2020-01-09 16:23:20 +00:00
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use super::utils::*;
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2020-03-14 21:17:27 +00:00
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use crate::{
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2021-04-10 03:40:20 +00:00
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comp::{CharacterState, InputKind, StateUpdate},
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2020-12-01 00:28:00 +00:00
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states::behavior::{CharacterBehavior, JoinData},
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2020-03-14 21:17:27 +00:00
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};
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2020-07-06 14:23:08 +00:00
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use serde::{Deserialize, Serialize};
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2021-04-10 03:40:20 +00:00
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use std::time::Duration;
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2019-12-26 14:43:59 +00:00
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2021-04-10 03:40:20 +00:00
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/// Separated out to condense update portions of character state
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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 has until exiting
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pub recover_duration: Duration,
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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// What percentage incoming damage is reduced by
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pub block_strength: f32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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2021-08-31 06:47:37 +00:00
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/// Energy consumed to initiate the block
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2021-09-14 02:16:01 +00:00
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pub energy_cost: f32,
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2021-04-10 03:40:20 +00:00
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}
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2020-01-07 15:49:08 +00:00
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2021-04-10 03:40:20 +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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2019-12-26 14:43:59 +00:00
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2020-03-14 21:17:27 +00:00
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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2020-03-21 21:16:26 +00:00
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let mut update = StateUpdate::from(data);
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2020-02-24 19:57:33 +00:00
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2021-08-29 23:23:34 +00:00
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handle_orientation(data, &mut update, 1.0, None);
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2021-07-11 18:41:52 +00:00
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handle_move(data, &mut update, 0.4);
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2020-03-14 21:17:27 +00:00
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2021-04-10 03:40:20 +00:00
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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::BasicBlock(Data {
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2021-05-30 19:39:30 +00:00
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timer: tick_attack_or_default(data, self.timer, None),
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2021-04-10 03:40:20 +00:00
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..*self
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});
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} else {
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// Transitions to swing section of stage
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update.character = CharacterState::BasicBlock(Data {
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timer: Duration::default(),
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2021-07-01 19:44:24 +00:00
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stage_section: StageSection::Action,
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2021-04-10 03:40:20 +00:00
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..*self
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});
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}
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},
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2021-07-01 19:44:24 +00:00
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StageSection::Action => {
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2021-04-10 03:40:20 +00:00
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if input_is_pressed(data, InputKind::Block) {
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// Block
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update.character = CharacterState::BasicBlock(Data {
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2021-05-30 19:39:30 +00:00
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timer: tick_attack_or_default(data, self.timer, None),
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2021-04-10 03:40:20 +00:00
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..*self
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});
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} else {
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// Transitions to recover section of stage
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update.character = CharacterState::BasicBlock(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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// Recovery
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update.character = CharacterState::BasicBlock(Data {
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2021-05-30 19:39:30 +00:00
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timer: tick_attack_or_default(data, self.timer, None),
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2021-04-10 03:40:20 +00:00
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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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// 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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2020-03-14 21:17:27 +00:00
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update
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2019-12-26 14:43:59 +00:00
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}
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}
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