use super::{ROLL_SPEED, TEMP_EQUIP_DELAY}; use crate::comp::{ ActionState::*, DodgeKind::*, EcsCharacterState, EcsStateUpdate, ItemKind::Tool, OverrideMove, StateHandle, WieldHandler, }; use std::time::Duration; use vek::Vec3; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct RollHandler { /// How long the state has until exitting remaining_duration: Duration, } impl StateHandle for RollHandler { fn handle(&self, ecs_data: &EcsCharacterState) -> EcsStateUpdate { let mut update = EcsStateUpdate { character: *ecs_data.character, pos: *ecs_data.pos, vel: *ecs_data.vel, ori: *ecs_data.ori, }; // Prevent move state handling, handled here ecs_data.updater.insert(*ecs_data.entity, OverrideMove); // Update velocity update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z) + (update.vel.0 * Vec3::new(1.0, 1.0, 0.0) + 1.5 * ecs_data .inputs .move_dir .try_normalized() .unwrap_or_default()) .try_normalized() .unwrap_or_default() * ROLL_SPEED; // Check if roll duration has expired if self.remaining_duration == Duration::default() { // If so, go back to wielding or idling update.character.action_state = if let Some(Tool { .. }) = ecs_data.stats.equipment.main.as_ref().map(|i| &i.kind) { Wield(WieldHandler { equip_delay: Duration::from_millis(TEMP_EQUIP_DELAY), }) } else { Idle }; ecs_data.updater.remove::(*ecs_data.entity); return update; } // Otherwise, tick down remaining_duration, and keep rolling update.character.action_state = Dodge(Roll(RollHandler { remaining_duration: self .remaining_duration .checked_sub(Duration::from_secs_f32(ecs_data.dt.0)) .unwrap_or_default(), })); return update; } }