use super::utils::*; use crate::{ comp::{ character_state::OutputEvents, controller::InputKind, inventory::item::armor::Friction, CharacterState, InventoryAction, StateUpdate, }, resources::Time, states::behavior::{CharacterBehavior, JoinData}, }; use serde::{Deserialize, Serialize}; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Default)] pub struct Data { pub is_sneaking: bool, pub(crate) time_entered: Time, // None means unknown pub(crate) footwear: Option, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); const LEAVE_STANCE_DELAY: f64 = 30.0; if (self.time_entered.0 + LEAVE_STANCE_DELAY) < data.time.0 { leave_stance(data, output_events); } handle_skating(data, &mut update); handle_orientation(data, &mut update, 1.0, None); handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 }); handle_jump(data, output_events, &mut update, 1.0); handle_wield(data, &mut update); handle_climb(data, &mut update); handle_wallrun(data, &mut update); if input_is_pressed(data, InputKind::Roll) { handle_input(data, output_events, &mut update, InputKind::Roll); } // Try to Fall/Stand up/Move if self.is_sneaking && (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some()) { update.character = CharacterState::Idle(Data { is_sneaking: false, time_entered: self.time_entered, footwear: self.footwear, }); } update } fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_swap_equipped_weapons(data, &mut update); update } fn manipulate_loadout( &self, data: &JoinData, output_events: &mut OutputEvents, inv_action: InventoryAction, ) -> StateUpdate { let mut update = StateUpdate::from(data); handle_manipulate_loadout(data, output_events, &mut update, inv_action); update } fn wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_wield(data, &mut update); update } fn glide_wield(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_glide_wield(data, &mut update, output_events); update } fn sit(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_sit(data, &mut update); update } fn dance(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_dance(data, &mut update); update } fn sneak(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); update.character = CharacterState::Idle(Data { is_sneaking: true, time_entered: self.time_entered, footwear: self.footwear, }); update } fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); update.character = CharacterState::Idle(Data::default()); update } fn talk(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_talk(data, &mut update); update } }