veloren/common/src/states/glide_wield.rs

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use super::utils::*;
use crate::{
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comp::{slot::EquipSlot, CharacterState, InventoryAction, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
glide,
},
};
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 1.0);
handle_jump(data, &mut update, 1.0);
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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.is_none() {
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update.character = CharacterState::Glide(glide::Data::new(10.0, 0.6, *data.ori));
}
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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
.and_then(|inv| inv.equipped(EquipSlot::Glider))
.is_none()
{
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update.character = CharacterState::Idle
};
update
}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_manipulate_loadout(data, &mut update, inv_action);
update
}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
update
}
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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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fn dance(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
update
}
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fn sneak(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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attempt_sneak(data, &mut update);
update
}
}