veloren/common/src/states/glide_wield.rs
2021-04-27 14:41:48 +00:00

71 lines
2.0 KiB
Rust

use super::utils::*;
use crate::{
comp::{slot::EquipSlot, CharacterState, InventoryAction, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
glide,
},
};
pub struct Data;
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 1.0);
handle_jump(data, &mut update, 1.0);
handle_dodge_input(data, &mut update);
handle_wield(data, &mut update);
// If not on the ground while wielding glider enter gliding state
if !data.physics.on_ground {
update.character = CharacterState::Glide(glide::Data::new(10.0, 0.6, *data.ori));
}
if data
.physics
.in_liquid()
.map(|depth| depth > 0.5)
.unwrap_or(false)
{
update.character = CharacterState::Idle;
}
if data.inventory.equipped(EquipSlot::Glider).is_none() {
update.character = CharacterState::Idle
};
update
}
fn sit(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
fn dance(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_dance(data, &mut update);
update
}
fn sneak(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sneak(data, &mut update);
update
}
fn unwield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle;
update
}
fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_manipulate_loadout(&data, &mut update, inv_action);
update
}
}