// Module declarations mod basic_attack; mod basic_block; mod charge_attack; mod climb; mod fall; mod glide; mod idle; mod jump; mod roll; mod run; mod sit; mod stand; mod swim; mod wield; // Reexports pub use basic_attack::*; pub use basic_block::*; pub use charge_attack::*; pub use climb::*; pub use fall::*; pub use glide::*; pub use idle::*; pub use jump::*; pub use roll::*; pub use run::*; pub use sit::*; pub use stand::*; pub use swim::*; pub use wield::*; // TODO: Attach these to racial components and/or ecs resources pub const HUMANOID_ACCEL: f32 = 50.0; pub const HUMANOID_SPEED: f32 = 120.0; pub const HUMANOID_AIR_ACCEL: f32 = 10.0; pub const HUMANOID_AIR_SPEED: f32 = 100.0; pub const HUMANOID_WATER_ACCEL: f32 = 70.0; pub const HUMANOID_WATER_SPEED: f32 = 120.0; pub const HUMANOID_CLIMB_ACCEL: f32 = 5.0; pub const ROLL_SPEED: f32 = 17.0; pub const CHARGE_SPEED: f32 = 20.0; pub const GLIDE_ACCEL: f32 = 15.0; pub const GLIDE_SPEED: f32 = 45.0; pub const BLOCK_ACCEL: f32 = 30.0; pub const BLOCK_SPEED: f32 = 75.0; pub const TEMP_EQUIP_DELAY: u64 = 100; // Gravity is 9.81 * 4, so this makes gravity equal to .15 pub const GLIDE_ANTIGRAV: f32 = crate::sys::phys::GRAVITY * 0.96; pub const CLIMB_SPEED: f32 = 5.0; pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0; use super::{ ActionState, ActionState::*, AttackKind::*, BlockKind::*, DodgeKind::*, EcsStateData, MoveState, MoveState::*, StateUpdate, }; use std::time::Duration; /// #### A trait for implementing state `handle()`ing logic. /// _Mimics the typical OOP style state machine pattern where states implement their own behavior, /// exit conditions, and return new states to the state machine upon exit. /// This is still performant and consistent with ECS data-behavior-separation constraint /// since trait fn's are syntactic sugar for static fn's that accept their implementor's /// object type as its first parameter. This allows for several benefits over implementing /// each state's behavior within the `CharacterState` update `System` itself:_ /// /// 1. Less cognitive overhead: State's handling logic is next to the its data, and component (inside the state's .rs file). /// 2. Separation of concerns (between states): all logic within a state's `handle()` is relevant only to that state. /// States can be added/editted without concerns of affecting other state's logic. /// 3. Clearly defined API and pattern: All states accept the same `EcsStateData` struct, which can be added to as necessary, /// without the need for updating every state's implementation. All states return the same `StateUpdate` component. /// `CharacterState` update `System` passes `EcsStateData` to `ActionState`/`MoveState` `handle()` which matches the character's /// current state to its `handle()` fn, hiding the implementation details, since the System is only concerned with /// how the update flow occurs and is in charge of updating the ECS components. pub trait StateHandler: Default { fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate; } // Public interface that passes EcsStateData to `StateHandle`s `handle()` fn impl ActionState { /// Passes handle to variant or subvariant handlers pub fn update(&self, ecs_data: &EcsStateData) -> StateUpdate { match self { Attack(kind) => match kind { BasicAttack(Some(state)) => state.handle(&ecs_data), Charge(Some(state)) => state.handle(&ecs_data), }, Block(kind) => match kind { BasicBlock(Some(state)) => state.handle(&ecs_data), }, Dodge(kind) => match kind { Roll(Some(state)) => state.handle(&ecs_data), }, Wield(Some(state)) => state.handle(&ecs_data), Idle(Some(state)) => state.handle(&ecs_data), // // All states should be explicitly handled // Do not use default match: _ => {}, } } /// Returns whether a given `ActionState` overrides `MoveState` `handle()`ing pub fn overrides_move_state(&self) -> bool { match self { Attack(kind) => match kind { BasicAttack(_) => false, Charge(_) => true, }, Block(kind) => match kind { BasicBlock(_) => true, }, Dodge(kind) => match kind { Roll(_) => true, }, Wield(_) => false, Idle(_) => false, // // All states should be explicitly handled // Do not use default match: _ => {}, } } } // Other fn's that relate to individual `MoveState`s impl MoveState { /// Returns whether a given `ActionState` overrides `MoveState` `handle()`ing pub fn overrides_action_state(&self) -> bool { match self { Stand(_) => false, Run(_) => false, Jump(_) => false, Climb(_) => true, Glide(_) => true, Swim(_) => false, Fall(_) => false, Sit(_) => true, // // All states should be explicitly handled // Do not use default match: _ => {}, } } /// Passes handle to variant handlers pub fn update(&self, ecs_data: &EcsStateData) -> StateUpdate { match self { Stand(Some(state)) => state.handle(&ecs_data), Run(Some(state)) => state.handle(&ecs_data), Jump(Some(state)) => state.handle(&ecs_data), Climb(Some(state)) => state.handle(&ecs_data), Glide(Some(state)) => state.handle(&ecs_data), Swim(Some(state)) => state.handle(&ecs_data), Fall(Some(state)) => state.handle(&ecs_data), Sit(Some(state)) => state.handle(&ecs_data), // // All states should be explicitly handled // Do not use default match: _ => {}, } } }