use super::utils::*; use crate::comp::{ ActionState::Attack, AttackKind::BasicAttack, EcsStateData, ItemKind::Tool, StateUpdate, ToolData, }; use crate::states::StateHandler; use std::time::Duration; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct State { /// How long the state has until exitting pub remaining_duration: Duration, } impl StateHandler for State { fn new(ecs_data: &EcsStateData) -> Self { let tool_data = if let Some(Tool(data)) = ecs_data.stats.equipment.main.as_ref().map(|i| i.kind) { data } else { ToolData::default() }; Self { remaining_duration: tool_data.attack_duration(), } } fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate { let mut update = StateUpdate { pos: *ecs_data.pos, vel: *ecs_data.vel, ori: *ecs_data.ori, character: *ecs_data.character, }; // Check if attack duration has expired if self.remaining_duration == Duration::default() { // If so, go back to wielding or idling update.character.action_state = attempt_wield(ecs_data.stats); return update; } // Otherwise, tick down remaining_duration, and keep rolling update.character.action_state = Attack(BasicAttack(Some(State { remaining_duration: self .remaining_duration .checked_sub(Duration::from_secs_f32(ecs_data.dt.0)) .unwrap_or_default(), }))); return update; } }