veloren/common/src/states/basic_ranged.rs

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use crate::{
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comp::{Body, CharacterState, Gravity, Projectile, StateUpdate},
event::ServerEvent,
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states::utils::*,
sys::character_behavior::*,
};
use std::{collections::VecDeque, time::Duration};
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// How long we prepared the weapon already
pub prepare_timer: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Projectile
pub projectile: Projectile,
/// Projectile
pub projectile_body: Body,
/// Whether the attack fired already
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
character: data.character.clone(),
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
handle_move(data, &mut update);
handle_jump(data, &mut update);
if !self.exhausted
&& (data.inputs.primary.is_pressed() | data.inputs.secondary.is_pressed())
{
// Prepare (draw the bow)
update.character = CharacterState::BasicRanged(Data {
prepare_timer: self.prepare_timer + Duration::from_secs_f32(data.dt.0),
recover_duration: self.recover_duration,
projectile: self.projectile.clone(),
projectile_body: self.projectile_body,
exhausted: false,
});
} else if !self.exhausted {
// Fire
let mut projectile = self.projectile.clone();
projectile.set_owner(*data.uid);
update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
dir: data.inputs.look_dir,
body: self.projectile_body,
light: None,
projectile,
gravity: Some(Gravity(0.1)),
});
update.character = CharacterState::BasicRanged(Data {
prepare_timer: self.prepare_timer,
recover_duration: self.recover_duration,
projectile: self.projectile.clone(),
projectile_body: self.projectile_body,
exhausted: true,
});
} else if self.recover_duration != Duration::default() {
// Recovery
update.character = CharacterState::BasicRanged(Data {
prepare_timer: self.prepare_timer,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
projectile: self.projectile.clone(),
projectile_body: self.projectile_body,
exhausted: true,
});
return update;
} else {
// Done
update.character = CharacterState::Wielding;
}
update
}
}