2020-08-08 20:53:55 +00:00
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use crate::{
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2021-01-30 17:11:57 +00:00
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combat::{
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2021-05-06 18:50:16 +00:00
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Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageKind,
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DamageSource, GroupTarget, Knockback,
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2021-01-30 17:11:57 +00:00
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},
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comp::{shockwave, CharacterState, StateUpdate},
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2020-08-08 20:53:55 +00:00
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event::ServerEvent,
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2020-12-01 00:28:00 +00:00
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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},
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2020-08-08 20:53:55 +00:00
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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2020-10-08 02:12:44 +00:00
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/// Separated out to condense update portions of character state
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2020-08-08 20:53:55 +00:00
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long until state should deal damage
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pub buildup_duration: Duration,
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/// How long the state is swinging for
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pub swing_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// Base damage
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pub damage: f32,
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/// Base poise damage
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pub poise_damage: f32,
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/// Knockback
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pub knockback: Knockback,
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/// Angle of the shockwave
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pub shockwave_angle: f32,
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/// Vertical angle of the shockwave
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pub shockwave_vertical_angle: f32,
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/// Speed of the shockwave
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pub shockwave_speed: f32,
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/// How long the shockwave travels for
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pub shockwave_duration: Duration,
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/// Whether the shockwave requires the target to be on the ground
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pub requires_ground: bool,
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/// Movement speed efficiency
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pub move_efficiency: f32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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/// Adds an effect onto the main damage of the attack
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pub damage_effect: Option<CombatEffect>,
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/// What kind of damage the attack does
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pub damage_kind: DamageKind,
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/// Used to specify the shockwave to the frontend
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pub specifier: shockwave::FrontendSpecifier,
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}
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2020-10-08 02:12:44 +00:00
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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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::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.move_efficiency);
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::Shockwave(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Attack
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let poise = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Poise(self.static_data.poise_damage as f32),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Knockback(self.static_data.knockback),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let mut damage = AttackDamage::new(
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Damage {
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source: DamageSource::Shockwave,
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kind: self.static_data.damage_kind,
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value: self.static_data.damage as f32,
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},
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Some(GroupTarget::OutOfGroup),
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);
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if let Some(effect) = self.static_data.damage_effect {
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damage = damage.with_effect(effect);
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}
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment();
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let properties = shockwave::Properties {
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angle: self.static_data.shockwave_angle,
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vertical_angle: self.static_data.shockwave_vertical_angle,
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speed: self.static_data.shockwave_speed,
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duration: self.static_data.shockwave_duration,
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attack,
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requires_ground: self.static_data.requires_ground,
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owner: Some(*data.uid),
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specifier: self.static_data.specifier,
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};
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update.server_events.push_front(ServerEvent::Shockwave {
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properties,
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pos: *data.pos,
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ori: *data.ori,
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});
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2020-10-08 02:12:44 +00:00
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// Transitions to swing
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update.character = CharacterState::Shockwave(Data {
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timer: Duration::default(),
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stage_section: StageSection::Action,
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..*self
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});
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}
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},
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StageSection::Action => {
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if self.timer < self.static_data.swing_duration {
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// Swings
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update.character = CharacterState::Shockwave(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Transitions to recover
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update.character = CharacterState::Shockwave(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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..*self
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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// Recovers
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update.character = CharacterState::Shockwave(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding;
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},
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}
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2021-03-14 20:35:28 +00:00
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// At end of state logic so an interrupt isn't overwritten
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if !input_is_pressed(data, self.static_data.ability_info.input) {
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handle_state_interrupt(data, &mut update, false);
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}
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2020-08-08 20:53:55 +00:00
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update
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}
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}
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