veloren/common/src/states/wielding.rs
2021-05-15 15:16:37 -05:00

77 lines
2.3 KiB
Rust

use super::utils::*;
use crate::{
comp::{
slot::{EquipSlot, Slot},
CharacterState, InventoryAction, StateUpdate,
},
states::behavior::{CharacterBehavior, JoinData},
};
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_climb(&data, &mut update);
attempt_input(&data, &mut update);
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 glide_wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_glide_wield(data, &mut update);
update
}
fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_equipped_weapons(data, &mut update);
update
}
fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
let mut update = StateUpdate::from(data);
match inv_action {
InventoryAction::Drop(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand)
| InventoryAction::Swap(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand, _)
| InventoryAction::Swap(
_,
Slot::Equip(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand),
) => {
update.character = CharacterState::Idle;
},
_ => (),
}
handle_manipulate_loadout(&data, &mut update, inv_action);
update
}
}