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

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use super::{BLOCK_ACCEL, BLOCK_SPEED};
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use crate::comp::{EcsStateData, StateHandler, StateUpdate};
use crate::util::state_utils::*;
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use std::time::Duration;
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use vek::Vec2;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct BasicBlockState {
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/// How long the blocking state has been active
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pub active_duration: Duration,
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}
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impl StateHandler for BasicBlockState {
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fn new(ecs_data: &EcsStateData) -> Self {
Self {
active_duration: Duration::default(),
}
}
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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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// TODO: Apply simple move speed debuff instead
// Update movement
update.vel.0 += Vec2::broadcast(ecs_data.dt.0)
* ecs_data.inputs.move_dir
* match ecs_data.physics.on_ground {
true if update.vel.0.magnitude_squared() < BLOCK_SPEED.powf(2.0) => BLOCK_ACCEL,
_ => 0.0,
};
if !ecs_data.inputs.secondary.is_pressed() {
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update.character.action_state = attempt_wield(ecs_data.stats);
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return update;
}
return update;
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}
}