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109 lines
3.5 KiB
Rust
109 lines
3.5 KiB
Rust
use super::utils::*;
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use crate::{
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comp::{
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character_state::OutputEvents,
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slot::{EquipSlot, Slot},
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CharacterState, InventoryAction, StateUpdate,
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},
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states::{
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behavior::{CharacterBehavior, JoinData},
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idle,
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},
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};
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use serde::{Deserialize, Serialize};
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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pub is_sneaking: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 });
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handle_climb(data, &mut update);
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attempt_input(data, output_events, &mut update);
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handle_jump(data, output_events, &mut update, 1.0);
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if self.is_sneaking
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&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())
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{
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update.character = CharacterState::Wielding(Data { is_sneaking: false });
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}
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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update
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}
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fn manipulate_loadout(
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&self,
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data: &JoinData,
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output_events: &mut OutputEvents,
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inv_action: InventoryAction,
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) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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match inv_action {
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InventoryAction::Drop(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand)
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| InventoryAction::Swap(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand, _)
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| InventoryAction::Swap(
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_,
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Slot::Equip(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand),
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) => {
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update.character = CharacterState::Idle(idle::Data {
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is_sneaking: self.is_sneaking,
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});
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},
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_ => (),
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}
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handle_manipulate_loadout(data, output_events, &mut update, inv_action);
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update
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}
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fn glide_wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn unwield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle(idle::Data {
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is_sneaking: self.is_sneaking,
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});
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update
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}
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fn sit(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn sneak(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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if data.physics.on_ground.is_some() && data.body.is_humanoid() {
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update.character = CharacterState::Wielding(Data { is_sneaking: true });
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}
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update
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}
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fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Wielding(Data { is_sneaking: false });
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update
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}
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}
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