veloren/common/src/states/basic_block.rs

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use super::utils::*;
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use crate::{
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comp::{CharacterState, InputKind, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
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};
use serde::{Deserialize, Serialize};
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use std::time::Duration;
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/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// What percentage incoming damage is reduced by
pub block_strength: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
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#[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,
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
handle_move(&data, &mut update, 0.4);
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicBlock(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::BasicBlock(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
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..*self
});
}
},
StageSection::Swing => {
if input_is_pressed(data, InputKind::Block) {
// Block
update.character = CharacterState::BasicBlock(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicBlock(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::BasicBlock(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
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update
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}
}