veloren/common/src/states/idle.rs
2022-09-08 15:43:53 -07:00

106 lines
3.4 KiB
Rust

use super::utils::*;
use crate::{
comp::{
character_state::OutputEvents, inventory::item::armor::Friction, CharacterState,
InventoryAction, StateUpdate,
},
states::behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize, Default)]
pub struct Data {
pub is_sneaking: bool,
// None means unknown
pub(crate) footwear: Option<Friction>,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_skating(data, &mut update);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 });
handle_jump(data, output_events, &mut update, 1.0);
handle_wield(data, &mut update);
handle_climb(data, &mut update);
handle_wallrun(data, &mut update);
handle_dodge_input(data, &mut update);
// Try to Fall/Stand up/Move
if self.is_sneaking
&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())
{
update.character = CharacterState::Idle(Data {
is_sneaking: false,
footwear: self.footwear,
});
}
update
}
fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_equipped_weapons(data, &mut update);
update
}
fn manipulate_loadout(
&self,
data: &JoinData,
output_events: &mut OutputEvents,
inv_action: InventoryAction,
) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_manipulate_loadout(data, output_events, &mut update, inv_action);
update
}
fn wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_wield(data, &mut update);
update
}
fn glide_wield(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_glide_wield(data, &mut update, output_events);
update
}
fn sit(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_sit(data, &mut update);
update
}
fn dance(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_dance(data, &mut update);
update
}
fn sneak(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle(Data {
is_sneaking: true,
footwear: self.footwear,
});
update
}
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle(Data::default());
update
}
fn talk(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_talk(data, &mut update);
update
}
}