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https://gitlab.com/veloren/veloren.git
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Add charging back
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adf34d4f0f
commit
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@ -5,6 +5,7 @@ pub enum AbilityState {
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BasicAttack,
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BasicBlock,
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Roll,
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ChargeAttack,
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}
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impl Default for AbilityState {
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fn default() -> Self { Self::BasicAttack }
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@ -26,7 +27,7 @@ impl Default for AbilityPool {
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fn default() -> Self {
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Self {
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primary: Some(AbilityState::BasicAttack),
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secondary: Some(AbilityState::BasicBlock),
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secondary: Some(AbilityState::ChargeAttack),
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block: None,
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dodge: Some(AbilityState::Roll),
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}
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@ -42,7 +42,10 @@ pub enum CharacterState {
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},
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/// A basic blocking state
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BasicBlock {},
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//Charge{},
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ChargeAttack {
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/// How long the state has until exiting
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remaining_duration: Duration,
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},
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Roll {
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/// How long the state has until exiting
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remaining_duration: Duration,
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@ -61,7 +64,7 @@ impl CharacterState {
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pub fn is_attack(&self) -> bool {
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match self {
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CharacterState::BasicAttack { .. } => true,
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CharacterState::BasicAttack { .. } | CharacterState::ChargeAttack { .. } => true,
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_ => false,
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}
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}
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@ -22,14 +22,7 @@ pub fn behavior(data: &JoinData) -> StateUpdate {
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handle_move(&data, &mut update);
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if !data.physics.on_ground || !data.inputs.secondary.is_pressed() {
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if let Some(ItemKind::Tool(tool)) = data.stats.equipment.main.as_ref().map(|i| i.kind) {
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update.character = CharacterState::Equipping {
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tool,
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time_left: tool.equip_time(),
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};
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} else {
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update.character = CharacterState::Idle {};
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};
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attempt_wield(data, &mut update);
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}
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update
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}
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@ -1,13 +1,10 @@
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use super::utils::*;
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use crate::{
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comp::{
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ActionState::Attack, AttackKind::Charge, CharacterEntityData, HealthChange, HealthSource,
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ItemKind::Tool, MoveState::Run, StateUpdate, ToolData,
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},
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comp::{CharacterState::*, HealthChange, HealthSource, StateUpdate},
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event::ServerEvent,
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sys::character_behavior::JoinData,
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};
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use std::time::Duration;
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use std::{collections::VecDeque, time::Duration};
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use vek::Vec3;
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const CHARGE_SPEED: f32 = 20.0;
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@ -18,45 +15,49 @@ pub fn behavior(data: &JoinData) -> StateUpdate {
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vel: *data.vel,
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ori: *data.ori,
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character: *data.character,
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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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// Move player
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update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
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+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
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+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
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.try_normalized()
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.unwrap_or_default()
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* CHARGE_SPEED;
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if let ChargeAttack { remaining_duration } = data.character {
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// Move player
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update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
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+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
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+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
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.try_normalized()
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.unwrap_or_default()
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* CHARGE_SPEED;
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// Check if hitting another entity
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if let Some(uid_b) = data.physics.touch_entity {
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// Send Damage event
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data.server_bus.emitter().emit(ServerEvent::Damage {
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uid: uid_b,
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change: HealthChange {
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amount: -20,
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cause: HealthSource::Attack { by: *data.uid },
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},
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});
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// Check if hitting another entity
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if let Some(uid_b) = data.physics.touch_entity {
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// Send Damage event
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update.server_events.push_front(ServerEvent::Damage {
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uid: uid_b,
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change: HealthChange {
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amount: -20,
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cause: HealthSource::Attack { by: *data.uid },
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},
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});
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// Go back to wielding or idling
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update.character.action_state = attempt_wield(data.stats);
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return update;
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// Go back to wielding or idling
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attempt_wield(data, &mut update);
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return update;
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}
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// Check if charge timed out or can't keep moving forward
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if *remaining_duration == Duration::default() || update.vel.0.magnitude_squared() < 10.0 {
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attempt_wield(data, &mut update);
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return update;
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}
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// Tick remaining-duration and keep charging
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update.character = ChargeAttack {
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remaining_duration: remaining_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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};
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}
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// Check if charge timed out or can't keep moving forward
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if self.remaining_duration == Duration::default() || update.vel.0.magnitude_squared() < 10.0 {
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update.character.action_state = attempt_wield(data.stats);
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return update;
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}
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// Tick remaining-duration and keep charging
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update.character.action_state = Attack(Charge(Some(State {
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remaining_duration: self
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.remaining_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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})));
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update
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}
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@ -1,6 +1,7 @@
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// Module declarations
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pub mod basic_attack;
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pub mod basic_block;
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pub mod charge_attack;
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pub mod climb;
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pub mod equipping;
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pub mod glide;
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@ -105,19 +105,26 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate) {
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}
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}
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/// First checks whether `primary` input is pressed, then
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/// attempts to go into Equipping state, otherwise Idle
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pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.primary.is_pressed() {
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if let Some(Tool(tool)) = data.stats.equipment.main.as_ref().map(|i| i.kind) {
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update.character = CharacterState::Equipping {
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tool,
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time_left: tool.equip_time(),
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};
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} else {
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update.character = CharacterState::Idle {};
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};
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attempt_wield(data, update);
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}
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}
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/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
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pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
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if let Some(Tool(tool)) = data.stats.equipment.main.as_ref().map(|i| i.kind) {
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update.character = CharacterState::Equipping {
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tool,
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time_left: tool.equip_time(),
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};
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} else {
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update.character = CharacterState::Idle {};
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};
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}
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pub fn handle_sit(data: &JoinData, update: &mut StateUpdate) {
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if data.inputs.sit.is_pressed() && data.physics.on_ground && data.body.is_humanoid() {
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update.character = CharacterState::Sit {};
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@ -226,5 +233,8 @@ pub fn character_state_from_ability(
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AbilityState::Roll { .. } => CharacterState::Roll {
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remaining_duration: Duration::from_millis(600),
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},
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AbilityState::ChargeAttack { .. } => CharacterState::ChargeAttack {
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remaining_duration: Duration::from_millis(600),
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},
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}
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}
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@ -2,26 +2,26 @@ use super::utils::*;
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use crate::{comp::StateUpdate, sys::character_behavior::JoinData};
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use std::collections::VecDeque;
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pub fn behavior(ecs_data: &JoinData) -> StateUpdate {
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pub fn behavior(data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate {
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character: *ecs_data.character,
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pos: *ecs_data.pos,
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vel: *ecs_data.vel,
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ori: *ecs_data.ori,
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energy: *ecs_data.energy,
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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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handle_move(&ecs_data, &mut update);
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handle_jump(&ecs_data, &mut update);
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handle_sit(&ecs_data, &mut update);
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handle_climb(&ecs_data, &mut update);
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handle_glide(&ecs_data, &mut update);
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handle_unwield(&ecs_data, &mut update);
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handle_primary(&ecs_data, &mut update);
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handle_secondary(&ecs_data, &mut update);
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handle_dodge(&ecs_data, &mut update);
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handle_move(&data, &mut update);
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handle_jump(&data, &mut update);
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handle_sit(&data, &mut update);
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handle_climb(&data, &mut update);
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handle_glide(&data, &mut update);
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handle_unwield(&data, &mut update);
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handle_primary(&data, &mut update);
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handle_secondary(&data, &mut update);
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handle_dodge(&data, &mut update);
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update
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}
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@ -169,6 +169,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::Equipping { .. } => states::equipping::behavior(&j),
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CharacterState::BasicAttack { .. } => states::basic_attack::behavior(&j),
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CharacterState::BasicBlock { .. } => states::basic_block::behavior(&j),
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CharacterState::ChargeAttack { .. } => states::charge_attack::behavior(&j),
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CharacterState::Sit { .. } => states::sit::behavior(&j),
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// _ => StateUpdate {
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