use crate::comp::{ ActionState::Attack, AttackKind::BasicAttack, EcsStateData, StateHandle, StateUpdate, }; use crate::util::movement_utils::*; use std::time::Duration; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct BasicAttackState { /// How long the state has until exitting pub remaining_duration: Duration, } impl StateHandle for BasicAttackState { 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(BasicAttackState { remaining_duration: self .remaining_duration .checked_sub(Duration::from_secs_f32(ecs_data.dt.0)) .unwrap_or_default(), })); return update; } }