veloren/common/src/states/self_buff.rs

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use crate::{
comp::{
buff::{Buff, BuffChange, BuffData, BuffKind, BuffSource},
CharacterState, StateUpdate,
},
event::ServerEvent,
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 until state should create the aura
pub buildup_duration: Duration,
/// How long the state is creating an aura
pub cast_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// What kind of buff is created
pub buff_kind: BuffKind,
/// Strength of the created buff
pub buff_strength: f32,
/// How long buff lasts
pub buff_duration: Option<Duration>,
/// What key is used to press 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) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.8);
handle_jump(data, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::SelfBuff(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Creates buff
let buff = Buff::new(
self.static_data.buff_kind,
BuffData {
strength: self.static_data.buff_strength,
duration: self.static_data.buff_duration,
},
Vec::new(),
BuffSource::Character { by: *data.uid },
);
update.server_events.push_front(ServerEvent::Buff {
entity: data.entity,
buff_change: BuffChange::Add(buff),
});
// Build up
update.character = CharacterState::SelfBuff(Data {
timer: Duration::default(),
stage_section: StageSection::Cast,
..*self
});
}
},
StageSection::Cast => {
if self.timer < self.static_data.cast_duration {
// Cast
update.character = CharacterState::SelfBuff(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
update.character = CharacterState::SelfBuff(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::SelfBuff(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);
}
update
}
}