veloren_common/states/
behavior.rs

1use crate::{
2    comp::{
3        self, ActiveAbilities, Alignment, Beam, Body, CharacterActivity, CharacterState, Combo,
4        ControlAction, Controller, ControllerInputs, Density, Energy, Health, InputAttr, InputKind,
5        Inventory, InventoryAction, Mass, Melee, Ori, PhysicsState, Pos, PreviousPhysCache, Scale,
6        SkillSet, Stance, StateUpdate, Stats, Vel,
7        body::parts::Heads,
8        character_state::OutputEvents,
9        item::{MaterialStatManifest, tool::AbilityMap},
10    },
11    link::Is,
12    mounting::{Rider, VolumeRider},
13    resources::{DeltaTime, Time},
14    terrain::TerrainGrid,
15    uid::{IdMaps, Uid},
16};
17use specs::{Entity, LazyUpdate, Read, ReadStorage, storage::FlaggedAccessMut};
18use vek::*;
19
20pub trait CharacterBehavior {
21    fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate;
22    // Impl these to provide behavior for these inputs
23    fn swap_equipped_weapons(
24        &self,
25        data: &JoinData,
26        _output_events: &mut OutputEvents,
27    ) -> StateUpdate {
28        StateUpdate::from(data)
29    }
30    fn manipulate_loadout(
31        &self,
32        data: &JoinData,
33        _output_events: &mut OutputEvents,
34        _inv_action: InventoryAction,
35    ) -> StateUpdate {
36        StateUpdate::from(data)
37    }
38    fn wield(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
39        StateUpdate::from(data)
40    }
41    fn glide_wield(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
42        StateUpdate::from(data)
43    }
44    fn unwield(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
45        StateUpdate::from(data)
46    }
47    fn sit(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
48        StateUpdate::from(data)
49    }
50    fn crawl(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
51        StateUpdate::from(data)
52    }
53    fn dance(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
54        StateUpdate::from(data)
55    }
56    fn sneak(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
57        StateUpdate::from(data)
58    }
59    fn stand(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
60        StateUpdate::from(data)
61    }
62    fn talk(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
63        StateUpdate::from(data)
64    }
65    fn on_input(
66        &self,
67        data: &JoinData,
68        _input: InputKind,
69        _output_events: &mut OutputEvents,
70    ) -> StateUpdate {
71        StateUpdate::from(data)
72    }
73
74    fn start_input(
75        &self,
76        data: &JoinData,
77        input: InputKind,
78        target_entity: Option<Uid>,
79        select_pos: Option<Vec3<f32>>,
80        output_events: &mut OutputEvents,
81    ) -> StateUpdate {
82        let mut update = self.on_input(data, input, output_events);
83        update.queued_inputs.insert(input, InputAttr {
84            select_pos,
85            target_entity,
86        });
87        update
88    }
89    fn cancel_input(&self, data: &JoinData, input: InputKind) -> StateUpdate {
90        let mut update = StateUpdate::from(data);
91        update.removed_inputs.push(input);
92        update
93    }
94    fn handle_event(
95        &self,
96        data: &JoinData,
97        output_events: &mut OutputEvents,
98        event: ControlAction,
99    ) -> StateUpdate {
100        match event {
101            ControlAction::SwapEquippedWeapons => self.swap_equipped_weapons(data, output_events),
102            ControlAction::InventoryAction(inv_action) => {
103                self.manipulate_loadout(data, output_events, inv_action)
104            },
105            ControlAction::Wield => self.wield(data, output_events),
106            ControlAction::GlideWield => self.glide_wield(data, output_events),
107            ControlAction::Unwield => self.unwield(data, output_events),
108            ControlAction::Sit => self.sit(data, output_events),
109            ControlAction::Crawl => self.crawl(data, output_events),
110            ControlAction::Dance => self.dance(data, output_events),
111            ControlAction::Sneak => {
112                if data.mount_data.is_none() && data.volume_mount_data.is_none() {
113                    self.sneak(data, output_events)
114                } else {
115                    self.stand(data, output_events)
116                }
117            },
118            ControlAction::Stand => self.stand(data, output_events),
119            ControlAction::Talk => self.talk(data, output_events),
120            ControlAction::StartInput {
121                input,
122                target_entity,
123                select_pos,
124            } => self.start_input(data, input, target_entity, select_pos, output_events),
125            ControlAction::CancelInput(input) => self.cancel_input(data, input),
126        }
127    }
128}
129
130/// Read-Only Data sent from Character Behavior System to behavior fn's
131pub struct JoinData<'a> {
132    pub entity: Entity,
133    pub uid: &'a Uid,
134    pub character: &'a CharacterState,
135    pub character_activity: &'a CharacterActivity,
136    pub pos: &'a Pos,
137    pub vel: &'a Vel,
138    pub ori: &'a Ori,
139    pub scale: Option<&'a Scale>,
140    pub mass: &'a Mass,
141    pub density: &'a Density,
142    pub dt: &'a DeltaTime,
143    pub time: &'a Time,
144    pub controller: &'a Controller,
145    pub inputs: &'a ControllerInputs,
146    pub health: Option<&'a Health>,
147    pub heads: Option<&'a Heads>,
148    pub energy: &'a Energy,
149    pub inventory: Option<&'a Inventory>,
150    pub body: &'a Body,
151    pub physics: &'a PhysicsState,
152    pub melee_attack: Option<&'a Melee>,
153    pub updater: &'a LazyUpdate,
154    pub stats: &'a Stats,
155    pub skill_set: &'a SkillSet,
156    pub active_abilities: Option<&'a ActiveAbilities>,
157    pub ability_map: &'a AbilityMap,
158    pub msm: &'a MaterialStatManifest,
159    pub combo: Option<&'a Combo>,
160    pub alignment: Option<&'a comp::Alignment>,
161    pub terrain: &'a TerrainGrid,
162    pub mount_data: Option<&'a Is<Rider>>,
163    pub volume_mount_data: Option<&'a Is<VolumeRider>>,
164    pub stance: Option<&'a Stance>,
165    pub id_maps: &'a Read<'a, IdMaps>,
166    pub alignments: &'a ReadStorage<'a, Alignment>,
167    pub prev_phys_caches: &'a ReadStorage<'a, PreviousPhysCache>,
168}
169
170pub struct JoinStruct<'a> {
171    pub entity: Entity,
172    pub uid: &'a Uid,
173    pub char_state: FlaggedAccessMut<'a, &'a mut CharacterState, CharacterState>,
174    pub character_activity: FlaggedAccessMut<'a, &'a mut CharacterActivity, CharacterActivity>,
175    pub pos: &'a mut Pos,
176    pub vel: &'a mut Vel,
177    pub ori: &'a mut Ori,
178    pub scale: Option<&'a Scale>,
179    pub mass: &'a Mass,
180    pub density: FlaggedAccessMut<'a, &'a mut Density, Density>,
181    pub energy: FlaggedAccessMut<'a, &'a mut Energy, Energy>,
182    pub inventory: Option<&'a Inventory>,
183    pub controller: &'a mut Controller,
184    pub health: Option<&'a Health>,
185    pub heads: Option<&'a Heads>,
186    pub body: &'a Body,
187    pub physics: &'a PhysicsState,
188    pub melee_attack: Option<&'a Melee>,
189    pub beam: Option<&'a Beam>,
190    pub stat: &'a Stats,
191    pub skill_set: &'a SkillSet,
192    pub active_abilities: Option<&'a ActiveAbilities>,
193    pub combo: Option<&'a Combo>,
194    pub alignment: Option<&'a comp::Alignment>,
195    pub terrain: &'a TerrainGrid,
196    pub mount_data: Option<&'a Is<Rider>>,
197    pub volume_mount_data: Option<&'a Is<VolumeRider>>,
198    pub stance: Option<&'a Stance>,
199    pub id_maps: &'a Read<'a, IdMaps>,
200    pub alignments: &'a ReadStorage<'a, Alignment>,
201    pub prev_phys_caches: &'a ReadStorage<'a, PreviousPhysCache>,
202}
203
204impl<'a> JoinData<'a> {
205    pub fn new(
206        j: &'a JoinStruct<'a>,
207        updater: &'a LazyUpdate,
208        dt: &'a DeltaTime,
209        time: &'a Time,
210        msm: &'a MaterialStatManifest,
211        ability_map: &'a AbilityMap,
212    ) -> Self {
213        Self {
214            entity: j.entity,
215            uid: j.uid,
216            character: &j.char_state,
217            character_activity: &j.character_activity,
218            pos: j.pos,
219            vel: j.vel,
220            ori: j.ori,
221            scale: j.scale,
222            mass: j.mass,
223            density: &j.density,
224            energy: &j.energy,
225            inventory: j.inventory,
226            controller: j.controller,
227            inputs: &j.controller.inputs,
228            health: j.health,
229            heads: j.heads,
230            body: j.body,
231            physics: j.physics,
232            melee_attack: j.melee_attack,
233            stats: j.stat,
234            skill_set: j.skill_set,
235            updater,
236            dt,
237            time,
238            msm,
239            ability_map,
240            combo: j.combo,
241            alignment: j.alignment,
242            terrain: j.terrain,
243            active_abilities: j.active_abilities,
244            mount_data: j.mount_data,
245            volume_mount_data: j.volume_mount_data,
246            stance: j.stance,
247            id_maps: j.id_maps,
248            alignments: j.alignments,
249            prev_phys_caches: j.prev_phys_caches,
250        }
251    }
252}