mirror of
https://gitlab.com/veloren/veloren.git
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134 lines
5.2 KiB
Rust
134 lines
5.2 KiB
Rust
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use crate::{
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comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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wielding,
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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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/// How long until the state attacks
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pub buildup_duration: Duration,
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/// How long the state is in the swing duration
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pub swing_duration: Duration,
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/// How long until state ends
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pub recover_duration: Duration,
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/// Used to construct the Melee attack
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pub melee_constructor: MeleeConstructor,
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/// Energy cost per attack
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pub energy_cost: f32,
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/// Maximum number of consecutive strikes
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pub max_strikes: u32,
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/// What key is used to press ability
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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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/// How many spins it has done
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pub current_strike: u32,
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/// What section the character stage is in
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pub stage_section: StageSection,
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/// Whether the state can deal damage
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pub exhausted: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, 0.7);
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handle_interrupts(data, &mut update, None);
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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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if let CharacterState::RapidMelee(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Transitions to swing section of stage
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if let CharacterState::RapidMelee(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Action;
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}
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}
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},
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StageSection::Action => {
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if !self.exhausted {
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if let CharacterState::RapidMelee(c) = &mut update.character {
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c.timer = Duration::default();
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c.exhausted = true;
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}
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let crit_data = get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
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data.updater.insert(
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data.entity,
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self.static_data
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.melee_constructor
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.create_melee(crit_data, buff_strength),
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);
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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if let CharacterState::RapidMelee(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else if self.current_strike < self.static_data.max_strikes
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&& update
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.energy
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.try_change_by(-self.static_data.energy_cost)
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.is_ok()
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{
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if let CharacterState::RapidMelee(c) = &mut update.character {
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c.timer = Duration::default();
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c.current_strike += 1;
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c.exhausted = false;
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}
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} else {
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// Transitions to recover section of stage
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if let CharacterState::RapidMelee(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Recover;
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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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// Recover
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if let CharacterState::RapidMelee(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Done
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update.character =
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CharacterState::Wielding(wielding::Data { is_sneaking: false });
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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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(wielding::Data { is_sneaking: false });
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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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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