use super::utils::*;
use crate::{
comp::{
character_state::OutputEvents,
slot::{EquipSlot, Slot},
CharacterState, InventoryAction, StateUpdate,
},
states::{
behavior::{CharacterBehavior, JoinData},
idle,
},
uid::Uid,
};
use serde::{Deserialize, Serialize};
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct Data {
pub is_sneaking: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, if self.is_sneaking { 0.4 } else { 1.0 });
handle_climb(data, &mut update);
attempt_input(data, output_events, &mut update);
handle_jump(data, output_events, &mut update, 1.0);
handle_wallrun(data, &mut update);
if self.is_sneaking
&& (data.physics.on_ground.is_none() || data.physics.in_liquid().is_some())
{
update.character = CharacterState::Wielding(Data { is_sneaking: false });
}
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);
let reset_to_idle = match inv_action {
InventoryAction::Drop(slot)
| InventoryAction::Swap(slot, _)
| InventoryAction::Swap(_, Slot::Equip(slot))
if matches!(slot, EquipSlot::ActiveMainhand | EquipSlot::ActiveOffhand) =>
{
true
},
InventoryAction::Use(_) => true,
_ => false,
};
if reset_to_idle {
update.character = CharacterState::Idle(idle::Data {
is_sneaking: data.character.is_stealthy(),
time_entered: *data.time,
footwear: None,
});
}
handle_manipulate_loadout(data, output_events, &mut update, inv_action);
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 unwield(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Idle(idle::Data {
is_sneaking: self.is_sneaking,
time_entered: *data.time,
footwear: None,
});
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);
if data.physics.on_ground.is_some() && data.body.is_humanoid() {
update.character = CharacterState::Wielding(Data { is_sneaking: true });
}
update
}
fn stand(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Wielding(Data { is_sneaking: false });
update
}
}