use specs::{Component, FlaggedStorage, HashMapStorage}; //use specs_idvs::IDVStorage; use std::time::Duration; #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub enum MovementState { Stand, Sit, Run, Jump, Fall, Glide, Swim, Climb, } #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub enum ActionState { Idle, Wield { time_left: Duration, }, Attack { time_left: Duration, applied: bool, }, Block { time_active: Duration, }, Roll { time_left: Duration, // Whether character was wielding before they started roll was_wielding: bool, }, Charge { time_left: Duration, }, //Carry, } impl ActionState { pub fn is_wield(&self) -> bool { if let Self::Wield { .. } = self { true } else { false } } pub fn is_action_finished(&self) -> bool { match self { Self::Wield { time_left } | Self::Attack { time_left, .. } | Self::Roll { time_left, .. } | Self::Charge { time_left } => *time_left == Duration::default(), Self::Idle | Self::Block { .. } => false, } } pub fn is_attack(&self) -> bool { if let Self::Attack { .. } = self { true } else { false } } pub fn is_block(&self) -> bool { if let Self::Block { .. } = self { true } else { false } } pub fn is_roll(&self) -> bool { if let Self::Roll { .. } = self { true } else { false } } pub fn is_charge(&self) -> bool { if let Self::Charge { .. } = self { true } else { false } } } #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct CharacterState { pub movement: MovementState, pub action: ActionState, } impl CharacterState { pub fn is_same_movement(&self, other: &Self) -> bool { // Check if enum item is the same without looking at the inner data std::mem::discriminant(&self.movement) == std::mem::discriminant(&other.movement) } pub fn is_same_action(&self, other: &Self) -> bool { // Check if enum item is the same without looking at the inner data std::mem::discriminant(&self.action) == std::mem::discriminant(&other.action) } pub fn is_same_state(&self, other: &Self) -> bool { self.is_same_movement(other) && self.is_same_action(other) } } impl Default for CharacterState { fn default() -> Self { Self { movement: MovementState::Jump, action: ActionState::Idle, } } } impl Component for CharacterState { type Storage = FlaggedStorage>; }