veloren/common/src/states/roll.rs

144 lines
5.1 KiB
Rust
Raw Normal View History

2020-02-24 18:17:16 +00:00
use crate::{
2020-03-07 18:15:02 +00:00
comp::{CharacterState, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
2020-02-24 18:17:16 +00:00
};
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 until state should roll
pub buildup_duration: Duration,
/// How long state is rolling for
pub movement_duration: Duration,
/// How long it takes to recover from roll
pub recover_duration: Duration,
/// Affects the speed and distance of the roll
pub roll_strength: f32,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
2020-03-14 21:17:27 +00:00
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,
2020-03-26 13:46:08 +00:00
/// Had weapon
pub was_wielded: bool,
/// Was sneaking
pub was_sneak: bool,
/// Was combo, .0 is stage, .1 is combo counter
pub was_combo: Option<(u32, u32)>,
2020-03-14 21:17:27 +00:00
}
2020-01-07 15:49:08 +00:00
2020-03-14 21:17:27 +00:00
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
2020-03-07 18:15:02 +00:00
// Smooth orientation
2020-11-05 20:22:30 +00:00
handle_orientation(data, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
2020-11-05 20:22:30 +00:00
handle_move(data, &mut update, 1.0);
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::Roll(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
2020-10-27 22:16:17 +00:00
..*self
});
} else {
// Transitions to movement section of stage
update.character = CharacterState::Roll(Data {
timer: Duration::default(),
stage_section: StageSection::Movement,
2020-10-27 22:16:17 +00:00
..*self
});
}
},
StageSection::Movement => {
2020-11-05 20:22:30 +00:00
// Update velocity
handle_forced_movement(
data,
&mut update,
ForcedMovement::Forward {
strength: self.static_data.roll_strength,
},
0.0,
);
if self.timer < self.static_data.movement_duration {
// Movement
update.character = CharacterState::Roll(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
2020-10-27 22:16:17 +00:00
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::Roll(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
2020-10-27 22:16:17 +00:00
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Build up
update.character = CharacterState::Roll(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
2020-10-27 22:16:17 +00:00
..*self
});
} else {
// Done
if self.was_wielded {
update.character = CharacterState::Wielding;
let combo_data = self.was_combo;
if let Some(combo_data) = combo_data {
continue_combo(data, &mut update, combo_data);
}
} else if self.was_sneak {
update.character = CharacterState::Sneak;
} else {
update.character = CharacterState::Idle;
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
if self.was_wielded {
update.character = CharacterState::Wielding;
let combo_data = self.was_combo;
if let Some(combo_data) = combo_data {
continue_combo(data, &mut update, combo_data);
}
2020-11-05 20:22:30 +00:00
} else if self.was_sneak {
update.character = CharacterState::Sneak;
} else {
update.character = CharacterState::Idle;
}
},
2020-01-22 12:48:55 +00:00
}
2020-03-07 18:15:02 +00:00
2020-03-14 21:17:27 +00:00
update
}
2019-12-26 14:43:59 +00:00
}