7.inputs,
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stats: j.8,
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body: j.9,
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physics: j.10,
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ability_pool: j.11,
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updater,
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dt,
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}
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}
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}
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/// /// ## Character State System
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2020-02-24 18:17:16 +00:00
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/// #### Calls updates to `CharacterState`s. Acts on tuples of (
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/// `CharacterState`, `Pos`, `Vel`, and `Ori` ).
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2019-12-29 16:36:59 +00:00
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///
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2020-03-07 18:15:02 +00:00
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/// _System forms `CharacterEntityData` tuples and passes those to `ActionState`
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2020-02-24 18:17:16 +00:00
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/// `update()` fn, then does the same for `MoveState` `update`_
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2019-12-20 13:30:37 +00:00
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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Read<'a, UidAllocator>,
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Read<'a, EventBus<ServerEvent>>,
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Read<'a, EventBus<LocalEvent>>,
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Read<'a, DeltaTime>,
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2019-12-26 14:43:59 +00:00
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Read<'a, LazyUpdate>,
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2019-12-20 13:30:37 +00:00
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WriteStorage<'a, CharacterState>,
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2019-12-21 15:57:15 +00:00
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Ori>,
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2020-02-24 18:17:16 +00:00
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WriteStorage<'a, Energy>,
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2019-12-20 13:30:37 +00:00
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ReadStorage<'a, Controller>,
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ReadStorage<'a, Stats>,
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ReadStorage<'a, Body>,
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ReadStorage<'a, PhysicsState>,
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2020-02-03 10:54:50 +00:00
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ReadStorage<'a, AbilityPool>,
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2019-12-20 13:30:37 +00:00
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ReadStorage<'a, Uid>,
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ReadStorage<'a, Mounting>,
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);
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2020-02-24 18:17:16 +00:00
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2019-12-20 13:30:37 +00:00
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fn run(
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&mut self,
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(
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entities,
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2019-12-26 18:01:19 +00:00
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_uid_allocator,
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2019-12-20 13:30:37 +00:00
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server_bus,
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local_bus,
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dt,
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2019-12-26 14:43:59 +00:00
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updater,
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mut character_states,
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2019-12-21 15:57:15 +00:00
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mut positions,
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mut velocities,
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mut orientations,
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2020-02-24 18:17:16 +00:00
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mut energies,
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2019-12-20 13:30:37 +00:00
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controllers,
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stats,
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bodies,
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physics_states,
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2020-02-03 10:54:50 +00:00
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ability_pools,
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2019-12-20 13:30:37 +00:00
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uids,
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mountings,
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): Self::SystemData,
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) {
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2020-03-07 18:15:02 +00:00
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let mut join_iter = (
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2019-12-20 13:30:37 +00:00
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&entities,
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&uids,
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&mut character_states,
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2019-12-21 15:57:15 +00:00
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&mut positions,
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&mut velocities,
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&mut orientations,
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2020-02-24 18:17:16 +00:00
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&mut energies,
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2019-12-20 13:30:37 +00:00
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&controllers,
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&stats,
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&bodies,
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&physics_states,
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2020-02-03 10:54:50 +00:00
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&ability_pools,
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2019-12-20 13:30:37 +00:00
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)
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2020-03-07 18:15:02 +00:00
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.join();
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while let Some(tuple) = join_iter.next() {
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let j = JoinData::new(&tuple, &updater, &dt);
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let inputs = &j.inputs;
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2019-12-29 23:47:42 +00:00
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// Being dead overrides all other states
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2020-03-07 18:15:02 +00:00
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if j.stats.is_dead {
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2019-12-29 23:47:42 +00:00
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// Only options: click respawn
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// prevent instant-respawns (i.e. player was holding attack)
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// by disallowing while input is held down
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if inputs.respawn.is_pressed() && !inputs.respawn.is_held_down() {
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2020-03-07 18:15:02 +00:00
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server_bus.emitter().emit(ServerEvent::Respawn(j.entity));
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2019-12-29 23:47:42 +00:00
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}
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// Or do nothing
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return;
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}
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// If mounted, character state is controlled by mount
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// TODO: Make mounting a state
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2020-03-07 18:15:02 +00:00
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if let Some(Mounting(_)) = mountings.get(j.entity) {
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*tuple.2 = CharacterState::Sit {};
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2019-12-29 23:47:42 +00:00
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return;
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}
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2020-03-07 18:15:02 +00:00
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let mut state_update = match j.character {
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CharacterState::Idle { .. } => states::idle::behavior(&j),
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CharacterState::Climb { .. } => states::climb::behavior(&j),
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CharacterState::Glide { .. } => states::glide::behavior(&j),
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CharacterState::Roll { .. } => states::roll::behavior(&j),
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CharacterState::Wielding { .. } => states::wielding::behavior(&j),
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CharacterState::Equipping { .. } => states::equipping::behavior(&j),
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CharacterState::BasicAttack { .. } => states::basic_attack::behavior(&j),
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2020-03-07 19:55:15 +00:00
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CharacterState::BasicBlock { .. } => states::basic_block::behavior(&j),
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2020-03-07 18:15:02 +00:00
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CharacterState::Sit { .. } => states::sit::behavior(&j),
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_ => StateUpdate {
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character: *j.character,
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pos: *j.pos,
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vel: *j.vel,
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ori: *j.ori,
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energy: *j.energy,
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local_events: VecDeque::new(),
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server_events: VecDeque::new(),
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},
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};
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2019-12-26 14:43:59 +00:00
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2020-03-07 18:15:02 +00:00
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*tuple.2 = state_update.character;
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*tuple.3 = state_update.pos;
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*tuple.4 = state_update.vel;
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*tuple.5 = state_update.ori;
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*tuple.6 = state_update.energy;
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2020-02-03 10:54:50 +00:00
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local_bus.emitter().append(&mut state_update.local_events);
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server_bus.emitter().append(&mut state_update.server_events);
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2019-12-29 23:47:42 +00:00
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}
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2019-12-22 16:08:48 +00:00
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}
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}
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