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

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use crate::comp::{ActionState, EcsStateData, ItemKind::Tool, StateHandler, StateUpdate, ToolData};
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use std::time::Duration;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct State {
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/// How long before a new action can be performed
/// after equipping
pub equip_delay: Duration,
}
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impl StateHandler for State {
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fn new(ecs_data: &EcsStateData) -> Self {
let tool_data =
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if let Some(Tool(data)) = ecs_data.stats.equipment.main.as_ref().map(|i| i.kind) {
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data
} else {
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ToolData::default()
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};
Self {
equip_delay: tool_data.equip_time(),
}
}
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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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// Only act once equip_delay has expired
if self.equip_delay == Duration::default() {
// Toggle Weapons
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if ecs_data.inputs.toggle_wield.is_just_pressed()
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&& ecs_data.character.action_state.is_equip_finished()
{
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update.character.action_state = ActionState::Idle(None);
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return update;
}
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// Try weapon actions
if ecs_data.inputs.primary.is_pressed() {
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// ecs_data
// .updater
// .insert(*ecs_data.entity, AbilityAction(Primary));
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} else if ecs_data.inputs.secondary.is_pressed() {
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// ecs_data
// .updater
// .insert(*ecs_data.entity, AbilityAction(Secondary));
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}
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} else {
// Equip delay hasn't expired yet
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// Update wield delay
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update.character.action_state = ActionState::Wield(Some(State {
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equip_delay: self
.equip_delay
.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))
.unwrap_or_default(),
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}));
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}
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return update;
}
}