veloren/common/src/comp/character_state.rs

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use crate::{
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comp::{Energy, Ori, Pos, ToolData, Vel},
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event::{LocalEvent, ServerEvent},
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};
use serde::{Deserialize, Serialize};
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use specs::{Component, FlaggedStorage, HashMapStorage, VecStorage};
use std::{collections::VecDeque, time::Duration};
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/// Data returned from character behavior fn's to Character Behavior System.
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pub struct StateUpdate {
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pub character: CharacterState,
pub pos: Pos,
pub vel: Vel,
pub ori: Ori,
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pub energy: Energy,
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pub local_events: VecDeque<LocalEvent>,
pub server_events: VecDeque<ServerEvent>,
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}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum CharacterState {
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Idle {},
Climb {},
Sit {},
Equipping {
/// The weapon being equipped
tool: ToolData,
/// Time left before next state
time_left: Duration,
},
Wielding {
/// The weapon being wielded
tool: ToolData,
},
Glide {},
/// A basic attacking state
BasicAttack {
/// How long the state has until exiting
remaining_duration: Duration,
/// Whether the attack can deal more damage
exhausted: bool,
},
/// A basic blocking state
BasicBlock {},
//Charge{},
Roll {
/// How long the state has until exiting
remaining_duration: Duration,
},
}
impl CharacterState {
pub fn is_wield(&self) -> bool {
match self {
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CharacterState::Wielding { .. } => true,
CharacterState::BasicAttack { .. } => true,
CharacterState::BasicBlock { .. } => true,
_ => false,
}
}
pub fn is_attack(&self) -> bool {
match self {
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CharacterState::BasicAttack { .. } => true,
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_ => false,
}
}
pub fn is_block(&self) -> bool {
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match self {
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CharacterState::BasicBlock { .. } => true,
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_ => false,
}
}
pub fn is_dodge(&self) -> bool {
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match self {
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CharacterState::Roll { .. } => true,
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_ => false,
}
}
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/// Compares for shallow equality (does not check internal struct equality)
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pub fn equals(&self, other: &Self) -> bool {
// Check if state is the same without looking at the inner data
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std::mem::discriminant(self) == std::mem::discriminant(other)
}
}
impl Default for CharacterState {
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fn default() -> Self { Self::Idle {} }
}
impl Component for CharacterState {
type Storage = FlaggedStorage<Self, HashMapStorage<Self>>;
}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Attacking {
pub weapon: Option<ToolData>,
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}
impl Component for Attacking {
type Storage = VecStorage<Self>;
}