veloren/common/src/comp/ability.rs

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use crate::{
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comp::{Body, CharacterState, EnergySource, Item, Projectile, StateUpdate, ToolData},
states::*,
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sys::character_behavior::JoinData,
};
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use specs::{Component, DenseVecStorage, FlaggedStorage, HashMapStorage};
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use std::time::Duration;
use vek::vec::Vec3;
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#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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pub enum CharacterAbility {
BasicMelee {
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buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
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},
BasicRanged {
recover_duration: Duration,
projectile: Projectile,
projectile_body: Body,
},
Boost {
duration: Duration,
only_up: bool,
},
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DashMelee {
buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
},
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BasicBlock,
Roll,
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TimedCombo {
buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
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},
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TripleStrike {
base_damage: u32,
},
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}
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impl CharacterAbility {
pub fn test_requirements(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
match self {
CharacterAbility::Roll => {
data.physics.on_ground
&& !data.physics.in_fluid
&& data.body.is_humanoid()
&& update
.energy
.try_change_by(-200, EnergySource::Ability)
.is_ok()
},
CharacterAbility::DashMelee { .. } => {
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!data.physics.in_fluid
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&& update
.energy
.try_change_by(-300, EnergySource::Ability)
.is_ok()
},
_ => true,
}
}
}
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impl Component for CharacterAbility {
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type Storage = DenseVecStorage<Self>;
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}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
pub struct ItemConfig {
pub item: Item,
pub primary_ability: Option<CharacterAbility>,
pub secondary_ability: Option<CharacterAbility>,
pub block_ability: Option<CharacterAbility>,
pub dodge_ability: Option<CharacterAbility>,
}
#[derive(Clone, PartialEq, Default, Debug, Serialize, Deserialize)]
pub struct Loadout {
pub active_item: Option<ItemConfig>,
pub second_item: Option<ItemConfig>,
pub shoulder: Option<Item>,
pub chest: Option<Item>,
pub belt: Option<Item>,
pub hand: Option<Item>,
pub pants: Option<Item>,
pub foot: Option<Item>,
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}
impl From<&CharacterAbility> for CharacterState {
fn from(ability: &CharacterAbility) -> Self {
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match ability {
CharacterAbility::BasicMelee {
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buildup_duration,
recover_duration,
base_damage,
} => CharacterState::BasicMelee(basic_melee::Data {
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exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_damage: *base_damage,
}),
CharacterAbility::BasicRanged {
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recover_duration,
projectile,
projectile_body,
} => CharacterState::BasicRanged(basic_ranged::Data {
exhausted: false,
prepare_timer: Duration::default(),
recover_duration: *recover_duration,
projectile: projectile.clone(),
projectile_body: *projectile_body,
}),
CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data {
duration: *duration,
only_up: *only_up,
}),
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CharacterAbility::DashMelee {
buildup_duration,
recover_duration,
base_damage,
} => CharacterState::DashMelee(dash_melee::Data {
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initialize: true,
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exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_damage: *base_damage,
}),
CharacterAbility::BasicBlock => CharacterState::BasicBlock,
CharacterAbility::Roll => CharacterState::Roll(roll::Data {
remaining_duration: Duration::from_millis(600),
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}),
CharacterAbility::TimedCombo {
buildup_duration,
recover_duration,
base_damage,
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} => CharacterState::TimedCombo(timed_combo::Data {
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
stage: 0,
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stage_exhausted: false,
stage_time_active: Duration::default(),
base_damage: *base_damage,
}),
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CharacterAbility::TripleStrike { base_damage } => {
CharacterState::TripleStrike(triple_strike::Data {
base_damage: *base_damage,
stage: 0,
stage_exhausted: false,
stage_time_active: Duration::default(),
})
},
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}
}
}
impl Component for Loadout {
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type Storage = FlaggedStorage<Self, HashMapStorage<Self>>;
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}