use super::utils::*; use crate::{ comp::{ slot::{EquipSlot, Slot}, CharacterState, InventoryAction, 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_orientation(data, &mut update, 1.0); handle_move(data, &mut update, 1.0); handle_climb(data, &mut update); attempt_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, 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; }, _ => (), } handle_manipulate_loadout(data, &mut update, inv_action); update } }