1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
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
    }
}