use super::utils::*; use crate::{ comp::{ character_state::OutputEvents, slot::{EquipSlot, Slot}, CharacterState, InventoryAction, StateUpdate, }, states::{ behavior::{CharacterBehavior, JoinData}, idle, }, }; use serde::{Deserialize, Serialize}; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Data { pub is_sneaking: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0, None); handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 }); handle_climb(data, &mut update); attempt_input(data, output_events, &mut update); handle_jump(data, output_events, &mut update, 1.0); if self.is_sneaking && (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some()) { update.character = CharacterState::Wielding(Data { is_sneaking: false }); } 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); match inv_action { InventoryAction::Drop(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand) | InventoryAction::Swap(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand, _) | InventoryAction::Swap( _, Slot::Equip(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand), ) => { update.character = CharacterState::Idle(idle::Data { is_sneaking: self.is_sneaking, }); }, _ => (), } handle_manipulate_loadout(data, output_events, &mut update, inv_action); update } fn glide_wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_glide_wield(data, &mut update); update } fn unwield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); update.character = CharacterState::Idle(idle::Data { is_sneaking: self.is_sneaking, }); 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); if data.physics.on_ground.is_some() && data.body.is_humanoid() { update.character = CharacterState::Wielding(Data { is_sneaking: true }); } update } fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); update.character = CharacterState::Wielding(Data { is_sneaking: false }); update } }