veloren/common/src/states/basic_melee.rs

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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::*,
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
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/// Base damage (negative) or healing (positive)
pub base_healthchange: i32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
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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_move(data, &mut update, 0.7);
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handle_jump(data, &mut update);
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if self.buildup_duration != Duration::default() {
// Build up
update.character = CharacterState::BasicMelee(Data {
buildup_duration: self
.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration: self.recover_duration,
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base_healthchange: self.base_healthchange,
range: self.range,
max_angle: self.max_angle,
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exhausted: false,
});
} else if !self.exhausted {
// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_healthchange: self.base_healthchange,
range: self.range,
max_angle: self.max_angle.to_radians(),
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applied: false,
hit_count: 0,
knockback: 0.0,
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});
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update.character = CharacterState::BasicMelee(Data {
buildup_duration: self.buildup_duration,
recover_duration: self.recover_duration,
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base_healthchange: self.base_healthchange,
range: self.range,
max_angle: self.max_angle,
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exhausted: true,
});
} else if self.recover_duration != Duration::default() {
// Recovery
update.character = CharacterState::BasicMelee(Data {
buildup_duration: self.buildup_duration,
recover_duration: self
.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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base_healthchange: self.base_healthchange,
range: self.range,
max_angle: self.max_angle,
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exhausted: true,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
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}
// Grant energy on successful hit
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if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(100, EnergySource::HitEnemy);
}
}
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update
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}
}