veloren_common/states/
wallrun.rs1use 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 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 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}