veloren/common/src/states/charged_melee.rs

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use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::{StageSection, *},
sys::character_behavior::*,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
/// Separated out to condense update portions of character state
pub struct StaticData {
/// How much energy is drained per second when charging
pub energy_drain: u32,
/// How much damage is dealt with no charge
pub initial_damage: u32,
/// How much damage is dealt with max charge
pub max_damage: u32,
/// How much knockback there is with no charge
pub initial_knockback: f32,
/// How much knockback there is at max charge
pub max_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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/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the weapon is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
}
#[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,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Timer for each stage
pub timer: Duration,
/// Whether the attack fired already
pub exhausted: bool,
/// How much the attack charged by
pub charge_amount: f32,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.3);
handle_jump(data, &mut update);
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match self.stage_section {
StageSection::Charge => {
if data.inputs.secondary.is_pressed()
&& self.timer < self.static_data.charge_duration
&& update.energy.current() > 0
{
let charge = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
// Charge the attack
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: self.exhausted,
charge_amount: charge,
});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(
-(self.static_data.energy_drain as f32 * data.dt.0) as i32,
EnergySource::Ability,
);
} else if data.inputs.secondary.is_pressed() {
// Maintains charge
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
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// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(
-(self.static_data.energy_drain as f32 * data.dt.0 / 5.0) as i32,
EnergySource::Ability,
);
} else {
// Transitions to swing
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: StageSection::Swing,
timer: Duration::default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
}
},
StageSection::Swing => {
if !self.exhausted {
let damage = self.static_data.initial_damage
+ ((self.static_data.max_damage - self.static_data.initial_damage) as f32
* self.charge_amount) as u32;
let knockback = self.static_data.initial_knockback
+ (self.static_data.max_knockback - self.static_data.initial_knockback)
* self.charge_amount;
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// Hit attempt
data.updater.insert(data.entity, Attacking {
base_damage: damage as u32,
base_heal: 0,
range: self.static_data.range,
max_angle: self.static_data.max_angle.to_radians(),
applied: false,
hit_count: 0,
knockback,
});
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// Starts swinging
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: true,
charge_amount: self.charge_amount,
});
} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
} else {
// Transitions to recover
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: StageSection::Recover,
timer: Duration::default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedMelee(Data {
static_data: self.static_data,
stage_section: self.stage_section,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: self.exhausted,
charge_amount: self.charge_amount,
});
} 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
}
}