2020-03-16 11:32:57 +00:00
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use crate::{
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comp::{Attacking, Body, CharacterState, EnergySource, Gravity, Projectile, StateUpdate},
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event::ServerEvent,
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states::{utils::*, wielding},
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sys::character_behavior::*,
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};
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use std::{collections::VecDeque, time::Duration};
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// How long we prepared the weapon already
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pub prepare_timer: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// Projectile
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pub projectile: Projectile,
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/// Projectile
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pub projectile_body: Body,
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/// Whether the attack fired already
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pub exhausted: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate {
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pos: *data.pos,
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vel: *data.vel,
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ori: *data.ori,
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energy: *data.energy,
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character: data.character.clone(),
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local_events: VecDeque::new(),
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server_events: VecDeque::new(),
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};
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handle_move(data, &mut update);
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handle_jump(data, &mut update);
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if !self.exhausted
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&& (data.inputs.primary.is_pressed() | data.inputs.secondary.is_pressed())
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{
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// Prepare (draw the bow)
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update.character = CharacterState::BasicRanged(Data {
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prepare_timer: self.prepare_timer + Duration::from_secs_f32(data.dt.0),
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recover_duration: self.recover_duration,
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projectile: self.projectile.clone(),
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projectile_body: self.projectile_body,
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exhausted: false,
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});
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} else if !self.exhausted {
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// Fire
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2020-03-17 13:15:39 +00:00
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let mut projectile = self.projectile.clone();
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projectile.owner = Some(*data.uid);
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2020-03-16 11:32:57 +00:00
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update.server_events.push_front(ServerEvent::Shoot {
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entity: data.entity,
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dir: data.inputs.look_dir,
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body: self.projectile_body,
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light: None,
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2020-03-17 13:15:39 +00:00
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projectile,
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2020-03-16 11:32:57 +00:00
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gravity: Some(Gravity(0.1)),
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});
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update.character = CharacterState::BasicRanged(Data {
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prepare_timer: self.prepare_timer,
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recover_duration: self.recover_duration,
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projectile: self.projectile.clone(),
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projectile_body: self.projectile_body,
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exhausted: true,
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});
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} else if self.recover_duration != Duration::default() {
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// Recovery
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update.character = CharacterState::BasicRanged(Data {
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prepare_timer: self.prepare_timer,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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projectile: self.projectile.clone(),
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projectile_body: self.projectile_body,
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exhausted: true,
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});
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return update;
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} else {
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// Done
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update.character = CharacterState::Wielding;
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}
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update
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}
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}
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