veloren/common/src/states/spin_melee.rs

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use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::{
character_behavior::{CharacterBehavior, JoinData},
phys::GRAVITY,
},
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Damage, Damages, Knockback,
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
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/// How long until the state attacks
pub buildup_duration: Duration,
/// How long the state is in the swing duration
pub swing_duration: Duration,
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/// How long until state ends
pub recover_duration: Duration,
/// Base damage
pub base_damage: u32,
/// Knockback
pub knockback: f32,
/// Range
pub range: f32,
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/// Energy cost per attack
pub energy_cost: u32,
/// Whether spin state is infinite
pub is_infinite: bool,
/// Used to maintain classic axe spin physics
pub is_helicopter: bool,
/// Whether the state can be interrupted by other abilities
pub is_interruptible: bool,
/// Used for forced forward movement
pub forward_speed: f32,
/// Number of spins
pub num_spins: u32,
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}
#[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,
/// How many spins it can do before ending
pub spins_remaining: u32,
/// What section the character stage is in
pub stage_section: StageSection,
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/// Whether the state can deal damage
pub exhausted: bool,
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
if self.static_data.is_helicopter {
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z + GRAVITY * data.dt.0)
+ data.inputs.move_dir * 5.0;
}
// Allows for other states to interrupt this state
if self.static_data.is_interruptible && !data.inputs.ability3.is_pressed() {
handle_interrupt(data, &mut update);
match update.character {
CharacterState::SpinMelee(_) => {},
_ => {
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::SpinMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
spins_remaining: self.spins_remaining,
stage_section: self.stage_section,
exhausted: self.exhausted,
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: self.spins_remaining,
stage_section: StageSection::Swing,
exhausted: self.exhausted,
});
}
},
StageSection::Swing => {
if !self.exhausted {
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: self.spins_remaining,
stage_section: self.stage_section,
exhausted: true,
});
// Hit attempt
data.updater.insert(data.entity, Attacking {
damages: Damages::new(
Some(Damage::Melee(self.static_data.base_damage as f32)),
None,
),
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range: self.static_data.range,
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
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knockback: Knockback::Away(self.static_data.knockback),
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});
} else if self.timer < self.static_data.swing_duration {
if !self.static_data.is_helicopter {
handle_forced_movement(
data,
&mut update,
ForcedMovement::Forward {
strength: self.static_data.forward_speed,
},
0.1,
);
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handle_orientation(data, &mut update, 1.0);
}
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// Swings
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
spins_remaining: self.spins_remaining,
stage_section: self.stage_section,
exhausted: self.exhausted,
});
} else if update.energy.current() >= self.static_data.energy_cost
&& (self.spins_remaining != 0
|| (self.static_data.is_infinite && data.inputs.secondary.is_pressed()))
{
let new_spins_remaining = if self.static_data.is_infinite {
self.spins_remaining
} else {
self.spins_remaining - 1
};
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: new_spins_remaining,
stage_section: self.stage_section,
exhausted: false,
});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(
-(self.static_data.energy_cost as i32),
EnergySource::Ability,
);
} else {
// Transitions to recover section of stage
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: self.spins_remaining,
stage_section: StageSection::Recover,
exhausted: self.exhausted,
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recover
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
spins_remaining: self.spins_remaining,
stage_section: self.stage_section,
exhausted: self.exhausted,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
},
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}
update
}
}