2020-01-01 17:16:29 +00:00
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use crate::comp::{
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2020-01-07 15:49:08 +00:00
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ActionState::*, EcsStateData, IdleState, ItemKind::Tool, StateHandler, StateUpdate, ToolData,
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2020-01-01 17:16:29 +00:00
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};
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2019-12-26 14:43:59 +00:00
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use std::time::Duration;
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2020-01-05 18:19:09 +00:00
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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2019-12-28 16:10:39 +00:00
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pub struct WieldState {
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2019-12-26 14:43:59 +00:00
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/// How long before a new action can be performed
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/// after equipping
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pub equip_delay: Duration,
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}
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2020-01-05 18:19:09 +00:00
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impl StateHandler for WieldState {
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2020-01-05 23:17:22 +00:00
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fn new(ecs_data: &EcsStateData) -> Self {
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let tool_data =
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2020-01-05 23:21:37 +00:00
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if let Some(Tool(data)) = ecs_data.stats.equipment.main.as_ref().map(|i| i.kind) {
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2020-01-05 23:17:22 +00:00
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data
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} else {
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2020-01-05 23:21:37 +00:00
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ToolData::default()
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2020-01-05 23:17:22 +00:00
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};
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Self {
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equip_delay: tool_data.equip_time(),
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}
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}
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2019-12-28 16:10:39 +00:00
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
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let mut update = StateUpdate {
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2019-12-26 14:43:59 +00:00
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character: *ecs_data.character,
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pos: *ecs_data.pos,
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vel: *ecs_data.vel,
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ori: *ecs_data.ori,
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};
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2019-12-26 18:01:19 +00:00
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// Only act once equip_delay has expired
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if self.equip_delay == Duration::default() {
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// Toggle Weapons
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2019-12-29 16:36:59 +00:00
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if ecs_data.inputs.toggle_wield.is_just_pressed()
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2019-12-26 18:01:19 +00:00
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&& ecs_data.character.action_state.is_equip_finished()
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{
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2020-01-05 18:19:09 +00:00
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update.character.action_state = Idle(Some(IdleState));
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2019-12-26 18:01:19 +00:00
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return update;
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}
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2019-12-26 14:43:59 +00:00
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2019-12-26 18:01:19 +00:00
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// Try weapon actions
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if ecs_data.inputs.primary.is_pressed() {
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2020-01-05 18:19:09 +00:00
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// ecs_data
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// .updater
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// .insert(*ecs_data.entity, AbilityAction(Primary));
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2019-12-26 18:01:19 +00:00
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} else if ecs_data.inputs.secondary.is_pressed() {
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2020-01-05 18:19:09 +00:00
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// ecs_data
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// .updater
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// .insert(*ecs_data.entity, AbilityAction(Secondary));
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2019-12-26 18:01:19 +00:00
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}
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2019-12-28 16:10:39 +00:00
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} else {
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// Equip delay hasn't expired yet
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2019-12-26 18:01:19 +00:00
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// Update wield delay
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2020-01-05 18:19:09 +00:00
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update.character.action_state = Wield(Some(WieldState {
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2019-12-26 14:43:59 +00:00
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equip_delay: self
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.equip_delay
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.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))
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.unwrap_or_default(),
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2020-01-05 18:19:09 +00:00
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}));
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2019-12-26 18:01:19 +00:00
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}
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2019-12-26 14:43:59 +00:00
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return update;
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}
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}
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