veloren/common/src/states/dash_melee.rs

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use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::{StageSection, *},
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sys::character_behavior::*,
};
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)]
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pub struct StaticData {
/// How much damage the attack initially does
pub base_damage: u32,
/// How much damage the attack does at max charge distance
pub max_damage: u32,
/// How much the attack knocks the target back initially
pub base_knockback: f32,
/// How much knockback happens at max charge distance
pub max_knockback: f32,
/// Range of the attack
pub range: f32,
/// Angle of the attack
pub angle: f32,
/// Rate of energy drain
pub energy_drain: u32,
/// How quickly dasher moves forward
pub forward_speed: f32,
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/// Whether state keeps charging after reaching max charge duration
pub infinite_charge: bool,
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/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state charges for until it reaches max damage
pub charge_duration: Duration,
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/// How long the state has until exiting
pub recover_duration: Duration,
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}
#[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,
/// Whether the charge should end
pub end_charge: bool,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
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/// Whether the state should attempt attacking again
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, 0.1);
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if self.stage_section == StageSection::Buildup && self.timer < self.static_data.buildup_duration {
// Build up
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update.character = CharacterState::DashMelee(Data {
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static_data: self.static_data,
end_charge: self.end_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
stage_section: self.stage_section,
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exhausted: self.exhausted,
})
} else if self.stage_section == StageSection::Buildup {
// Transitions to charge section of stage
update.character = CharacterState::DashMelee(Data {
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static_data: self.static_data,
end_charge: self.end_charge,
timer: Duration::default(),
stage_section: StageSection::Charge,
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exhausted: self.exhausted,
})
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} else if self.stage_section == StageSection::Charge
&& ((self.timer < self.static_data.charge_duration && !self.static_data.infinite_charge)
|| (data.inputs.secondary.is_pressed() && self.static_data.infinite_charge))
&& update.energy.current() > 0
&& !self.end_charge
{
// Forward movement
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forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
// Hit attempt
if !self.exhausted {
let charge_frac = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
let damage = (self.static_data.max_damage as f32 - self.static_data.base_damage as f32) * charge_frac
+ self.static_data.base_damage as f32;
let knockback =
(self.static_data.max_knockback - self.static_data.base_knockback) * charge_frac + self.static_data.base_knockback;
data.updater.insert(data.entity, Attacking {
base_healthchange: -damage as i32,
range: self.static_data.range,
max_angle: self.static_data.angle.to_radians(),
applied: false,
hit_count: 0,
knockback,
});
}
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// This logic basically just decides if a charge should end, and prevents the character state spamming attacks while checking if it has hit something
if !self.exhausted {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: self.end_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: true,
})
} else {
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: !self.static_data.infinite_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: false,
})
} else if attack.applied {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: self.end_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: false,
})
} else {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: !self.static_data.infinite_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: self.exhausted,
})
}
} else {
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update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: !self.static_data.infinite_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: self.exhausted,
})
}
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}
// Consumes energy if there's enough left and charge has not stopped
update.energy.change_by(
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-(self.static_data.energy_drain as f32 * data.dt.0) as i32,
EnergySource::Ability,
);
} else if self.stage_section == StageSection::Charge {
// Transitions to swing section of stage
update.character = CharacterState::DashMelee(Data {
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static_data: self.static_data,
end_charge: self.end_charge,
timer: Duration::default(),
stage_section: StageSection::Recover,
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exhausted: self.exhausted,
})
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} else if self.stage_section == StageSection::Recover && self.timer < self.static_data.recover_duration
{
// Recover
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update.character = CharacterState::DashMelee(Data {
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static_data: self.static_data,
end_charge: self.end_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
stage_section: self.stage_section,
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exhausted: self.exhausted,
})
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} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
update
}
}