use super::*;
use crate::stats::calculators::*;
use crate::*;
pub struct FlipImpulseNode {
calculator: FlipImpulseCalculator,
}
impl FlipImpulseNode {
pub fn new() -> Self {
Self {
calculator: FlipImpulseCalculator::new(),
}
}
}
impl Default for FlipImpulseNode {
fn default() -> Self {
Self::new()
}
}
impl AnalysisNode for FlipImpulseNode {
type State = FlipImpulseCalculator;
fn name(&self) -> &'static str {
"dodge"
}
fn dependencies(&self) -> NodeDependencies {
vec![
frame_info_dependency(),
player_frame_state_dependency(),
live_play_dependency(),
]
}
fn evaluate(&mut self, ctx: &AnalysisStateContext<'_>) -> SubtrActorResult<()> {
self.calculator.update_parts(
ctx.get::<FrameInfo>()?,
ctx.get::<PlayerFrameState>()?,
ctx.get::<LivePlayState>()?,
)
}
fn state(&self) -> &Self::State {
&self.calculator
}
}
pub(crate) fn boxed_default() -> Box<dyn AnalysisNodeDyn> {
Box::new(FlipImpulseNode::new())
}