veloren/common/src/states/leap_melee.rs

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use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::*,
};
use std::time::Duration;
use vek::Vec3;
const LEAP_SPEED: f32 = 16.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// How long the state is moving
pub movement_duration: Duration,
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub base_damage: u32,
/// Whether the attack can deal more damage
pub exhausted: bool,
pub initialize: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
if self.initialize {
update.vel.0 = *data.inputs.look_dir * 20.0;
if let Some(dir) = Vec3::from(data.inputs.look_dir.xy()).try_normalized() {
update.ori.0 = dir.into();
}
}
if self.movement_duration != Duration::default() {
// Jumping
update.vel.0 = Vec3::new(data.inputs.look_dir.x, data.inputs.look_dir.y, 8.0)
* ((self.movement_duration.as_millis() as f32) / 250.0)
+ (update.vel.0 * Vec3::new(2.0, 2.0, 0.0)
+ 0.25 * data.inputs.move_dir.try_normalized().unwrap_or_default())
.try_normalized()
.unwrap_or_default()
* LEAP_SPEED;
update.character = CharacterState::LeapMelee(Data {
movement_duration: self
.movement_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
buildup_duration: self.buildup_duration,
recover_duration: self.recover_duration,
base_damage: self.base_damage,
exhausted: false,
initialize: false,
});
} else if self.buildup_duration != Duration::default() && !data.physics.on_ground {
// Falling
update.character = CharacterState::LeapMelee(Data {
movement_duration: Duration::default(),
buildup_duration: self
.buildup_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration: self.recover_duration,
base_damage: self.base_damage,
exhausted: false,
initialize: false,
});
} else if !self.exhausted {
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_healthchange: -(self.base_damage as i32),
range: 4.5,
max_angle: 360_f32.to_radians(),
applied: false,
hit_count: 0,
knockback: 25.0,
});
update.character = CharacterState::LeapMelee(Data {
movement_duration: self.movement_duration,
buildup_duration: Duration::default(),
recover_duration: self.recover_duration,
base_damage: self.base_damage,
exhausted: true,
initialize: false,
});
} else if self.recover_duration != Duration::default() {
// Recovery
handle_move(data, &mut update, 0.7);
update.character = CharacterState::LeapMelee(Data {
movement_duration: self.movement_duration,
buildup_duration: self.buildup_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
base_damage: self.base_damage,
exhausted: true,
initialize: false,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
// Grant energy on successful hit
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);
}
}
update
}
}