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

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use crate::comp::{
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ActionState::Attack, AttackKind::BasicAttack, EcsStateData, ItemKind::Tool, MoveState,
StateHandler, StateUpdate, ToolData,
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};
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use crate::util::state_utils::*;
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use std::time::Duration;
#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct BasicAttackState {
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/// How long the state has until exitting
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pub remaining_duration: Duration,
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}
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impl StateHandler for BasicAttackState {
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fn new(ecs_data: &EcsStateData) -> Self {
let tool_data =
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if let Some(Tool(data)) = ecs_data.stats.equipment.main.as_ref().map(|i| i.kind) {
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data
} else {
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ToolData::default()
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};
Self {
remaining_duration: tool_data.attack_duration(),
}
}
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
let mut update = StateUpdate {
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pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
character: *ecs_data.character,
};
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// Check if attack duration has expired
if self.remaining_duration == Duration::default() {
// If so, go back to wielding or idling
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update.character.action_state = attempt_wield(ecs_data.stats);
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return update;
}
// Otherwise, tick down remaining_duration, and keep rolling
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update.character.action_state = Attack(BasicAttack(Some(BasicAttackState {
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remaining_duration: self
.remaining_duration
.checked_sub(Duration::from_secs_f32(ecs_data.dt.0))
.unwrap_or_default(),
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})));
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return update;
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}
}