veloren/common/src/states/wielding.rs

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use super::utils::*;
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use crate::{
comp::{
character_state::OutputEvents,
slot::{EquipSlot, Slot},
CharacterState, InventoryAction, StateUpdate,
},
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states::{
behavior::{CharacterBehavior, JoinData},
idle,
},
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};
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use serde::{Deserialize, Serialize};
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
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 });
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handle_climb(data, &mut update);
attempt_input(data, output_events, &mut update);
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handle_jump(data, output_events, &mut update, 1.0);
if self.is_sneaking
&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())
{
update.character = CharacterState::Wielding(Data { is_sneaking: false });
}
update
}
fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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update
}
fn manipulate_loadout(
&self,
data: &JoinData,
output_events: &mut OutputEvents,
inv_action: InventoryAction,
) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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match inv_action {
InventoryAction::Drop(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand)
| InventoryAction::Swap(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand, _)
| InventoryAction::Swap(
_,
Slot::Equip(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand),
) => {
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update.character = CharacterState::Idle(idle::Data {
is_sneaking: self.is_sneaking,
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footwear: None,
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});
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},
_ => (),
}
handle_manipulate_loadout(data, output_events, &mut update, inv_action);
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update
}
fn glide_wield(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
attempt_glide_wield(data, &mut update, output_events);
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update
}
fn unwield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle(idle::Data {
is_sneaking: self.is_sneaking,
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footwear: None,
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});
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update
}
fn sit(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
}
fn dance(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
}
fn sneak(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
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if data.physics.on_ground.is_some() && data.body.is_humanoid() {
update.character = CharacterState::Wielding(Data { is_sneaking: true });
}
update
}
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Wielding(Data { is_sneaking: false });
update
}
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}