2020-03-07 18:15:02 +00:00
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use super::utils::*;
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use crate::{
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2020-03-14 21:17:27 +00:00
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comp::{CharacterState, StateUpdate, ToolData},
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states::wielding,
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sys::character_behavior::{CharacterBehavior, JoinData},
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2020-03-07 18:15:02 +00:00
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};
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use std::{collections::VecDeque, time::Duration};
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2020-03-14 21:17:27 +00:00
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data {
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/// The weapon being equipped
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pub tool: ToolData,
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/// Time left before next state
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pub time_left: Duration,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate {
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character: *data.character,
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pos: *data.pos,
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vel: *data.vel,
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ori: *data.ori,
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energy: *data.energy,
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local_events: VecDeque::new(),
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server_events: VecDeque::new(),
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};
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2020-03-07 18:15:02 +00:00
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2020-03-14 21:17:27 +00:00
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handle_move(&data, &mut update);
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handle_jump(&data, &mut update);
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2020-03-07 18:15:02 +00:00
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2020-03-14 21:17:27 +00:00
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if self.time_left == Duration::default() {
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2020-03-07 18:15:02 +00:00
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// Wield delay has expired
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2020-03-15 13:34:17 +00:00
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update.character = CharacterState::Wielding;
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2020-03-07 18:15:02 +00:00
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} else {
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// Wield delay hasn't expired yet
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// Update wield delay
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2020-03-14 21:17:27 +00:00
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update.character = CharacterState::Equipping(Data {
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time_left: self
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.time_left
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2020-03-07 18:15:02 +00:00
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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2020-03-14 21:17:27 +00:00
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tool: self.tool,
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});
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2020-03-07 18:15:02 +00:00
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}
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2020-03-14 21:17:27 +00:00
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update
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2020-03-07 18:15:02 +00:00
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}
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}
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