veloren/common/src/states/basic_melee.rs

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use crate::{
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combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
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comp::{tool::ToolKind, CharacterState, Melee, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub base_damage: f32,
/// Base poise reduction
pub base_poise_damage: f32,
/// Knockback
pub knockback: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
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/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Which kind of damage does this attack deal
pub damage_kind: DamageKind,
}
#[derive(Copy, 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 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::from(data);
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handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 0.7);
handle_jump(data, &mut update, 1.0);
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handle_orientation(data, &mut update, 0.35);
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicMelee(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::BasicMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
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..*self
});
}
},
StageSection::Swing => {
if !self.exhausted {
update.character = CharacterState::BasicMelee(Data {
timer: Duration::default(),
exhausted: true,
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..*self
});
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let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(self.static_data.base_poise_damage as f32),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(Knockback {
strength: self.static_data.knockback,
direction: KnockbackDir::Away,
}),
)
.with_requirement(CombatRequirement::AnyDamage);
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(50.0))
.with_requirement(CombatRequirement::AnyDamage);
let mut damage = AttackDamage::new(
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Damage {
source: DamageSource::Melee,
kind: self.static_data.damage_kind,
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value: self.static_data.base_damage as f32,
},
Some(GroupTarget::OutOfGroup),
);
match self.static_data.damage_effect {
Some(effect) => damage = damage.with_effect(effect),
None => {
let buff = CombatEffect::Buff(CombatBuff::default_physical());
damage = damage.with_effect(buff);
},
}
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
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.with_effect(energy)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment();
// Hit attempt
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data.updater.insert(data.entity, Melee {
attack,
range: self.static_data.range,
max_angle: self.static_data.max_angle,
applied: false,
hit_count: 0,
break_block: data
.inputs
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.select_pos
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.map(|p| {
(
p.map(|e| e.floor() as i32),
self.static_data.ability_info.tool,
)
})
.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
});
} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::BasicMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::BasicMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Done
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if input_is_pressed(data, self.static_data.ability_info.input) {
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reset_state(self, data, &mut update);
} else {
update.character = CharacterState::Wielding;
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}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
},
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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
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}
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}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
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handle_input(join, update, data.static_data.ability_info.input);
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}