veloren/common/src/states/behavior.rs

121 lines
3.9 KiB
Rust

use crate::{
comp::{
Beam, Body, CharacterState, ControlAction, Controller, ControllerInputs, Energy, Health,
Inventory, LoadoutManip, Melee, Ori, PhysicsState, Pos, StateUpdate, Stats, Vel,
},
resources::DeltaTime,
uid::Uid,
};
use specs::{
hibitset,
storage::{PairedStorage, SequentialRestriction},
DerefFlaggedStorage, Entity, LazyUpdate,
};
use specs_idvs::IdvStorage;
pub trait CharacterBehavior {
fn behavior(&self, data: &JoinData) -> StateUpdate;
// Impl these to provide behavior for these inputs
fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn manipulate_loadout(&self, data: &JoinData, _loadout_manip: LoadoutManip) -> StateUpdate {
StateUpdate::from(data)
}
fn wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn glide_wield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn unwield(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn sit(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn dance(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn sneak(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn stand(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn talk(&self, data: &JoinData) -> StateUpdate { StateUpdate::from(data) }
fn handle_event(&self, data: &JoinData, event: ControlAction) -> StateUpdate {
match event {
ControlAction::SwapEquippedWeapons => self.swap_equipped_weapons(data),
ControlAction::LoadoutManip(loadout_manip) => {
self.manipulate_loadout(data, loadout_manip)
},
ControlAction::Wield => self.wield(data),
ControlAction::GlideWield => self.glide_wield(data),
ControlAction::Unwield => self.unwield(data),
ControlAction::Sit => self.sit(data),
ControlAction::Dance => self.dance(data),
ControlAction::Sneak => self.sneak(data),
ControlAction::Stand => self.stand(data),
ControlAction::Talk => self.talk(data),
}
}
// fn init(data: &JoinData) -> CharacterState;
}
/// Read-Only Data sent from Character Behavior System to behavior fn's
pub struct JoinData<'a> {
pub entity: Entity,
pub uid: &'a Uid,
pub character: &'a CharacterState,
pub pos: &'a Pos,
pub vel: &'a Vel,
pub ori: &'a Ori,
pub dt: &'a DeltaTime,
pub controller: &'a Controller,
pub inputs: &'a ControllerInputs,
pub health: &'a Health,
pub energy: &'a Energy,
pub inventory: &'a Inventory,
pub body: &'a Body,
pub physics: &'a PhysicsState,
pub melee_attack: Option<&'a Melee>,
pub updater: &'a LazyUpdate,
pub stats: &'a Stats,
}
type RestrictedMut<'a, C> = PairedStorage<
'a,
'a,
C,
&'a mut DerefFlaggedStorage<C, IdvStorage<C>>,
&'a hibitset::BitSet,
SequentialRestriction,
>;
pub type JoinTuple<'a> = (
Entity,
&'a Uid,
RestrictedMut<'a, CharacterState>,
&'a mut Pos,
&'a mut Vel,
&'a mut Ori,
RestrictedMut<'a, Energy>,
RestrictedMut<'a, Inventory>,
&'a mut Controller,
&'a Health,
&'a Body,
&'a PhysicsState,
Option<&'a Melee>,
Option<&'a Beam>,
&'a Stats,
);
impl<'a> JoinData<'a> {
pub fn new(j: &'a JoinTuple<'a>, updater: &'a LazyUpdate, dt: &'a DeltaTime) -> Self {
Self {
entity: j.0,
uid: j.1,
character: j.2.get_unchecked(),
pos: j.3,
vel: j.4,
ori: j.5,
energy: j.6.get_unchecked(),
inventory: j.7.get_unchecked(),
controller: j.8,
inputs: &j.8.inputs,
health: j.9,
body: j.10,
physics: j.11,
melee_attack: j.12,
stats: j.14,
updater,
dt,
}
}
}