use super::utils::*;
use crate::{
comp::{
character_state::OutputEvents, controller::InputKind, inventory::item::armor::Friction,
CharacterState, InventoryAction, StateUpdate,
},
resources::Time,
states::behavior::{CharacterBehavior, JoinData},
uid::Uid,
};
use serde::{Deserialize, Serialize};
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Default)]
pub struct Data {
pub is_sneaking: bool,
pub(crate) time_entered: Time,
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);
const LEAVE_STANCE_DELAY: f64 = 30.0;
if (self.time_entered.0 + LEAVE_STANCE_DELAY) < data.time.0 {
leave_stance(data, output_events);
}
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);
if input_is_pressed(data, InputKind::Roll) {
handle_input(data, output_events, &mut update, InputKind::Roll);
}
if self.is_sneaking
&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())
{
update.character = CharacterState::Idle(Data {
is_sneaking: false,
time_entered: self.time_entered,
footwear: self.footwear,
});
}
update
}
fn swap_equipped_weapons(
&self,
data: &JoinData,
output_events: &mut OutputEvents,
) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_equipped_weapons(data, &mut update, output_events);
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 pet(&self, data: &JoinData, _: &mut OutputEvents, target_uid: Uid) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_pet(data, &mut update, target_uid);
update
}
fn sneak(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle(Data {
is_sneaking: true,
time_entered: self.time_entered,
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
}
}