2020-03-12 14:25:06 +00:00
|
|
|
use crate::{
|
2020-03-19 22:40:03 +00:00
|
|
|
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
|
2020-03-12 14:25:06 +00:00
|
|
|
states::utils::*,
|
2020-03-14 21:17:27 +00:00
|
|
|
sys::character_behavior::{CharacterBehavior, JoinData},
|
2020-03-12 14:25:06 +00:00
|
|
|
};
|
2020-03-21 21:16:26 +00:00
|
|
|
use std::time::Duration;
|
2020-03-26 21:52:44 +00:00
|
|
|
use vek::vec::Vec3;
|
2020-03-12 14:25:06 +00:00
|
|
|
|
2020-03-12 15:22:42 +00:00
|
|
|
// In millis
|
2020-03-26 21:52:44 +00:00
|
|
|
const STAGE_DURATION: u64 = 700;
|
2020-03-12 15:22:42 +00:00
|
|
|
|
2020-03-26 13:46:08 +00:00
|
|
|
const INITIAL_ACCEL: f32 = 90.0;
|
2020-03-20 22:03:29 +00:00
|
|
|
const BASE_SPEED: f32 = 25.0;
|
2020-03-25 05:37:09 +00:00
|
|
|
|
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
|
|
|
pub enum Stage {
|
|
|
|
First,
|
|
|
|
Second,
|
|
|
|
Third,
|
|
|
|
}
|
|
|
|
|
2020-03-12 15:22:42 +00:00
|
|
|
/// ### A sequence of 3 incrementally increasing attacks.
|
2020-03-12 14:25:06 +00:00
|
|
|
///
|
2020-03-12 15:22:42 +00:00
|
|
|
/// While holding down the `primary` button, perform a series of 3 attacks,
|
|
|
|
/// each one pushes the player forward as the character steps into the swings.
|
2020-03-12 14:25:06 +00:00
|
|
|
/// The player can let go of the left mouse button at any time
|
|
|
|
/// and stop their attacks by interrupting the attack animation.
|
2020-03-14 21:17:27 +00:00
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
|
|
|
pub struct Data {
|
|
|
|
/// The tool this state will read to handle damage, etc.
|
2020-03-19 22:40:03 +00:00
|
|
|
pub base_damage: u32,
|
2020-03-25 05:37:09 +00:00
|
|
|
/// What stage (of 3) the attack is in.
|
|
|
|
pub stage: Stage,
|
2020-03-14 21:17:27 +00:00
|
|
|
/// How long current stage has been active
|
|
|
|
pub stage_time_active: Duration,
|
|
|
|
/// Whether current stage has exhausted its attack
|
2020-03-19 22:40:03 +00:00
|
|
|
pub stage_exhausted: bool,
|
2020-03-20 22:03:29 +00:00
|
|
|
/// Whether to go to next stage
|
|
|
|
pub should_transition: bool,
|
2020-03-21 21:55:04 +00:00
|
|
|
/// Whether state has performed intialization logic
|
|
|
|
pub initialized: bool,
|
2020-03-14 21:17:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
impl CharacterBehavior for Data {
|
|
|
|
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
2020-03-21 21:55:04 +00:00
|
|
|
let mut update = StateUpdate::from(data);
|
2020-03-12 14:25:06 +00:00
|
|
|
|
2020-03-20 22:03:29 +00:00
|
|
|
let stage_time_active = self
|
2020-03-14 21:17:27 +00:00
|
|
|
.stage_time_active
|
2020-03-12 14:25:06 +00:00
|
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
|
|
.unwrap_or(Duration::default());
|
|
|
|
|
2020-03-25 05:37:09 +00:00
|
|
|
// If player stops holding input, don't go to the next stage
|
2020-03-27 14:03:26 +00:00
|
|
|
let should_transition = data.inputs.primary.is_pressed() && self.should_transition;
|
2020-03-20 14:05:40 +00:00
|
|
|
|
2020-03-25 05:37:09 +00:00
|
|
|
if !self.initialized {
|
2020-03-21 22:06:42 +00:00
|
|
|
update.vel.0 = Vec3::zero();
|
2020-03-25 22:40:07 +00:00
|
|
|
if let Some(dir) = data.inputs.look_dir.try_normalized() {
|
|
|
|
update.ori.0 = dir;
|
|
|
|
}
|
2020-03-21 21:55:04 +00:00
|
|
|
}
|
2020-03-25 05:37:09 +00:00
|
|
|
let initialized = true;
|
2020-03-21 21:55:04 +00:00
|
|
|
|
2020-03-26 21:44:39 +00:00
|
|
|
// Handle hit applied
|
|
|
|
if let Some(attack) = data.attacking {
|
2020-03-27 14:03:26 +00:00
|
|
|
if attack.applied && attack.hit_count > 0 {
|
|
|
|
// Take energy on successful hit
|
|
|
|
update.energy.change_by(100, EnergySource::HitEnemy);
|
2020-03-26 21:44:39 +00:00
|
|
|
// Always remove component
|
|
|
|
data.updater.remove::<Attacking>(data.entity);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-22 19:50:52 +00:00
|
|
|
// Handling movement
|
2020-03-25 14:24:55 +00:00
|
|
|
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
|
|
|
|
let adjusted_accel = match (self.stage, data.physics.touch_entity.is_none()) {
|
|
|
|
(Stage::First, true) => INITIAL_ACCEL,
|
|
|
|
(Stage::Second, true) => INITIAL_ACCEL * 0.75,
|
|
|
|
(Stage::Third, true) => INITIAL_ACCEL * 0.75,
|
|
|
|
(_, _) => 0.0,
|
|
|
|
};
|
|
|
|
|
2020-03-25 22:40:07 +00:00
|
|
|
// Move player forward while in first third of each stage
|
2020-03-25 14:24:55 +00:00
|
|
|
if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
|
2020-03-26 13:46:08 +00:00
|
|
|
update.vel.0 = update.vel.0
|
|
|
|
+ data.dt.0
|
|
|
|
* (if data.physics.on_ground {
|
|
|
|
Vec3::new(0.0, 0.0, 500.0) // Jump upwards if on ground
|
|
|
|
} else {
|
|
|
|
Vec3::one()
|
|
|
|
} + adjusted_accel * Vec3::from(data.ori.0.xy()));
|
2020-03-25 14:24:55 +00:00
|
|
|
let mag2 = update.vel.0.magnitude_squared();
|
|
|
|
if mag2 > BASE_SPEED.powf(2.0) {
|
|
|
|
update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
|
|
|
|
}
|
|
|
|
};
|
2020-03-22 19:50:52 +00:00
|
|
|
} else {
|
2020-03-26 21:48:51 +00:00
|
|
|
handle_orientation(data, &mut update, 20.0);
|
2020-03-22 19:50:52 +00:00
|
|
|
}
|
2020-03-19 22:40:03 +00:00
|
|
|
|
2020-03-22 19:50:52 +00:00
|
|
|
// Handling attacking
|
2020-03-25 05:37:09 +00:00
|
|
|
update.character = if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
|
|
|
|
&& !self.stage_exhausted
|
|
|
|
{
|
2020-03-22 19:50:52 +00:00
|
|
|
let dmg = match self.stage {
|
2020-03-25 05:37:09 +00:00
|
|
|
Stage::First => self.base_damage / 2,
|
|
|
|
Stage::Second => self.base_damage,
|
|
|
|
Stage::Third => (self.base_damage as f32 * 1.5) as u32,
|
2020-03-22 19:50:52 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
// Try to deal damage in second half of stage
|
|
|
|
data.updater.insert(data.entity, Attacking {
|
2020-03-24 21:03:11 +00:00
|
|
|
base_healthchange: -(dmg as i32),
|
2020-03-23 11:50:08 +00:00
|
|
|
range: 3.5,
|
2020-03-22 19:50:52 +00:00
|
|
|
max_angle: 180_f32.to_radians(),
|
|
|
|
applied: false,
|
|
|
|
hit_count: 0,
|
2020-03-27 15:26:53 +00:00
|
|
|
knockback: 16.0,
|
2020-03-22 19:50:52 +00:00
|
|
|
});
|
2020-03-19 22:40:03 +00:00
|
|
|
|
2020-03-25 05:37:09 +00:00
|
|
|
CharacterState::TripleStrike(Data {
|
2020-03-22 19:50:52 +00:00
|
|
|
base_damage: self.base_damage,
|
|
|
|
stage: self.stage,
|
|
|
|
stage_time_active,
|
|
|
|
stage_exhausted: true,
|
|
|
|
should_transition,
|
|
|
|
initialized,
|
2020-03-25 05:37:09 +00:00
|
|
|
})
|
2020-03-22 19:50:52 +00:00
|
|
|
} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
|
2020-03-25 22:40:07 +00:00
|
|
|
let next_stage = match self.stage {
|
|
|
|
_ if !should_transition => None,
|
|
|
|
Stage::First => Some(Stage::Second),
|
|
|
|
Stage::Second => Some(Stage::Third),
|
|
|
|
Stage::Third => None,
|
|
|
|
};
|
|
|
|
|
|
|
|
if let Some(stage) = next_stage {
|
|
|
|
CharacterState::TripleStrike(Data {
|
|
|
|
base_damage: self.base_damage,
|
|
|
|
stage,
|
|
|
|
stage_time_active: Duration::default(),
|
|
|
|
stage_exhausted: false,
|
|
|
|
should_transition,
|
|
|
|
initialized,
|
|
|
|
})
|
2020-03-19 22:40:03 +00:00
|
|
|
} else {
|
2020-03-22 19:50:52 +00:00
|
|
|
// Make sure attack component is removed
|
|
|
|
data.updater.remove::<Attacking>(data.entity);
|
2020-03-25 05:37:09 +00:00
|
|
|
// Done
|
|
|
|
CharacterState::Wielding
|
2020-03-19 22:40:03 +00:00
|
|
|
}
|
|
|
|
} else {
|
2020-03-25 05:37:09 +00:00
|
|
|
CharacterState::TripleStrike(Data {
|
2020-03-22 19:50:52 +00:00
|
|
|
base_damage: self.base_damage,
|
|
|
|
stage: self.stage,
|
|
|
|
stage_time_active,
|
|
|
|
stage_exhausted: self.stage_exhausted,
|
|
|
|
should_transition,
|
|
|
|
initialized,
|
2020-03-25 05:37:09 +00:00
|
|
|
})
|
|
|
|
};
|
2020-03-19 22:40:03 +00:00
|
|
|
|
|
|
|
// Grant energy on successful hit
|
|
|
|
if let Some(attack) = data.attacking {
|
|
|
|
if attack.applied && attack.hit_count > 0 {
|
|
|
|
data.updater.remove::<Attacking>(data.entity);
|
|
|
|
update.energy.change_by(100, EnergySource::HitEnemy);
|
2020-03-12 15:22:42 +00:00
|
|
|
}
|
2020-03-12 14:25:06 +00:00
|
|
|
}
|
|
|
|
|
2020-03-14 21:17:27 +00:00
|
|
|
update
|
|
|
|
}
|
2020-03-12 14:25:06 +00:00
|
|
|
}
|