veloren/common/src/states/leap_melee.rs

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Rust
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use crate::{
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comp::{Attacking, CharacterState, StateUpdate},
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states::utils::{StageSection, *},
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sys::character_behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
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/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
/// How long the state is moving
pub movement_duration: Duration,
/// How long until state should deal damage
pub buildup_duration: Duration,
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/// How long the weapon swings
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub base_damage: u32,
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/// Knockback
pub knockback: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
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/// Affects how far forward the player leaps
pub forward_leap_strength: f32,
/// Affects how high the player leaps
pub vertical_leap_strength: f32,
}
#[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,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
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, 0.3);
handle_jump(data, &mut update);
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Buildup
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
});
} else {
// Transitions to leap portion of state
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
stage_section: StageSection::Movement,
exhausted: self.exhausted,
});
}
},
StageSection::Movement => {
// Jumping
update.vel.0 = Vec3::new(
data.inputs.look_dir.x,
data.inputs.look_dir.y,
self.static_data.vertical_leap_strength,
) * 2.0
* (1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32())
+ (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()
* self.static_data.forward_leap_strength
* (1.0 - data.inputs.look_dir.z.abs());
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if self.timer < self.static_data.movement_duration {
// Movement duration
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
});
} else {
// Transitions to swing portion of state
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
stage_section: StageSection::Swing,
exhausted: self.exhausted,
});
}
},
StageSection::Swing => {
if self.timer < self.static_data.swing_duration {
// Swings weapons
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
});
} else {
// Transitions to recover portion
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
stage_section: StageSection::Recover,
exhausted: self.exhausted,
});
}
},
StageSection::Recover => {
if !data.physics.on_ground {
// Falls
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
});
} else if !self.exhausted {
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_damage: self.static_data.base_damage,
base_heal: 0,
range: self.static_data.range,
max_angle: self.static_data.max_angle.to_radians(),
applied: false,
hit_count: 0,
knockback: self.static_data.knockback,
});
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update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: true,
});
} else if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::LeapMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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);
},
}
update
}
}