veloren/common/src/states/basic_beam.rs

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use crate::{
combat::{
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageKind,
DamageSource, GroupTarget,
},
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comp::{
beam, body::biped_large, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos,
StateUpdate,
},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
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terrain::Block,
uid::Uid,
util::Dir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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use vek::*;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage or heal
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// How long each beam segment persists for
pub beam_duration: Duration,
/// Base damage per tick
pub damage: f32,
/// Ticks per second
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pub tick_rate: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
/// Energy regenerated per tick
pub energy_regen: f32,
/// Energy drained per second
pub energy_drain: f32,
/// How fast enemy can rotate with beam
pub ori_rate: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the beam to the frontend
pub specifier: beam::FrontendSpecifier,
}
#[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,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
let ori_rate = self.static_data.ori_rate;
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handle_orientation(data, &mut update, ori_rate, None);
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicBeam(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Creates beam
data.updater.insert(data.entity, beam::Beam {
hit_entities: Vec::<Uid>::new(),
tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
timer: Duration::default(),
});
// Build up
update.character = CharacterState::BasicBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
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..*self
});
}
},
StageSection::Action => {
if input_is_pressed(data, self.static_data.ability_info.input)
&& (self.static_data.energy_drain <= f32::EPSILON
|| update.energy.current() > 0)
{
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let speed =
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
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let energy = AttackEffect::new(
None,
CombatEffect::EnergyReward(self.static_data.energy_regen),
)
.with_requirement(CombatRequirement::AnyDamage);
let mut damage = AttackDamage::new(
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Damage {
source: DamageSource::Energy,
kind: DamageKind::Energy,
value: self.static_data.damage,
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},
Some(GroupTarget::OutOfGroup),
);
if let Some(effect) = self.static_data.damage_effect {
damage = damage.with_effect(effect);
}
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
.with_effect(energy)
.with_combo_increment();
let properties = beam::Properties {
attack,
angle: self.static_data.max_angle.to_radians(),
speed,
duration: self.static_data.beam_duration,
owner: Some(*data.uid),
specifier: self.static_data.specifier,
};
let beam_ori = {
// We want Beam to use Ori of owner.
// But we also want beam to use Z part of where owner looks.
// This means that we need to merge this data to one Ori.
//
// This code just gets look_dir without Z part
// and normalizes it. This is what `xy_dir is`.
//
// Then we find rotation between xy_dir and look_dir
// which gives us quaternion how of what rotation we need
// to do to get Z part we want.
//
// Then we construct Ori without Z part
// and applying `pitch` to get needed orientation.
let look_dir = data.inputs.look_dir;
let xy_dir = Dir::from_unnormalized(Vec3::new(look_dir.x, look_dir.y, 0.0))
.unwrap_or_else(Dir::default);
let pitch = xy_dir.rotation_between(look_dir);
Ori::from(Vec3::new(
update.ori.look_vec().x,
update.ori.look_vec().y,
0.0,
))
.prerotated(pitch)
};
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// Velocity relative to the current ground
let rel_vel = data.vel.0 - data.physics.ground_vel;
// Gets offsets
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let body_offsets = beam_offsets(
data.body,
data.inputs.look_dir,
update.ori.look_vec(),
rel_vel,
data.physics.on_ground,
);
let pos = Pos(data.pos.0 + body_offsets);
// Create beam segment
update.server_events.push_front(ServerEvent::BeamSegment {
properties,
pos,
ori: beam_ori,
});
update.character = CharacterState::BasicBeam(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
// Consumes energy if there's enough left and ability key is held down
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update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32,
source: EnergySource::Ability,
});
} else {
update.character = CharacterState::BasicBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::BasicBeam(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(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::<beam::Beam>(data.entity);
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}
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fn height_offset(body: &Body, look_dir: Dir, velocity: Vec3<f32>, on_ground: Option<Block>) -> f32 {
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match body {
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// Hack to make the beam offset correspond to the animation
Body::BirdLarge(_) => {
body.height() * 0.3
+ if on_ground.is_none() {
(2.0 - velocity.xy().magnitude() * 0.25).max(-1.0)
} else {
0.0
}
},
Body::Golem(_) => {
const DIR_COEFF: f32 = 2.0;
body.height() * 0.9 + look_dir.z * DIR_COEFF
},
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Body::BipedLarge(b) => match b.species {
biped_large::Species::Mindflayer => body.height() * 0.6,
_ => body.height() * 0.5,
},
_ => body.height() * 0.5,
}
}
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pub fn beam_offsets(
body: &Body,
look_dir: Dir,
ori: Vec3<f32>,
velocity: Vec3<f32>,
on_ground: Option<Block>,
) -> Vec3<f32> {
let dim = body.dimensions();
// The width (shoulder to shoulder) and length (nose to tail)
let (width, length) = (dim.x, dim.y);
let body_radius = if length > width {
// Dachshund-like
body.max_radius()
} else {
// Cyclops-like
body.min_radius()
};
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let body_offsets_z = height_offset(body, look_dir, velocity, on_ground);
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Vec3::new(
body_radius * ori.x * 1.1,
body_radius * ori.y * 1.1,
body_offsets_z,
)
}