veloren/common/src/states/triple_strike.rs

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use crate::{
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comp::{StateUpdate, ToolData},
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states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
use std::{collections::VecDeque, time::Duration};
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// In millis
const STAGE_DURATION: u64 = 600;
/// ### A sequence of 3 incrementally increasing attacks.
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///
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/// While holding down the `primary` button, perform a series of 3 attacks,
/// each one pushes the player forward as the character steps into the swings.
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/// The player can let go of the left mouse button at any time
/// and stop their attacks by interrupting the attack animation.
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// The tool this state will read to handle damage, etc.
pub tool: ToolData,
/// `int` denoting what stage (of 3) the attack is in.
pub stage: i8,
/// How long current stage has been active
pub stage_time_active: Duration,
/// Whether current stage has exhausted its attack
stage_exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
character: data.character.clone(),
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local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
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let new_stage_exhausted = self.stage_exhausted;
let new_stage_time_active = self
.stage_time_active
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.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or(Duration::default());
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// If player stops holding input,
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if !data.inputs.primary.is_pressed() {
attempt_wield(data, &mut update);
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return update;
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}
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if self.stage < 3 {
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if new_stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
// Move player forward while in first third of each stage
handle_move(data, &mut update);
} else if new_stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
&& !new_stage_exhausted
{
// Try to deal damage in second half of stage
// TODO: deal damage
}
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}
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update
}
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}