veloren/common/src/states/utils.rs

725 lines
25 KiB
Rust

use crate::{
comp::{
biped_large, biped_small,
inventory::slot::EquipSlot,
item::{Hands, ItemKind, Tool, ToolKind},
quadruped_low, quadruped_medium, quadruped_small, ship,
skills::{Skill, SwimSkill},
theropod, Body, CharacterAbility, CharacterState, InputAttr, InputKind, InventoryAction,
StateUpdate,
},
consts::{FRIC_GROUND, GRAVITY},
event::{LocalEvent, ServerEvent},
states::{behavior::JoinData, *},
util::Dir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
const BASE_HUMANOID_AIR_ACCEL: f32 = 2.0;
const BASE_FLIGHT_ACCEL: f32 = 2.0;
const BASE_HUMANOID_WATER_ACCEL: f32 = 150.0;
const BASE_HUMANOID_WATER_SPEED: f32 = 180.0;
pub const BASE_JUMP_IMPULSE: f32 = 16.0;
// const BASE_HUMANOID_CLIMB_ACCEL: f32 = 10.0;
// const ROLL_SPEED: f32 = 17.0;
// const CHARGE_SPEED: f32 = 20.0;
// const GLIDE_ACCEL: f32 = 15.0;
// const GLIDE_SPEED: f32 = 45.0;
// const BLOCK_ACCEL: f32 = 30.0;
// const BLOCK_SPEED: f32 = 75.0;
// Gravity is 9.81 * 4, so this makes gravity equal to .15 //TODO: <- is wrong
//
// const GLIDE_ANTIGRAV: f32 = GRAVITY * 0.96;
// const CLIMB_SPEED: f32 = 5.0;
// const CLIMB_COST: i32 = 5;
impl Body {
pub fn base_accel(&self) -> f32 {
match self {
Body::Humanoid(_) => 100.0,
Body::QuadrupedSmall(body) => match body.species {
quadruped_small::Species::Turtle => 30.0,
quadruped_small::Species::Axolotl => 70.0,
quadruped_small::Species::Pig => 70.0,
quadruped_small::Species::Sheep => 70.0,
quadruped_small::Species::Cat => 70.0,
quadruped_small::Species::Truffler => 70.0,
quadruped_small::Species::Fungome => 70.0,
quadruped_small::Species::Goat => 80.0,
_ => 125.0,
},
Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
quadruped_medium::Species::Grolgar => 110.0,
quadruped_medium::Species::Saber => 180.0,
quadruped_medium::Species::Tiger => 150.0,
quadruped_medium::Species::Tuskram => 160.0,
quadruped_medium::Species::Lion => 170.0,
quadruped_medium::Species::Tarasque => 100.0,
quadruped_medium::Species::Wolf => 180.0,
quadruped_medium::Species::Frostfang => 180.0,
quadruped_medium::Species::Mouflon => 100.0,
quadruped_medium::Species::Catoblepas => 70.0,
quadruped_medium::Species::Bonerattler => 130.0,
quadruped_medium::Species::Deer => 150.0,
quadruped_medium::Species::Hirdrasil => 160.0,
quadruped_medium::Species::Roshwalr => 160.0,
quadruped_medium::Species::Donkey => 110.0,
quadruped_medium::Species::Camel => 75.0,
quadruped_medium::Species::Zebra => 150.0,
quadruped_medium::Species::Antelope => 185.0,
quadruped_medium::Species::Kelpie => 180.0,
quadruped_medium::Species::Horse => 180.0,
quadruped_medium::Species::Barghest => 80.0,
quadruped_medium::Species::Cattle => 80.0,
quadruped_medium::Species::Darkhound => 160.0,
quadruped_medium::Species::Highland => 80.0,
quadruped_medium::Species::Yak => 90.0,
quadruped_medium::Species::Panda => 90.0,
quadruped_medium::Species::Bear => 90.0,
quadruped_medium::Species::Dreadhorn => 140.0,
quadruped_medium::Species::Moose => 130.0,
quadruped_medium::Species::Snowleopard => 160.0,
},
Body::BipedLarge(body) => match body.species {
biped_large::Species::Slysaurok => 100.0,
biped_large::Species::Occultsaurok => 100.0,
biped_large::Species::Mightysaurok => 100.0,
biped_large::Species::Mindflayer => 90.0,
biped_large::Species::Minotaur => 90.0,
_ => 80.0,
},
Body::BirdMedium(_) => 80.0,
Body::FishMedium(_) => 80.0,
Body::Dragon(_) => 250.0,
Body::BirdSmall(_) => 75.0,
Body::FishSmall(_) => 60.0,
Body::BipedSmall(biped_small) => match biped_small.species {
biped_small::Species::Haniwa => 65.0,
_ => 80.0,
},
Body::Object(_) => 0.0,
Body::Golem(_) => 60.0,
Body::Theropod(_) => 135.0,
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Crocodile => 130.0,
quadruped_low::Species::Alligator => 110.0,
quadruped_low::Species::Salamander => 85.0,
quadruped_low::Species::Monitor => 160.0,
quadruped_low::Species::Asp => 130.0,
quadruped_low::Species::Tortoise => 60.0,
quadruped_low::Species::Rocksnapper => 70.0,
quadruped_low::Species::Pangolin => 120.0,
quadruped_low::Species::Maneater => 80.0,
quadruped_low::Species::Sandshark => 160.0,
quadruped_low::Species::Hakulaq => 140.0,
quadruped_low::Species::Lavadrake => 100.0,
quadruped_low::Species::Basilisk => 120.0,
quadruped_low::Species::Deadwood => 140.0,
},
Body::Ship(_) => 30.0,
}
}
/// Attempt to determine the maximum speed of the character
/// when moving on the ground
pub fn max_speed_approx(&self) -> f32 {
// Inverse kinematics: at what velocity will acceleration
// be cancelled out by friction drag?
// Note: we assume no air (this is fine, current physics
// uses max(air_drag, ground_drag)).
// Derived via...
// v = (v + dv / 30) * (1 - drag).powi(2) (accel cancels drag)
// => 1 = (1 + (dv / 30) / v) * (1 - drag).powi(2)
// => 1 / (1 - drag).powi(2) = 1 + (dv / 30) / v
// => 1 / (1 - drag).powi(2) - 1 = (dv / 30) / v
// => 1 / (1 / (1 - drag).powi(2) - 1) = v / (dv / 30)
// => (dv / 30) / (1 / (1 - drag).powi(2) - 1) = v
let v = (-self.base_accel() / 30.0) / ((1.0 - FRIC_GROUND).powi(2) - 1.0);
debug_assert!(v >= 0.0, "Speed must be positive!");
v
}
pub fn base_ori_rate(&self) -> f32 {
match self {
Body::Humanoid(_) => 20.0,
Body::QuadrupedSmall(_) => 15.0,
Body::QuadrupedMedium(_) => 8.0,
Body::BirdMedium(_) => 30.0,
Body::FishMedium(_) => 5.0,
Body::Dragon(_) => 5.0,
Body::BirdSmall(_) => 35.0,
Body::FishSmall(_) => 10.0,
Body::BipedLarge(_) => 8.0,
Body::BipedSmall(_) => 12.0,
Body::Object(_) => 10.0,
Body::Golem(_) => 8.0,
Body::Theropod(theropod) => match theropod.species {
theropod::Species::Archaeos => 2.5,
theropod::Species::Odonto => 2.5,
theropod::Species::Ntouka => 2.5,
_ => 7.0,
},
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Monitor => 9.0,
quadruped_low::Species::Asp => 8.0,
quadruped_low::Species::Tortoise => 3.0,
quadruped_low::Species::Rocksnapper => 4.0,
quadruped_low::Species::Maneater => 5.0,
quadruped_low::Species::Lavadrake => 4.0,
_ => 6.0,
},
Body::Ship(_) => 0.175,
}
}
/// Returns flying speed if the body type can fly, otherwise None
pub fn can_fly(&self) -> Option<f32> {
match self {
Body::BirdMedium(_) | Body::Dragon(_) | Body::BirdSmall(_) => Some(1.0),
Body::Ship(ship::Body::DefaultAirship) => Some(1.0),
_ => None,
}
}
pub fn jump_impulse(&self) -> Option<f32> {
match self {
Body::Object(_) | Body::Ship(_) => None,
_ => Some(BASE_JUMP_IMPULSE),
}
}
pub fn can_climb(&self) -> bool { matches!(self, Body::Humanoid(_)) }
}
/// Handles updating `Components` to move player based on state of `JoinData`
pub fn handle_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
if let Some(depth) = data.physics.in_liquid {
swim_move(data, update, efficiency, depth);
} else if input_is_pressed(data, InputKind::Fly)
&& (!data.physics.on_ground || data.body.jump_impulse().is_none())
&& data.body.can_fly().is_some()
{
fly_move(
data,
update,
efficiency
* data
.body
.can_fly()
.expect("can_fly is_some right above this"),
);
} else {
basic_move(data, update, efficiency);
}
}
/// Updates components to move player as if theyre on ground or in air
#[allow(clippy::assign_op_pattern)] // TODO: Pending review in #587
fn basic_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
let accel = if data.physics.on_ground {
data.body.base_accel()
} else {
BASE_HUMANOID_AIR_ACCEL
};
update.vel.0 =
update.vel.0 + Vec2::broadcast(data.dt.0) * data.inputs.move_dir * accel * efficiency;
handle_orientation(data, update, data.body.base_ori_rate());
}
/// Handles forced movement
pub fn handle_forced_movement(
data: &JoinData,
update: &mut StateUpdate,
movement: ForcedMovement,
efficiency: f32,
) {
match movement {
ForcedMovement::Forward { strength } => {
let accel = if data.physics.on_ground {
data.body.base_accel()
} else {
BASE_HUMANOID_AIR_ACCEL
};
update.vel.0 += Vec2::broadcast(data.dt.0)
* accel
* (data.inputs.move_dir * efficiency + Vec2::from(update.ori) * strength);
},
ForcedMovement::Leap {
vertical,
forward,
progress,
direction,
} => {
let dir = direction.get_2d_dir(data);
// Apply jumping force
update.vel.0 = Vec3::new(
dir.x,
dir.y,
vertical,
)
// Multiply decreasing amount linearly over time (with average of 1)
* 2.0 * progress
// Apply direction
+ Vec3::from(dir)
// Multiply by forward leap strength
* forward
// Control forward movement based on look direction.
// This allows players to stop moving forward when they
// look downward at target
* (1.0 - data.inputs.look_dir.z.abs());
},
ForcedMovement::Hover { move_input } => {
update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0)
+ move_input * data.inputs.move_dir.try_normalized().unwrap_or_default();
},
}
handle_orientation(data, update, data.body.base_ori_rate() * efficiency);
}
pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate, rate: f32) {
// Set direction based on move direction
let ori_dir = if (update.character.is_aimed() && data.body.can_strafe())
|| update.character.is_attack()
{
data.inputs.look_dir.xy()
} else if !data.inputs.move_dir.is_approx_zero() {
data.inputs.move_dir
} else {
update.ori.into()
};
// Smooth orientation
update.ori = Dir::slerp_to_vec3(update.ori.look_dir(), ori_dir.into(), rate * data.dt.0).into();
}
/// Updates components to move player as if theyre swimming
fn swim_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32, depth: f32) {
let mut water_accel = BASE_HUMANOID_WATER_ACCEL;
let mut water_speed = BASE_HUMANOID_WATER_SPEED;
if let Ok(Some(level)) = data.skill_set.skill_level(Skill::Swim(SwimSkill::Speed)) {
water_speed *= 1.4_f32.powi(level.into());
water_accel *= 1.4_f32.powi(level.into());
}
// Update velocity
update.vel.0 += Vec2::broadcast(data.dt.0)
* data.inputs.move_dir
* if update.vel.0.magnitude_squared() < water_speed.powi(2) {
water_accel
} else {
0.0
}
* efficiency;
handle_orientation(
data,
update,
data.body.base_ori_rate() * if data.physics.on_ground { 0.5 } else { 0.1 },
);
// Swim
update.vel.0.z = (update.vel.0.z
+ data.dt.0
* GRAVITY
* 4.0
* data
.inputs
.move_z
.clamped(-1.0, depth.clamped(0.0, 1.0).powi(3)))
.min(water_speed);
}
/// Updates components to move entity as if it's flying
fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
// Update velocity (counteract gravity with lift)
update.vel.0 += Vec3::unit_z() * data.dt.0 * GRAVITY
+ Vec3::new(
data.inputs.move_dir.x,
data.inputs.move_dir.y,
data.inputs.move_z,
) * data.dt.0
* BASE_FLIGHT_ACCEL
* efficiency;
handle_orientation(data, update, data.body.base_ori_rate());
}
/// Checks if an input related to an attack is held. If one is, moves entity
/// into wielding state
pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
if data.controller.queued_inputs.keys().any(|i| i.is_ability()) {
attempt_wield(data, update);
}
}
/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
if let Some((item, ItemKind::Tool(tool))) = data
.inventory
.equipped(EquipSlot::Mainhand)
.map(|i| (i, i.kind()))
{
update.character = CharacterState::Equipping(equipping::Data {
static_data: equipping::StaticData {
buildup_duration: tool.equip_time(data.msm, item.components()),
},
timer: Duration::default(),
});
} else {
update.character = CharacterState::Wielding;
};
}
/// Checks that player can `Sit` and updates `CharacterState` if so
pub fn attempt_sit(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground {
update.character = CharacterState::Sit;
}
}
pub fn attempt_dance(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground && data.body.is_humanoid() {
update.character = CharacterState::Dance;
}
}
pub fn attempt_talk(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground {
update.character = CharacterState::Talk;
}
}
pub fn attempt_sneak(data: &JoinData, update: &mut StateUpdate) {
if data.physics.on_ground && data.body.is_humanoid() {
update.character = CharacterState::Sneak;
}
}
/// Checks that player can `Climb` and updates `CharacterState` if so
pub fn handle_climb(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.climb.is_some()
&& data.physics.on_wall.is_some()
&& !data.physics.on_ground
&& !data
.physics
.in_liquid
.map(|depth| depth > 1.0)
.unwrap_or(false)
//&& update.vel.0.z < 0.0
&& data.body.can_climb()
&& update.energy.current() > 100
{
update.character = CharacterState::Climb(climb::Data::create_adjusted_by_skills(data));
}
}
/// Checks that player can Swap Weapons and updates `Loadout` if so
pub fn attempt_swap_equipped_weapons(data: &JoinData, update: &mut StateUpdate) {
if data.inventory.equipped(EquipSlot::Offhand).is_some() {
update.swap_equipped_weapons = true;
}
}
/// Handles inventory manipulations that affect the loadout
pub fn handle_manipulate_loadout(
data: &JoinData,
update: &mut StateUpdate,
inv_action: InventoryAction,
) {
update
.server_events
.push_front(ServerEvent::InventoryManip(data.entity, inv_action.into()));
}
/// Checks that player can wield the glider and updates `CharacterState` if so
pub fn attempt_glide_wield(data: &JoinData, update: &mut StateUpdate) {
if data.inventory.equipped(EquipSlot::Glider).is_some()
&& !data
.physics
.in_liquid
.map(|depth| depth > 1.0)
.unwrap_or(false)
&& data.body.is_humanoid()
{
update.character = CharacterState::GlideWield;
}
}
/// Checks that player can jump and sends jump event if so
pub fn handle_jump(data: &JoinData, update: &mut StateUpdate, strength: f32) -> bool {
if input_is_pressed(data, InputKind::Jump)
&& data.physics.on_ground
&& !data
.physics
.in_liquid
.map(|depth| depth > 1.0)
.unwrap_or(false)
&& data.body.jump_impulse().is_some()
{
update.local_events.push_front(LocalEvent::Jump(
data.entity,
data.body.jump_impulse().unwrap() * strength,
));
true
} else {
false
}
}
fn handle_ability(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
let hands = |equip_slot| match data.inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
// Mouse1 and Skill1 always use the MainHand slot
let always_main_hand = matches!(input, InputKind::Primary | InputKind::Ability(0));
let no_main_hand = hands(EquipSlot::Mainhand).is_none();
// skill_index used to select ability for the AbilityKey::Skill2 input
let (equip_slot, skill_index) = if no_main_hand {
(Some(EquipSlot::Offhand), 1)
} else if always_main_hand {
(Some(EquipSlot::Mainhand), 0)
} else {
let hands = (hands(EquipSlot::Mainhand), hands(EquipSlot::Offhand));
match hands {
(Some(Hands::Two), _) => (Some(EquipSlot::Mainhand), 1),
(_, Some(Hands::One)) => (Some(EquipSlot::Offhand), 0),
(Some(Hands::One), _) => (Some(EquipSlot::Mainhand), 1),
(_, _) => (None, 0),
}
};
let unlocked = |(s, a): (Option<Skill>, CharacterAbility)| {
s.map_or(true, |s| data.skill_set.has_skill(s)).then_some(a)
};
if let Some(equip_slot) = equip_slot {
if let Some(ability) = data
.inventory
.equipped(equip_slot)
.map(|i| &i.item_config_expect().abilities)
.and_then(|abilities| match input {
InputKind::Primary => Some(abilities.primary.clone()),
InputKind::Secondary => Some(abilities.secondary.clone()),
InputKind::Ability(0) => abilities.abilities.get(0).cloned().and_then(unlocked),
InputKind::Ability(_) => abilities
.abilities
.get(skill_index)
.cloned()
.and_then(unlocked),
InputKind::Roll | InputKind::Jump | InputKind::Fly => None,
})
.map(|a| {
let tool = unwrap_tool_data(data, equip_slot).map(|t| t.kind);
a.adjusted_by_skills(&data.skill_set, tool)
})
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = CharacterState::from((
&ability,
AbilityInfo::from_input(data, matches!(equip_slot, EquipSlot::Offhand), input),
));
}
}
}
pub fn handle_ability_input(data: &JoinData, update: &mut StateUpdate) {
if let Some(input) = data
.controller
.queued_inputs
.keys()
.find(|i| i.is_ability())
{
handle_ability(data, update, *input);
}
}
pub fn handle_input(data: &JoinData, update: &mut StateUpdate, input: InputKind) {
match input {
InputKind::Primary | InputKind::Secondary | InputKind::Ability(_) => {
handle_ability(data, update, input)
},
InputKind::Roll => handle_dodge_input(data, update),
InputKind::Jump => {
handle_jump(data, update, 1.0);
},
InputKind::Fly => {},
}
}
pub fn attempt_input(data: &JoinData, update: &mut StateUpdate) {
// TODO: look into using first() when it becomes stable
if let Some(input) = data.controller.queued_inputs.keys().next() {
handle_input(data, update, *input);
}
}
/// Checks that player can perform a dodge, then
/// attempts to perform their dodge ability
pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
if input_is_pressed(data, InputKind::Roll) && data.body.is_humanoid() {
let ability = CharacterAbility::default_roll().adjusted_by_skills(&data.skill_set, None);
if ability.requirements_paid(data, update) {
update.character = CharacterState::from((
&ability,
AbilityInfo::from_input(data, false, InputKind::Roll),
));
if let CharacterState::ComboMelee(c) = data.character {
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_combo = Some((c.static_data.ability_info.input, c.stage));
roll.was_wielded = true;
}
} else if data.character.is_wield() {
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_wielded = true;
}
} else if data.character.is_stealthy() {
if let CharacterState::Roll(roll) = &mut update.character {
roll.was_sneak = true;
}
}
}
}
}
pub fn unwrap_tool_data<'a>(data: &'a JoinData, equip_slot: EquipSlot) -> Option<&'a Tool> {
if let Some(ItemKind::Tool(tool)) = data.inventory.equipped(equip_slot).map(|i| i.kind()) {
Some(&tool)
} else {
None
}
}
pub fn get_crit_data(data: &JoinData, ai: AbilityInfo) -> (f32, f32) {
const DEFAULT_CRIT_DATA: (f32, f32) = (0.5, 1.3);
use HandInfo::*;
let slot = match ai.hand {
Some(TwoHanded) | Some(MainHand) => EquipSlot::Mainhand,
Some(OffHand) => EquipSlot::Offhand,
None => return DEFAULT_CRIT_DATA,
};
if let Some(item) = data.inventory.equipped(slot) {
if let ItemKind::Tool(tool) = item.kind() {
let crit_chance = tool.base_crit_chance(data.msm, item.components());
let crit_mult = tool.base_crit_mult(data.msm, item.components());
return (crit_chance, crit_mult);
}
}
DEFAULT_CRIT_DATA
}
pub fn handle_state_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_interrupt: bool) {
if attacks_interrupt {
handle_ability_input(data, update);
}
handle_dodge_input(data, update);
}
pub fn input_is_pressed(data: &JoinData, input: InputKind) -> bool {
data.controller.queued_inputs.contains_key(&input)
}
/// Determines what portion a state is in. Used in all attacks (eventually). Is
/// used to control aspects of animation code, as well as logic within the
/// character states.
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize)]
pub enum StageSection {
Buildup,
Swing,
Recover,
Charge,
Cast,
Shoot,
Movement,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ForcedMovement {
Forward {
strength: f32,
},
Leap {
vertical: f32,
forward: f32,
progress: f32,
direction: MovementDirection,
},
Hover {
move_input: f32,
},
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum MovementDirection {
Look,
Move,
}
impl MovementDirection {
pub fn get_2d_dir(self, data: &JoinData) -> Vec2<f32> {
use MovementDirection::*;
match self {
Look => data.inputs.look_dir.xy(),
Move => data.inputs.move_dir,
}
.try_normalized()
.unwrap_or_default()
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct AbilityInfo {
pub tool: Option<ToolKind>,
pub hand: Option<HandInfo>,
pub input: InputKind,
pub input_attr: Option<InputAttr>,
}
impl AbilityInfo {
pub fn from_input(data: &JoinData, from_offhand: bool, input: InputKind) -> Self {
let tool_data = if from_offhand {
unwrap_tool_data(data, EquipSlot::Offhand)
} else {
unwrap_tool_data(data, EquipSlot::Mainhand)
};
let (tool, hand) = if from_offhand {
(tool_data.map(|t| t.kind), Some(HandInfo::OffHand))
} else {
(
tool_data.map(|t| t.kind),
tool_data.map(|t| HandInfo::from_main_tool(t)),
)
};
Self {
tool,
hand,
input,
input_attr: data.controller.queued_inputs.get(&input).copied(),
}
}
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum HandInfo {
TwoHanded,
MainHand,
OffHand,
}
impl HandInfo {
pub fn from_main_tool(tool: &Tool) -> Self {
match tool.hands {
Hands::Two => Self::TwoHanded,
Hands::One => Self::MainHand,
}
}
}