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49 lines
1.3 KiB
Rust
49 lines
1.3 KiB
Rust
use super::utils::*;
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use crate::comp::{EcsStateData, StateUpdate};
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use crate::states::StateHandler;
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use std::time::Duration;
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use vek::Vec2;
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const BLOCK_ACCEL: f32 = 30.0;
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const BLOCK_SPEED: f32 = 75.0;
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#[derive(Clone, Copy, Default, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct State {
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/// How long the blocking state has been active
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pub active_duration: Duration,
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}
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impl StateHandler for State {
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fn new(_ecs_data: &EcsStateData) -> Self {
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Self {
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active_duration: Duration::default(),
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}
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}
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fn handle(&self, ecs_data: &EcsStateData) -> StateUpdate {
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let mut update = StateUpdate {
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pos: *ecs_data.pos,
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vel: *ecs_data.vel,
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ori: *ecs_data.ori,
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character: *ecs_data.character,
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};
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// TODO: Apply simple move speed debuff instead
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// Update movement
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update.vel.0 += Vec2::broadcast(ecs_data.dt.0)
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* ecs_data.inputs.move_dir
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* match ecs_data.physics.on_ground {
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true if update.vel.0.magnitude_squared() < BLOCK_SPEED.powf(2.0) => BLOCK_ACCEL,
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_ => 0.0,
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};
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if !ecs_data.inputs.secondary.is_pressed() {
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update.character.action_state = attempt_wield(ecs_data.stats);
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return update;
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}
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update
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}
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}
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