veloren/common/src/states/charged_ranged.rs

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use crate::{
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combat::{
Attack, AttackEffect, CombatBuff, Damage, DamageComponent, DamageSource, GroupTarget,
Knockback, KnockbackDir,
},
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comp::{
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projectile, Body, CharacterState, EnergyChange, EnergySource, Gravity, LightEmitter,
Projectile, StateUpdate,
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},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
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};
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 weapon needs to be prepared for
pub buildup_duration: Duration,
/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
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/// How much energy is drained per second when charging
pub energy_drain: u32,
/// How much damage is dealt with no charge
pub initial_damage: u32,
/// How much the damage scales as it is charged
pub scaled_damage: u32,
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/// How much knockback there is with no charge
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pub initial_knockback: f32,
/// How much the knockback scales as it is charged
pub scaled_knockback: f32,
/// Speed stat of the weapon
pub speed: f32,
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/// Projectile information
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_gravity: Option<Gravity>,
pub initial_projectile_speed: f32,
pub scaled_projectile_speed: f32,
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/// Move speed efficiency
pub move_speed: f32,
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/// What key is used to press ability
pub ability_key: AbilityKey,
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}
#[derive(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,
/// Whether the attack fired already
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, self.static_data.move_speed);
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handle_jump(data, &mut update);
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if !ability_key_is_pressed(data, self.static_data.ability_key) {
handle_interrupt(data, &mut update, false);
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match update.character {
CharacterState::ChargedRanged(_) => {},
_ => {
return update;
},
}
}
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::ChargedRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::ChargedRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Charge,
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..*self
});
}
},
StageSection::Charge => {
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if !ability_key_is_pressed(data, self.static_data.ability_key) && !self.exhausted {
let charge_frac = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
let damage = Damage {
source: DamageSource::Projectile,
value: self.static_data.initial_damage as f32
+ charge_frac * self.static_data.scaled_damage as f32,
};
let knockback = self.static_data.initial_knockback
+ charge_frac * self.static_data.scaled_knockback;
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let knockback = AttackEffect::Knockback(Knockback {
strength: knockback,
direction: KnockbackDir::Away,
});
let buff = AttackEffect::Buff(CombatBuff::default_physical());
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
.with_effect(knockback)
.with_effect(buff);
let attack = Attack::default().with_damage(damage).with_crit(0.5, 1.2);
// Fire
let projectile = Projectile {
hit_solid: vec![projectile::Effect::Stick],
hit_entity: vec![
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projectile::Effect::Attack(attack),
projectile::Effect::Vanish,
],
time_left: Duration::from_secs(15),
owner: Some(*data.uid),
ignore_group: true,
};
update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
dir: data.inputs.look_dir,
body: self.static_data.projectile_body,
projectile,
light: self.static_data.projectile_light,
gravity: self.static_data.projectile_gravity,
speed: self.static_data.initial_projectile_speed
+ charge_frac * self.static_data.scaled_projectile_speed,
});
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update.character = CharacterState::ChargedRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
exhausted: true,
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..*self
});
} else if self.timer < self.static_data.charge_duration
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&& ability_key_is_pressed(data, self.static_data.ability_key)
{
// Charges
update.character = CharacterState::ChargedRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(
data.dt.0 * self.static_data.speed,
))
.unwrap_or_default(),
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..*self
});
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// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_drain as f32
* data.dt.0
* self.static_data.speed) as i32,
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source: EnergySource::Ability,
});
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} else if ability_key_is_pressed(data, self.static_data.ability_key) {
// Holds charge
update.character = CharacterState::ChargedRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(
data.dt.0 * self.static_data.speed,
))
.unwrap_or_default(),
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..*self
});
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// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_drain as f32
* data.dt.0
* self.static_data.speed
/ 5.0) as i32,
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source: EnergySource::Ability,
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
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}
update
}
}