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::*;
use super::{
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ActionState, ActionState::*, AttackKind::*, BlockKind::*, DodgeKind::*, EcsStateData,
MoveState, MoveState::*, StateUpdate,
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};
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/// ## A type for implementing State Handling Behavior.
///
/// Called by state machines' update functions to allow current states to handle updating
/// their parent machine's current state.
///
/// Structures must implement a `handle()` fn to handle update behavior, and a `new()` for
/// instantiating new instances of a state. `handle()` function recieves `EcsStateData`, a struct
/// of readonly ECS Component data, and returns a `StateUpdate` tuple, with new components that will
/// overwrite an entitie's old components.
///
/// ## Example Implementation:
/// ```
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/// use crate::util::state_utils::*;
///
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/// #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
/// pub struct RunState {
/// active_duration: Duration,
/// }
///
/// impl StateHandler for RunState {
/// fn new(ecs_data: &EcsStateData) -> Self {
/// Self {
/// active_duration: Duration::default(),
/// }
/// }
///
/// fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
/// let mut update = StateUpdate {
/// character: *ecs_data.character,
/// pos: *ecs_data.pos,
/// vel: *ecs_data.vel,
/// ori: *ecs_data.ori,
/// };
///
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/// // Update player's Vel
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/// update.vel.0 += Vec2::broadcast(ecs_data.dt.0)
/// * ecs_data.inputs.move_dir
/// * if update.vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) {
/// HUMANOID_ACCEL
/// } else {
/// 0.0
/// };
///
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/// // -- snip --
/// // Other updates; checks for gliding, climbing, etc.
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///
/// // Try to jump
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/// if state_utils::can_jump(ecs_data.physics, ecs_data.inputs) {
/// update.character.move_state = Jump(None);
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/// return update;
/// }
///
/// // Update based on groundedness
/// update.character.move_state =
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/// state_utils::determine_move_from_grounded_state(ecs_data.physics, ecs_data.inputs);
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///
/// return update;
/// }
/// }
/// ```
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pub trait StateHandler: Default {
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate;
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fn new(ecs_data: &EcsStateData) -> Self;
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}
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// fn's relating to individual `ActionState`s
// or passing data from system to handlers
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impl ActionState {
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/// Passes data to variant or subvariant handlers
/// States contain `Option<StateHandler Implementor>`s, and will be
/// `None` if state data has not been initialized. So we have to
/// check and intialize new state data if so.
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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(opt_state) => opt_state
// If data hasn't been initialized, initialize a new one
.unwrap_or_else(|| BasicAttackState::new(ecs_data))
// Call handler
.handle(ecs_data),
Charge(opt_state) => opt_state
.unwrap_or_else(|| ChargeAttackState::new(ecs_data))
.handle(ecs_data),
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},
Block(kind) => match kind {
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BasicBlock(opt_state) => opt_state
.unwrap_or_else(|| BasicBlockState::new(ecs_data))
.handle(ecs_data),
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},
Dodge(kind) => match kind {
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Roll(opt_state) => opt_state
.unwrap_or_else(|| RollState::new(ecs_data))
.handle(ecs_data),
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},
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Wield(opt_state) => opt_state
.unwrap_or_else(|| WieldState::new(ecs_data))
.handle(ecs_data),
Idle(opt_state) => opt_state
.unwrap_or_else(|| IdleState::new(ecs_data))
.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: _ => {},
}
}
}
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// fn's that relate to individual `MoveState`s
// or passing data from system to handlers
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impl MoveState {
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/// Passes data to variant or subvariant handlers
/// States contain `Option<StateHandler Implementor>`s, and will be
/// `None` if state data has not been initialized. So we have to
/// check and intialize new state data if so.
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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(opt_state) => opt_state
// If data hasn't been initialized, initialize a new one
.unwrap_or_else(|| StandState::new(ecs_data))
// Call handler
.handle(ecs_data),
Run(opt_state) => opt_state
.unwrap_or_else(|| RunState::new(ecs_data))
.handle(ecs_data),
Jump(opt_state) => opt_state
.unwrap_or_else(|| JumpState::new(ecs_data))
.handle(ecs_data),
Climb(opt_state) => opt_state
.unwrap_or_else(|| ClimbState::new(ecs_data))
.handle(ecs_data),
Glide(opt_state) => opt_state
.unwrap_or_else(|| GlideState::new(ecs_data))
.handle(ecs_data),
Swim(opt_state) => opt_state
.unwrap_or_else(|| SwimState::new(ecs_data))
.handle(ecs_data),
Fall(opt_state) => opt_state
.unwrap_or_else(|| FallState::new(ecs_data))
.handle(ecs_data),
Sit(opt_state) => opt_state
.unwrap_or_else(|| SitState::new(ecs_data))
.handle(ecs_data),
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// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
}