use super::utils::*;
use crate::{
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
idle, wielding,
},
};
use serde::{Deserialize, Serialize};
use vek::Vec2;
const WALLRUN_ANTIGRAV: f32 = crate::consts::GRAVITY * 0.5;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
pub was_wielded: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
if self.was_wielded {
attempt_input(data, output_events, &mut update);
} else {
handle_wield(data, &mut update);
}
handle_jump(data, output_events, &mut update, 1.0);
handle_climb(data, &mut update);
{
let lift = WALLRUN_ANTIGRAV;
update.vel.0.z += data.dt.0
* lift
* (Vec2::<f32>::from(update.vel.0).magnitude() * 0.075).clamp(0.2, 1.0);
}
if data.physics.on_wall.is_none()
|| data.physics.on_ground.is_some()
|| data.physics.in_liquid().is_some()
{
update.character = if self.was_wielded {
CharacterState::Wielding(wielding::Data { is_sneaking: false })
} else {
CharacterState::Idle(idle::Data::default())
};
}
update
}
}