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77 lines
2.3 KiB
Rust
77 lines
2.3 KiB
Rust
use super::utils::*;
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use crate::{
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comp::{
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slot::{EquipSlot, Slot},
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CharacterState, InventoryAction, StateUpdate,
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},
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states::behavior::{CharacterBehavior, JoinData},
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};
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pub struct Data;
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(&data, &mut update, 1.0);
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handle_climb(&data, &mut update);
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attempt_input(&data, &mut update);
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update
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}
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fn sit(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sit(data, &mut update);
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update
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}
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fn dance(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_dance(data, &mut update);
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update
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}
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fn sneak(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_sneak(data, &mut update);
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update
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}
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fn unwield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.character = CharacterState::Idle;
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update
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}
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fn glide_wield(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_glide_wield(data, &mut update);
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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update
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}
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fn manipulate_loadout(&self, data: &JoinData, inv_action: InventoryAction) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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match inv_action {
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InventoryAction::Drop(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand)
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| InventoryAction::Swap(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand, _)
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| InventoryAction::Swap(
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_,
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Slot::Equip(EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand),
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) => {
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update.character = CharacterState::Idle;
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},
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_ => (),
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}
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handle_manipulate_loadout(&data, &mut update, inv_action);
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update
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}
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}
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