use super::ROLL_SPEED; use crate::comp::{ActionState::*, DodgeKind::*, EcsStateData, StateHandle, StateUpdate}; use crate::util::movement_utils::*; use std::time::Duration; use vek::Vec3; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct RollState { /// How long the state has until exitting remaining_duration: Duration, } impl StateHandle for RollState { fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate { let mut update = StateUpdate { character: *ecs_data.character, pos: *ecs_data.pos, vel: *ecs_data.vel, ori: *ecs_data.ori, }; // 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 = attempt_wield(ecs_data.stats); return update; } // Otherwise, tick down remaining_duration update.character.action_state = Dodge(Roll(RollState { remaining_duration: self .remaining_duration .checked_sub(Duration::from_secs_f32(ecs_data.dt.0)) .unwrap_or_default(), })); // Keep rolling return update; } }