veloren_common/states/
wallrun.rs

1use super::utils::*;
2use crate::{
3    comp::{CharacterState, StateUpdate, character_state::OutputEvents},
4    states::{
5        behavior::{CharacterBehavior, JoinData},
6        idle, wielding,
7    },
8};
9use serde::{Deserialize, Serialize};
10use vek::Vec2;
11
12const WALLRUN_ANTIGRAV: f32 = crate::consts::GRAVITY * 0.5;
13
14#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
15pub struct Data {
16    /// Had weapon
17    pub was_wielded: bool,
18}
19
20impl CharacterBehavior for Data {
21    fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
22        let mut update = StateUpdate::from(data);
23
24        if self.was_wielded {
25            attempt_input(data, output_events, &mut update);
26        } else {
27            handle_wield(data, &mut update);
28        }
29
30        handle_walljump(data, output_events, &mut update);
31        handle_climb(data, &mut update);
32
33        {
34            let lift = WALLRUN_ANTIGRAV;
35            update.vel.0.z += data.dt.0
36                * lift
37                * (Vec2::<f32>::from(update.vel.0).magnitude() * 0.075).clamp(0.2, 1.0);
38        }
39
40        // fall off wall, hit ground, or enter water
41        // TODO: Rugged way to determine when state change occurs and we need to leave
42        // this state
43        if data.physics.on_wall.is_none()
44            || data.physics.on_ground.is_some()
45            || data.physics.in_liquid().is_some()
46        {
47            update.character = if self.was_wielded {
48                CharacterState::Wielding(wielding::Data { is_sneaking: false })
49            } else {
50                CharacterState::Idle(idle::Data::default())
51            };
52        }
53
54        update
55    }
56}