2021-03-21 03:28:13 +00:00
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use crate::{
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comp::{CharacterState, StateUpdate},
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event::ServerEvent,
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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},
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};
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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
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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2021-03-21 05:53:39 +00:00
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/// How long the state builds up for
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2021-03-21 03:28:13 +00:00
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pub buildup_duration: Duration,
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2021-03-21 05:53:39 +00:00
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/// How long the state recovers for
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2021-03-21 03:28:13 +00:00
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pub recover_duration: Duration,
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2021-03-21 05:53:39 +00:00
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/// What the max range of the teleport is
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2021-03-21 03:28:13 +00:00
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pub max_range: f32,
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2021-03-21 05:53:39 +00:00
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/// Miscellaneous information about the ability
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2021-03-21 03:28:13 +00:00
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pub ability_info: AbilityInfo,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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2021-04-25 19:42:33 +00:00
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handle_orientation(data, &mut update, 1.0);
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2021-03-21 03:28:13 +00:00
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::Blink(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Blinks to target location, defaults to 25 meters in front if no target
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// provided
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if let Some(input_attr) = self.static_data.ability_info.input_attr {
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if let Some(target) = input_attr.target_entity {
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update.server_events.push_front(ServerEvent::TeleportTo {
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entity: data.entity,
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target,
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max_range: Some(self.static_data.max_range),
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});
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} else if let Some(pos) = input_attr.select_pos {
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update.pos.0 = pos;
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} else {
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update.pos.0 += *data.inputs.look_dir * 25.0;
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}
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}
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// Transitions to recover section of stage
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update.character = CharacterState::Blink(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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..*self
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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// Recovery
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update.character = CharacterState::Blink(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding;
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},
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}
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update
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}
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}
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