You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: blink.rs
    path of file: ./repos/veloren/common/src/states
    
    the code of the file until where you have to start completion: use crate::{
    comp::{character_state::OutputEvents, CharacterState, StateUpdate},
    event::TeleportToEvent,
    states::{
        behavior::{CharacterBehavior, JoinData},
        utils::*,
    },
};
use serde::{Deserialize, Serialize};
use std::time::Duration;

/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
    /// How long the state builds up for
    pub buildup_duration: Duration,
    /// How long the state recovers for
    pub recover_duration: Duration,
    /// What the max range of the teleport is
    pub max_range: f32,
    /// Miscellaneous information about the ability
    pub ability_info: AbilityInfo,
}

#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
    /// Struct containing data that does not change over the course of the
    /// character state
    pub static_data: StaticData,
    /// Timer for each stage
    pub timer: Duration,
    /// What section the character stage is in
    pub stage_section: StageSection,
}

impl CharacterBehavior for Data {
    fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
        let mut update =
    
    fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
        let mut update = StateUpdate::from(data);

        handle_orientation(data, &mut update, 1.0, None);

        match self.stage_section {
            StageSection::Buildup => {
                if self.timer < self.static_data.buildup_duration {
                    // Build up
                    update.character = CharacterState::Blink(Data {
                        timer: tick_attack_or_default(data, self.timer, None),
                        ..*self
                    });
                } else {
                    // Blinks to target location, defaults to 25 meters in front if no target
                    // provided
                    if let Some(input_attr) = self.static_data.ability_info.input_attr {
                        if let Some(target) = input_attr.target_entity {
                            output_events.emit_server(TeleportToEvent {
                                entity: data.entity,
                                target,
                                max_range: Some(self.static_data.max_range),
                            });
                        } else if let Some(pos) = input_attr.select_pos {
                            update.pos.0 = pos;
                        } else {
                            update.pos.0 += *data.inputs.look_dir * 25.0;
                        }
                    }
                    // Transitions to recover section of stage
                    update.character = CharacterState::Blink(Data {
                        timer: Duration::default(),
                        stage_section: StageSection::Recover,
                        ..*self
                    });
                }
            },
            StageSection::Recover => {
                if self.timer < self.static_data.recover_duration {
                    // Recovery
                    update.character = CharacterState::Blink(Data {
                        timer: tick_attack_or_default(data, self.timer, None),
                        ..*self
                    });
                } else {
                    // Done
                    end_ability(data, &mut update);
                }
            },
            _ => {
                // If it somehow ends up in an incorrect stage section
                end_ability(data, &mut update);
            },
        }

        update
    }