use crate::{ comp::{Attacking, CharacterState, EnergySource, StateUpdate}, states::{utils::*, wielding}, sys::character_behavior::*, }; use std::{collections::VecDeque, time::Duration}; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Data { /// How long the state has until exiting pub duration: Duration, pub only_up: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate { pos: *data.pos, vel: *data.vel, ori: *data.ori, energy: *data.energy, character: data.character.clone(), local_events: VecDeque::new(), server_events: VecDeque::new(), }; handle_move(data, &mut update); // Still going if self.duration != Duration::default() { if self.only_up { update.vel.0.z = 30.0; } else { update.vel.0 = data.inputs.look_dir * 30.0; } update.character = CharacterState::Boost(Data { duration: self .duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), only_up: self.only_up, }); } // Done else { update.character = CharacterState::Wielding; } // Grant energy on successful hit if let Some(attack) = data.attacking { if attack.applied && attack.hit_count > 0 { data.updater.remove::(data.entity); update.energy.change_by(100, EnergySource::HitEnemy); } } update } }