veloren/common/src/states/basic_attack.rs

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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::{utils::*, wielding},
sys::character_behavior::*,
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};
use std::{collections::VecDeque, time::Duration};
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
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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,
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
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handle_move(data, &mut update);
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// Build up
if self.buildup_duration != Duration::default() {
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update.character = CharacterState::BasicAttack(Data {
buildup_duration: self
.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration: self.recover_duration,
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exhausted: false,
});
}
// Hit attempt
else if !self.exhausted {
if let Some(tool) = unwrap_tool_data(data) {
data.updater.insert(data.entity, Attacking {
base_damage: tool.base_damage,
applied: false,
hit_count: 0,
});
}
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update.character = CharacterState::BasicAttack(Data {
buildup_duration: self.buildup_duration,
recover_duration: self.recover_duration,
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exhausted: true,
});
}
// Recovery
else if self.recover_duration != Duration::default() {
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update.character = CharacterState::BasicAttack(Data {
buildup_duration: self.buildup_duration,
recover_duration: self
.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: true,
});
}
// Done
else {
if let Some(tool) = unwrap_tool_data(data) {
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update.character = CharacterState::Wielding(wielding::Data { tool });
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
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} else {
update.character = CharacterState::Idle;
}
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}
// Grant energy on successful hit
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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);
}
}
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update
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}
}