veloren/common/src/states/glide_wield.rs

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use super::utils::*;
use crate::{
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comp::{slot::EquipSlot, CharacterState, EnergySource, LoadoutManip, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
};
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(&data, &mut update, 1.0);
handle_jump(&data, &mut update);
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handle_dodge_input(data, &mut update);
handle_wield(data, &mut update);
// If not on the ground while wielding glider enter gliding state
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if !data.physics.on_ground {
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// Expend energy to slow a fall
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let energy_cost = (0.5 * (data.vel.0.z + 15.0).min(0.0).powi(2)) as i32;
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if update
.energy
.try_change_by(-energy_cost, EnergySource::Glide)
.is_ok()
{
update.character = CharacterState::Glide;
} else {
update.energy.set_to(0, EnergySource::Glide);
update.character = CharacterState::Idle;
}
}
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if data
.physics
.in_liquid
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.map(|depth| depth > 0.5)
.unwrap_or(false)
{
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update.character = CharacterState::Idle;
}
if data.inventory.equipped(EquipSlot::Glider).is_none() {
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update.character = CharacterState::Idle
};
update
}
fn sit(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
fn dance(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_dance(data, &mut update);
update
}
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fn sneak(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sneak(data, &mut update);
update
}
fn unwield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
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fn modify_loadout(&self, data: &JoinData, loadout_manip: Option<LoadoutManip>) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_modify_loadout(&data, &mut update, loadout_manip);
update
}
}