veloren_common/states/
sit.rs

1use super::utils::*;
2use crate::{
3    comp::{CharacterState, InventoryAction, StateUpdate, character_state::OutputEvents},
4    states::{
5        behavior::{CharacterBehavior, JoinData},
6        idle,
7    },
8};
9use serde::{Deserialize, Serialize};
10
11#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
12pub struct Data;
13
14impl CharacterBehavior for Data {
15    fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
16        let mut update = StateUpdate::from(data);
17
18        leave_stance(data, output_events);
19        handle_orientation(data, &mut update, 1.0, None);
20        handle_wield(data, &mut update);
21        handle_jump(data, output_events, &mut update, 1.0);
22
23        // Try to Fall/Stand up/Move
24        if data.physics.on_ground.is_none() || data.inputs.move_dir.magnitude_squared() > 0.0 {
25            update.character = CharacterState::Idle(idle::Data::default());
26        }
27
28        update
29    }
30
31    fn manipulate_loadout(
32        &self,
33        data: &JoinData,
34        output_events: &mut OutputEvents,
35        inv_action: InventoryAction,
36    ) -> StateUpdate {
37        let mut update = StateUpdate::from(data);
38        handle_manipulate_loadout(data, output_events, &mut update, inv_action);
39        update
40    }
41
42    fn wield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
43        let mut update = StateUpdate::from(data);
44        attempt_wield(data, &mut update);
45        update
46    }
47
48    fn crawl(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
49        let mut update = StateUpdate::from(data);
50        attempt_crawl(data, &mut update);
51        update
52    }
53
54    fn dance(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
55        let mut update = StateUpdate::from(data);
56        attempt_dance(data, &mut update);
57        update
58    }
59
60    fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
61        let mut update = StateUpdate::from(data);
62        // Try to Fall/Stand up/Move
63        update.character = CharacterState::Idle(idle::Data::default());
64        update
65    }
66}