veloren/common/src/states/charged_ranged.rs

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use crate::{
comp::{
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projectile::ProjectileConstructor, Body, CharacterState, EnergyChange, EnergySource,
LightEmitter, StateUpdate,
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},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long the weapon needs to be prepared for
pub buildup_duration: Duration,
/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
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/// How much energy is drained per second when charging
pub energy_drain: f32,
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/// How much energy is gained with no charge
pub initial_regen: f32,
/// How much the energy gain scales as it is charged
pub scaled_regen: f32,
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/// How much damage is dealt with no charge
pub initial_damage: f32,
/// How much the damage scales as it is charged
pub scaled_damage: f32,
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/// How much knockback there is with no charge
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pub initial_knockback: f32,
/// How much the knockback scales as it is charged
pub scaled_knockback: f32,
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/// Projectile information
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub initial_projectile_speed: f32,
pub scaled_projectile_speed: f32,
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/// Move speed efficiency
pub move_speed: f32,
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/// What key is used to press ability
pub ability_info: AbilityInfo,
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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,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack fired already
pub exhausted: bool,
}
impl Data {
/// How complete the charge is, on a scale of 0.0 to 1.0
pub fn charge_frac(&self) -> f32 {
if let StageSection::Charge = self.stage_section {
(self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()).min(1.0)
} else {
0.0
}
}
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.move_speed);
handle_jump(data, &mut update, 1.0);
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::ChargedRanged(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::ChargedRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Charge,
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..*self
});
}
},
StageSection::Charge => {
if !input_is_pressed(data, self.static_data.ability_info.input) && !self.exhausted {
let charge_frac = self.charge_frac();
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let arrow = ProjectileConstructor::Arrow {
damage: self.static_data.initial_damage as f32
+ charge_frac * self.static_data.scaled_damage as f32,
knockback: self.static_data.initial_knockback
+ charge_frac * self.static_data.scaled_knockback,
energy_regen: self.static_data.initial_regen
+ charge_frac * self.static_data.scaled_regen,
};
// Fire
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
let projectile = arrow.create_projectile(
Some(*data.uid),
crit_chance,
crit_mult,
buff_strength,
);
update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
dir: data.inputs.look_dir,
body: self.static_data.projectile_body,
projectile,
light: self.static_data.projectile_light,
speed: self.static_data.initial_projectile_speed
+ charge_frac * self.static_data.scaled_projectile_speed,
object: None,
});
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update.character = CharacterState::ChargedRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
exhausted: true,
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..*self
});
} else if self.timer < self.static_data.charge_duration
&& input_is_pressed(data, self.static_data.ability_info.input)
{
// Charges
update.character = CharacterState::ChargedRanged(Data {
timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
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// Consumes energy if there's enough left and input is held down
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update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32,
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source: EnergySource::Ability,
});
} else if input_is_pressed(data, self.static_data.ability_info.input) {
// Holds charge
update.character = CharacterState::ChargedRanged(Data {
timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
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// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_drain as f32 * data.dt.0 / 5.0) as i32,
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source: EnergySource::Ability,
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedRanged(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
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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);
}
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update
}
}