veloren/common/src/states/equipping.rs

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use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
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states::{
behavior::{CharacterBehavior, JoinData},
wielding,
},
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// Time required to draw weapon
pub buildup_duration: Duration,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
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pub is_sneaking: bool,
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}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 });
handle_jump(data, output_events, &mut update, 1.0);
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if self.timer < self.static_data.buildup_duration {
// Draw weapon
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update.character = CharacterState::Equipping(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else {
// Done
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update.character = CharacterState::Wielding(wielding::Data {
is_sneaking: self.is_sneaking,
});
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}
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update
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}
}