use super::utils::*; use crate::{ comp::{ slot::{EquipSlot, Slot}, CharacterState, LoadoutManip, StateUpdate, }, states::behavior::{CharacterBehavior, JoinData}, }; pub struct Data; impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(&data, &mut update, 1.0); handle_jump(&data, &mut update); handle_climb(&data, &mut update); handle_ability1_input(&data, &mut update); handle_ability2_input(&data, &mut update); handle_ability3_input(&data, &mut update); handle_ability4_input(&data, &mut update); handle_dodge_input(&data, &mut update); update } fn sit(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_sit(data, &mut update); update } fn dance(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_dance(data, &mut update); update } fn sneak(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_sneak(data, &mut update); update } fn unwield(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); update.character = CharacterState::Idle; update } fn glide_wield(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_glide_wield(data, &mut update); update } fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); attempt_swap_equipped_weapons(data, &mut update); update } fn manipulate_loadout(&self, data: &JoinData, loadout_manip: LoadoutManip) -> StateUpdate { let mut update = StateUpdate::from(data); match loadout_manip { LoadoutManip::Drop(EquipSlot::Mainhand) | LoadoutManip::Swap(EquipSlot::Mainhand, _) | LoadoutManip::Swap(_, Slot::Equip(EquipSlot::Mainhand)) => { update.character = CharacterState::Idle; }, _ => (), } handle_manipulate_loadout(&data, &mut update, loadout_manip); update } }