veloren/common/src/states/ground_shockwave.rs

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use crate::{
comp::{shockwave, Attacking, CharacterState, StateUpdate},
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event::ServerEvent,
states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Whether the attack can deal more damage
pub exhausted: bool,
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub damage: u32,
/// Knockback
pub knockback: f32,
/// Angle of the shockwave
pub shockwave_angle: f32,
/// Speed of the shockwave
pub shockwave_speed: f32,
/// How long the shockwave travels for
pub shockwave_duration: Duration,
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/// Whether the shockwave requires the target to be on the ground
pub requires_ground: bool,
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}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.05);
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if self.buildup_duration != Duration::default() {
// Build up
update.character = CharacterState::GroundShockwave(Data {
exhausted: self.exhausted,
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buildup_duration: self
.buildup_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration: self.recover_duration,
damage: self.damage,
knockback: self.knockback,
shockwave_angle: self.shockwave_angle,
shockwave_speed: self.shockwave_speed,
shockwave_duration: self.shockwave_duration,
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requires_ground: self.requires_ground,
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});
} else if !self.exhausted {
// Attack
let properties = shockwave::Properties {
angle: self.shockwave_angle,
speed: self.shockwave_speed,
duration: self.shockwave_duration,
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damage: self.damage,
knockback: self.knockback,
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requires_ground: self.requires_ground,
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owner: Some(*data.uid),
};
update.server_events.push_front(ServerEvent::Shockwave {
properties,
pos: *data.pos,
ori: *data.ori,
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});
update.character = CharacterState::GroundShockwave(Data {
exhausted: true,
buildup_duration: self.buildup_duration,
recover_duration: self.recover_duration,
damage: self.damage,
knockback: self.knockback,
shockwave_angle: self.shockwave_angle,
shockwave_speed: self.shockwave_speed,
shockwave_duration: self.shockwave_duration,
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requires_ground: self.requires_ground,
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});
} else if self.recover_duration != Duration::default() {
// Recovery
update.character = CharacterState::GroundShockwave(Data {
exhausted: self.exhausted,
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buildup_duration: self.buildup_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
damage: self.damage,
knockback: self.knockback,
shockwave_angle: self.shockwave_angle,
shockwave_speed: self.shockwave_speed,
shockwave_duration: self.shockwave_duration,
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requires_ground: self.requires_ground,
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});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
update
}
}