veloren/common/src/states/combo_melee.rs

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use crate::{
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combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
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comp::{
tool::{Stats, ToolKind},
CharacterState, Melee, StateUpdate,
},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct Stage<T> {
/// Specifies which stage the combo attack is in
pub stage: u32,
/// Initial damage of stage
pub base_damage: f32,
/// Damage scaling per combo
pub damage_increase: f32,
/// Initial poise damage of stage
pub base_poise_damage: f32,
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/// Poise damage scaling per combo
pub poise_damage_increase: f32,
/// Knockback of stage
pub knockback: f32,
/// Range of attack
pub range: f32,
/// Angle of attack
pub angle: f32,
/// Initial buildup duration of stage (how long until state can deal damage)
pub base_buildup_duration: T,
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/// Duration of stage spent in swing (controls animation stuff, and can also
/// be used to handle movement separately to buildup)
pub base_swing_duration: T,
/// At what fraction of the swing duration to apply the melee "hit"
pub hit_timing: f32,
/// Initial recover duration of stage (how long until character exits state)
pub base_recover_duration: T,
/// How much forward movement there is in the swing portion of the stage
pub forward_movement: f32,
/// What kind of damage this stage of the attack does
pub damage_kind: DamageKind,
}
impl Stage<f32> {
pub fn to_duration(self) -> Stage<Duration> {
Stage::<Duration> {
stage: self.stage,
base_damage: self.base_damage,
damage_increase: self.damage_increase,
base_poise_damage: self.base_poise_damage,
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poise_damage_increase: self.poise_damage_increase,
knockback: self.knockback,
range: self.range,
angle: self.angle,
base_buildup_duration: Duration::from_secs_f32(self.base_buildup_duration),
hit_timing: self.hit_timing,
base_swing_duration: Duration::from_secs_f32(self.base_swing_duration),
base_recover_duration: Duration::from_secs_f32(self.base_recover_duration),
forward_movement: self.forward_movement,
damage_kind: self.damage_kind,
}
}
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pub fn adjusted_by_stats(mut self, stats: Stats) -> Self {
self.base_damage *= stats.power;
self.damage_increase *= stats.power;
self.base_poise_damage *= stats.poise_strength;
self.poise_damage_increase *= stats.poise_strength;
self.base_buildup_duration /= stats.speed;
self.base_swing_duration /= stats.speed;
self.base_recover_duration /= stats.speed;
self.range *= stats.range;
self
}
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pub fn modify_strike(mut self, knockback_mult: f32) -> Self {
self.knockback *= knockback_mult;
self
}
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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/// Separated out to condense update portions of character state
pub struct StaticData {
/// Indicates number of stages in combo
pub num_stages: u32,
/// Data for each stage
pub stage_data: Vec<Stage<Duration>>,
/// Initial energy gain per strike
pub initial_energy_gain: f32,
/// Max energy gain per strike
pub max_energy_gain: f32,
/// Energy gain increase per combo
pub energy_increase: f32,
/// (100% - speed_increase) is percentage speed increases from current to
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/// max per combo increase
pub speed_increase: f32,
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/// This value is the highest percentage speed can increase from the base
/// speed
pub max_speed_increase: f32,
/// Number of times damage scales with combo
pub scales_from_combo: u32,
/// Whether the state can be interrupted by other abilities
pub is_interruptible: bool,
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/// Adjusts turning rate during the attack
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pub ori_modifier: f32,
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/// What key is used to press ability
pub ability_info: AbilityInfo,
}
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/// A sequence of attacks that can incrementally become faster and more
/// damaging.
#[derive(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,
/// Whether the attack was executed already
pub exhausted: bool,
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/// Indicates what stage the combo is in
pub stage: u32,
/// Timer for each stage
pub timer: Duration,
/// Checks what section a stage is in
pub stage_section: StageSection,
}
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, 0.4);
// Index should be `self.stage - 1`, however in cases of client-server desync
// this can cause panics. This ensures that `self.stage - 1` is valid, and if it
// isn't, index of 0 is used, which is always safe.
let stage_index = self
.static_data
.stage_data
.get(self.stage as usize - 1)
.map_or(0, |_| self.stage as usize - 1);
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let speed_modifer = 1.0
+ self.static_data.max_speed_increase
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* (1.0
- self
.static_data
.speed_increase
.powi(data.combo.counter() as i32));
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.stage_data[stage_index].base_buildup_duration {
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handle_orientation(data, &mut update, 0.4 * self.static_data.ori_modifier);
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// Build up
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
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timer: tick_attack_or_default(data, self.timer, Some(speed_modifer)),
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..*self
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});
} else {
// Transitions to swing section of stage
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Swing,
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..*self
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});
}
},
StageSection::Swing => {
if self.timer.as_secs_f32()
> self.static_data.stage_data[stage_index].hit_timing
* self.static_data.stage_data[stage_index]
.base_swing_duration
.as_secs_f32()
&& !self.exhausted
{
// Swing
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, None),
exhausted: true,
..*self
});
let damage = self.static_data.stage_data[stage_index].base_damage
+ (self
.static_data
.scales_from_combo
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.min(data.combo.counter() / self.static_data.num_stages)
as f32)
* self.static_data.stage_data[stage_index].damage_increase;
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let poise = self.static_data.stage_data[stage_index].base_poise_damage
+ (self
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.static_data
.scales_from_combo
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.min(data.combo.counter() / self.static_data.num_stages)
as f32)
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* self.static_data.stage_data[stage_index].poise_damage_increase;
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let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(poise),
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)
.with_requirement(CombatRequirement::AnyDamage);
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let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(Knockback {
strength: self.static_data.stage_data[stage_index].knockback,
direction: KnockbackDir::Away,
}),
)
.with_requirement(CombatRequirement::AnyDamage);
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let energy = self.static_data.max_energy_gain.min(
self.static_data.initial_energy_gain
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+ data.combo.counter() as f32 * self.static_data.energy_increase,
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);
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let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy))
.with_requirement(CombatRequirement::AnyDamage);
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let buff = CombatEffect::Buff(CombatBuff::default_physical());
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let damage = AttackDamage::new(
Damage {
source: DamageSource::Melee,
kind: self.static_data.stage_data[stage_index].damage_kind,
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value: damage as f32,
},
Some(GroupTarget::OutOfGroup),
)
.with_effect(buff);
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
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.with_effect(energy)
.with_effect(poise)
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.with_effect(knockback)
.with_combo_increment();
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data.updater.insert(data.entity, Melee {
attack,
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range: self.static_data.stage_data[stage_index].range,
max_angle: self.static_data.stage_data[stage_index].angle.to_radians(),
applied: false,
hit_count: 0,
break_block: data
.inputs
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.select_pos
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.map(|p| {
(
p.map(|e| e.floor() as i32),
self.static_data.ability_info.tool,
)
})
.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
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});
} else if self.timer < self.static_data.stage_data[stage_index].base_swing_duration
{
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handle_orientation(data, &mut update, 0.4 * self.static_data.ori_modifier);
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// Forward movement
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
strength: self.static_data.stage_data[stage_index].forward_movement,
});
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// Swings
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
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timer: tick_attack_or_default(data, self.timer, Some(speed_modifer)),
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..*self
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});
} else {
// Transitions to recover section of stage
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
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});
}
},
StageSection::Recover => {
if self.timer < self.static_data.stage_data[stage_index].base_recover_duration {
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handle_orientation(data, &mut update, 0.8 * self.static_data.ori_modifier);
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// Recovers
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
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timer: tick_attack_or_default(data, self.timer, Some(speed_modifer)),
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..*self
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});
} else {
// Done
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if input_is_pressed(data, self.static_data.ability_info.input) {
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reset_state(self, data, &mut update);
} else {
update.character = CharacterState::Wielding;
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}
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}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
}
// 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, self.static_data.is_interruptible);
}
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update
}
}
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fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
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handle_input(join, update, data.static_data.ability_info.input);
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if let CharacterState::ComboMelee(c) = &mut update.character {
c.stage = (data.stage % data.static_data.num_stages) + 1;
}
}