use super::utils::*; use crate::{ comp::{slot::EquipSlot, CharacterState, EnergySource, InventoryManip, 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_dodge_input(data, &mut update); handle_wield(data, &mut update); // If not on the ground while wielding glider enter gliding state if !data.physics.on_ground { // Expend energy to slow a fall let energy_cost = (0.5 * (data.vel.0.z + 15.0).min(0.0).powi(2)) as i32; if update .energy .try_change_by(-energy_cost, EnergySource::Glide) .is_ok() { update.character = CharacterState::Glide; } else { update.energy.set_to(0, EnergySource::Glide); update.character = CharacterState::Idle; } } if data .physics .in_liquid .map(|depth| depth > 0.5) .unwrap_or(false) { update.character = CharacterState::Idle; } if data.inventory.equipped(EquipSlot::Glider).is_none() { update.character = CharacterState::Idle }; 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 modify_loadout(&self, data: &JoinData, inv_manip: InventoryManip) -> StateUpdate { let mut update = StateUpdate::from(data); handle_modify_loadout(&mut update, inv_manip); update } }