use super::TEMP_EQUIP_DELAY; use crate::comp::{ ActionState::Wield, EcsStateData, ItemKind::Tool, StateHandle, StateUpdate, WieldState, }; use std::time::Duration; #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct IdleState; impl StateHandle for IdleState { 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, }; // Try to wield if ecs_data.inputs.toggle_wield.is_pressed() || ecs_data.inputs.primary.is_pressed() || ecs_data.inputs.secondary.is_pressed() { if let Some(Tool { .. }) = ecs_data.stats.equipment.main.as_ref().map(|i| &i.kind) { update.character.action_state = Wield(WieldState { equip_delay: Duration::from_millis(TEMP_EQUIP_DELAY), }) } // else unarmed stuff? } return update; } }