2020-06-16 21:32:39 +00:00
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use super::utils::*;
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use crate::{
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2021-03-01 22:40:42 +00:00
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comp::{slot::EquipSlot, CharacterState, EnergySource, InventoryAction, StateUpdate},
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2020-12-01 00:28:00 +00:00
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states::behavior::{CharacterBehavior, JoinData},
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2020-06-16 21:32:39 +00:00
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};
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pub struct Data;
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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::from(data);
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handle_move(&data, &mut update, 1.0);
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handle_jump(&data, &mut update);
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2020-07-21 01:37:13 +00:00
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handle_dodge_input(data, &mut update);
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handle_wield(data, &mut update);
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2020-06-16 21:32:39 +00:00
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// If not on the ground while wielding glider enter gliding state
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2020-08-02 05:09:11 +00:00
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if !data.physics.on_ground {
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2021-01-24 09:56:35 +00:00
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// Expend energy to slow a fall
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2021-01-24 11:06:23 +00:00
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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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2021-01-24 09:56:35 +00:00
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if update
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.energy
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.try_change_by(-energy_cost, EnergySource::Glide)
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.is_ok()
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{
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update.character = CharacterState::Glide;
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} else {
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update.energy.set_to(0, EnergySource::Glide);
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update.character = CharacterState::Idle;
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}
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2020-06-16 21:32:39 +00:00
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}
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2020-08-12 14:10:12 +00:00
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if data
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.physics
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2020-11-06 15:33:20 +00:00
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.in_liquid
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2020-08-12 14:10:12 +00:00
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.map(|depth| depth > 0.5)
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.unwrap_or(false)
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{
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2020-08-02 05:09:11 +00:00
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update.character = CharacterState::Idle;
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}
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2021-01-08 19:12:09 +00:00
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if data.inventory.equipped(EquipSlot::Glider).is_none() {
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2020-10-07 02:23:20 +00:00
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update.character = CharacterState::Idle
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};
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2020-06-16 21:32:39 +00:00
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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2020-08-02 05:09:11 +00:00
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fn sneak(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sneak(data, &mut update);
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update
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}
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2020-06-16 21:32:39 +00:00
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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2021-02-07 15:49:35 +00:00
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2021-03-01 22:40:42 +00:00
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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2021-02-07 15:49:35 +00:00
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let mut update = StateUpdate::from(data);
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2021-03-01 22:40:42 +00:00
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handle_manipulate_loadout(&data, &mut update, inv_action);
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2021-02-07 15:49:35 +00:00
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update
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}
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2020-06-16 21:32:39 +00:00
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}
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