use super::utils::*; use crate::comp::{CharacterState, EcsStateData, ItemKind::Tool, StateUpdate, ToolData}; use crate::states::StateHandler; use std::time::Duration; use vek::Vec3; const ROLL_SPEED: f32 = 17.0; #[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct State { /// How long the state has until exitting remaining_duration: Duration, } impl StateHandler for State { fn new(ecs_data: &EcsStateData) -> Self { let tool_data = if let Some(Tool(data)) = ecs_data.stats.equipment.main.as_ref().map(|i| i.kind) { data } else { ToolData::default() }; Self { remaining_duration: tool_data.attack_duration(), } } 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; if self.remaining_duration == Duration::default() { // Roll duration has expired update.character = CharacterState::Idle(None); } else { // Otherwise, tick down remaining_duration update.character = CharacterState::Roll(Some(State { remaining_duration: self .remaining_duration .checked_sub(Duration::from_secs_f32(ecs_data.dt.0)) .unwrap_or_default(), })); } update } }