veloren/common/src/states/charged_melee.rs

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use crate::{
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combat::{Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement},
comp::{tool::ToolKind, CharacterState, Melee, StateUpdate},
event::LocalEvent,
outcome::Outcome,
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
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: f32,
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/// Energy cost per attack
pub energy_cost: f32,
/// How much damage is dealt with no charge
pub initial_damage: f32,
/// How much the damage is scaled by
pub scaled_damage: f32,
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/// How much poise damage is dealt with no charge
pub initial_poise_damage: f32,
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/// How much poise damage is scaled by
pub scaled_poise_damage: f32,
/// How much knockback there is with no charge
pub initial_knockback: f32,
/// How much the knockback is scaled by
pub scaled_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,
/// At what fraction of the swing duration to apply the melee "hit"
pub hit_timing: f32,
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/// How long the state has until exiting
pub recover_duration: Duration,
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/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
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/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the melee attack to the frontend
pub specifier: Option<FrontendSpecifier>,
/// What kind of damage the attack does
pub damage_kind: DamageKind,
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}
#[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 executed already
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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_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, 0.7);
handle_jump(data, &mut update, 1.0);
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match self.stage_section {
StageSection::Charge => {
if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() >= self.static_data.energy_cost
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&& self.timer < self.static_data.charge_duration
{
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 {
timer: tick_attack_or_default(data, self.timer, None),
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charge_amount: charge,
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..*self
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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 * data.dt.0);
} else if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() >= self.static_data.energy_cost
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{
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// Maintains charge
update.character = CharacterState::ChargedMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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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);
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} else {
// Transitions to swing
update.character = CharacterState::ChargedMelee(Data {
stage_section: StageSection::Action,
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timer: Duration::default(),
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..*self
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});
}
},
StageSection::Action => {
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if self.timer.as_millis() as f32
> self.static_data.hit_timing
* self.static_data.swing_duration.as_millis() as f32
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&& !self.exhausted
{
// Swing
update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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exhausted: true,
..*self
});
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let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(
self.static_data.initial_poise_damage as f32
+ self.charge_amount * self.static_data.scaled_poise_damage as f32,
),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(Knockback {
strength: self.static_data.initial_knockback
+ self.charge_amount * self.static_data.scaled_knockback,
direction: KnockbackDir::Away,
}),
)
.with_requirement(CombatRequirement::AnyDamage);
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let mut damage = AttackDamage::new(
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Damage {
source: DamageSource::Melee,
kind: self.static_data.damage_kind,
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value: self.static_data.initial_damage as f32
+ self.charge_amount * self.static_data.scaled_damage as f32,
},
Some(GroupTarget::OutOfGroup),
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);
if let Some(effect) = self.static_data.damage_effect {
damage = damage.with_effect(effect);
}
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment();
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// Hit attempt
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data.updater.insert(data.entity, Melee {
attack,
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range: self.static_data.range,
max_angle: self.static_data.max_angle.to_radians(),
applied: false,
hit_count: 0,
break_block: data
.inputs
.break_block_pos
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.map(|p| {
(
p.map(|e| e.floor() as i32),
self.static_data.ability_info.tool,
)
})
.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
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});
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if let Some(FrontendSpecifier::GroundCleave) = self.static_data.specifier {
// Send local event used for frontend shenanigans
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update.local_events.push_front(LocalEvent::CreateOutcome(
Outcome::GroundSlam {
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pos: data.pos.0
+ *data.ori.look_dir()
* (data.body.max_radius() + self.static_data.range),
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},
));
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}
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} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else {
// Transitions to recover
update.character = CharacterState::ChargedMelee(Data {
stage_section: StageSection::Recover,
timer: Duration::default(),
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..*self
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});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}
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/// Used to specify a particular effect for frontend purposes
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum FrontendSpecifier {
GroundCleave,
}