2020-03-16 11:32:57 +00:00
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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::{utils::*, wielding},
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sys::character_behavior::*,
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};
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use std::{collections::VecDeque, time::Duration};
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// How long the state has until exiting
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pub duration: Duration,
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pub only_up: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate {
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pos: *data.pos,
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vel: *data.vel,
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ori: *data.ori,
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energy: *data.energy,
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character: data.character.clone(),
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local_events: VecDeque::new(),
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server_events: VecDeque::new(),
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};
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handle_move(data, &mut update);
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// Still going
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if self.duration != Duration::default() {
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if self.only_up {
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2020-03-19 16:01:58 +00:00
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update.vel.0.z += 500.0 * data.dt.0;
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2020-03-16 11:32:57 +00:00
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} else {
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2020-03-19 16:01:58 +00:00
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update.vel.0 += data.inputs.look_dir * 500.0 * data.dt.0;
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2020-03-16 11:32:57 +00:00
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}
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update.character = CharacterState::Boost(Data {
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duration: self
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.duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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only_up: self.only_up,
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});
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}
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// Done
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else {
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update.character = CharacterState::Wielding;
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}
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// Grant energy on successful hit
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if let Some(attack) = data.attacking {
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if attack.applied && attack.hit_count > 0 {
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data.updater.remove::<Attacking>(data.entity);
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update.energy.change_by(100, EnergySource::HitEnemy);
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}
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}
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update
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}
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}
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