veloren/common/src/states/sit.rs
2020-01-12 15:14:08 -08:00

55 lines
1.6 KiB
Rust

use super::utils::*;
use crate::comp::{ActionState, EcsStateData, MoveState, StateUpdate};
use crate::states::StateHandler;
#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct State;
impl StateHandler for State {
fn new(_ecs_data: &EcsStateData) -> Self {
Self {}
}
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,
};
// Prevent action state handling
update.character.action_state = ActionState::Idle(None);
update.character.move_state = MoveState::Sit(None);
// Try to Fall
// ... maybe the ground disappears,
// suddenly maybe a water spell appears.
// Can't hurt to be safe :shrug:
if !ecs_data.physics.on_ground {
update.character.move_state = determine_fall_or_swim(ecs_data.physics);
return update;
}
// Try to jump
if ecs_data.inputs.jump.is_pressed() {
update.character.move_state = MoveState::Jump(None);
return update;
}
// Try to Run
if ecs_data.inputs.move_dir.magnitude_squared() > 0.0 {
update.character.move_state = MoveState::Run(None);
return update;
}
// Try to Stand
if ecs_data.inputs.sit.is_just_pressed() {
update.character.move_state = MoveState::Stand(None);
return update;
}
// No move has occurred, keep sitting
update
}
}