veloren/common/src/comp/states/mod.rs

118 lines
4.5 KiB
Rust
Raw Normal View History

2019-12-26 14:43:59 +00:00
// Module declarations
mod basic_attack;
mod basic_block;
mod charge_attack;
mod climb;
mod fall;
mod glide;
2019-12-28 16:10:39 +00:00
mod idle;
2019-12-26 14:43:59 +00:00
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::*;
2019-12-28 16:10:39 +00:00
pub use idle::*;
2019-12-26 14:43:59 +00:00
pub use jump::*;
pub use roll::*;
pub use run::*;
pub use sit::*;
pub use stand::*;
pub use swim::*;
pub use wield::*;
// TODO: Attach these to racial components and/or ecs resources
pub const HUMANOID_ACCEL: f32 = 50.0;
pub const HUMANOID_SPEED: f32 = 120.0;
pub const HUMANOID_AIR_ACCEL: f32 = 10.0;
pub const HUMANOID_AIR_SPEED: f32 = 100.0;
pub const HUMANOID_WATER_ACCEL: f32 = 70.0;
pub const HUMANOID_WATER_SPEED: f32 = 120.0;
pub const HUMANOID_CLIMB_ACCEL: f32 = 5.0;
pub const ROLL_SPEED: f32 = 17.0;
pub const CHARGE_SPEED: f32 = 20.0;
pub const GLIDE_ACCEL: f32 = 15.0;
pub const GLIDE_SPEED: f32 = 45.0;
pub const BLOCK_ACCEL: f32 = 30.0;
pub const BLOCK_SPEED: f32 = 75.0;
pub const TEMP_EQUIP_DELAY: u64 = 100;
// Gravity is 9.81 * 4, so this makes gravity equal to .15
pub const GLIDE_ANTIGRAV: f32 = crate::sys::phys::GRAVITY * 0.96;
pub const CLIMB_SPEED: f32 = 5.0;
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
use super::{
2019-12-28 16:10:39 +00:00
ActionState, ActionState::*, AttackKind::*, BlockKind::*, DodgeKind::*, EcsStateData,
MoveState, MoveState::*, StateUpdate,
2019-12-26 14:43:59 +00:00
};
2019-12-29 16:36:59 +00:00
/// #### A trait for implementing state `handle()`ing logic.
/// _Mimics the typical OOP style state machine pattern, but remains performant and consistent
/// with ECS data-behavior-separation constraint since trait fn's are syntactic sugar for
/// static fn's that accept their implementor's object type as its first parameter. This allows
/// for several benefits over implementing each state's behavior within the `CharacterState` update `System`
/// itself:_
///
/// 1. Less cognitive overhead: State's handling logic is next to the its data, and component (inside the state's .rs file).
/// 2. Separation of concerns (between states): all logic within a state's `handle()` is relevant only to that state.
/// States can be added/editted without concerns of affecting other state's logic.
/// 3. Clearly defined API and pattern: All states accept the same `EcsStateData` struct, which can be added to as necessary,
/// without the need for updating every state's implementation. All states return the same `StateUpdate` component.
/// `CharacterState` update `System` passes `EcsStateData` to `ActionState`/`MoveState` `handle()` which matches the character's
/// current state to its `handle()` fn, hiding the implementation details, since the System is only concerned with
/// how the update flow occurs and is in charge of updating the ECS components.
2019-12-26 14:43:59 +00:00
pub trait StateHandle {
2019-12-28 16:10:39 +00:00
fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate;
2019-12-26 14:43:59 +00:00
}
2019-12-29 16:36:59 +00:00
// Public interface that passes EcsStateData to `StateHandle`s `handle()` fn
2019-12-26 14:43:59 +00:00
impl StateHandle for ActionState {
/// Passes handle to variant or subvariant handlers
2019-12-28 16:10:39 +00:00
fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
2019-12-26 14:43:59 +00:00
match self {
Attack(kind) => match kind {
2019-12-28 16:10:39 +00:00
BasicAttack(state) => state.handle(ecs_data),
Charge(state) => state.handle(ecs_data),
2019-12-26 14:43:59 +00:00
},
Block(kind) => match kind {
2019-12-28 16:10:39 +00:00
BasicBlock(state) => state.handle(ecs_data),
2019-12-26 14:43:59 +00:00
},
Dodge(kind) => match kind {
2019-12-28 16:10:39 +00:00
Roll(state) => state.handle(ecs_data),
2019-12-26 14:43:59 +00:00
},
2019-12-28 16:10:39 +00:00
Wield(state) => state.handle(ecs_data),
Idle(state) => state.handle(ecs_data),
2019-12-26 14:43:59 +00:00
// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
}
2019-12-29 16:36:59 +00:00
/// Public interface that passes EcsStateData to `StateHandle`s `handle()` fn
2019-12-26 14:43:59 +00:00
impl StateHandle for MoveState {
/// Passes handle to variant handlers
2019-12-28 16:10:39 +00:00
fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
2019-12-26 14:43:59 +00:00
match self {
2019-12-28 16:10:39 +00:00
Stand(state) => state.handle(&ecs_data),
Run(state) => state.handle(&ecs_data),
Jump(state) => state.handle(&ecs_data),
Climb(state) => state.handle(&ecs_data),
Glide(state) => state.handle(&ecs_data),
Swim(state) => state.handle(&ecs_data),
Fall(state) => state.handle(&ecs_data),
Sit(state) => state.handle(&ecs_data),
2019-12-26 14:43:59 +00:00
// All states should be explicitly handled
// Do not use default match: _ => {},
}
}
}