2021-04-24 19:01:36 +00:00
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use crate::{
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comp::{
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buff::{Buff, BuffChange, BuffData, BuffKind, BuffSource},
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2021-10-13 02:03:18 +00:00
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character_state::OutputEvents,
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2021-04-24 19:01:36 +00:00
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CharacterState, StateUpdate,
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},
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event::ServerEvent,
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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2021-10-05 00:15:58 +00:00
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wielding,
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2021-04-24 19:01:36 +00:00
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},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long until state should create the aura
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pub buildup_duration: Duration,
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/// How long the state is creating an aura
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pub cast_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// What kind of buff is created
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pub buff_kind: BuffKind,
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/// Strength of the created buff
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pub buff_strength: f32,
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/// How long buff lasts
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pub buff_duration: Option<Duration>,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, 0.8);
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handle_jump(data, output_events, &mut update, 1.0);
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::SelfBuff(Data {
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2021-05-30 19:39:30 +00:00
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Creates buff
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let buff = Buff::new(
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self.static_data.buff_kind,
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BuffData {
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strength: self.static_data.buff_strength,
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duration: self.static_data.buff_duration,
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},
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Vec::new(),
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BuffSource::Character { by: *data.uid },
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);
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output_events.emit_server(ServerEvent::Buff {
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entity: data.entity,
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buff_change: BuffChange::Add(buff),
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});
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// Build up
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update.character = CharacterState::SelfBuff(Data {
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timer: Duration::default(),
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2021-07-01 19:44:24 +00:00
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stage_section: StageSection::Action,
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..*self
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});
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}
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},
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StageSection::Action => {
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if self.timer < self.static_data.cast_duration {
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// Cast
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update.character = CharacterState::SelfBuff(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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update.character = CharacterState::SelfBuff(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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..*self
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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update.character = CharacterState::SelfBuff(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Done
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update.character =
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CharacterState::Wielding(wielding::Data { is_sneaking: false });
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
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},
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}
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// At end of state logic so an interrupt isn't overwritten
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if !input_is_pressed(data, self.static_data.ability_info.input) {
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handle_state_interrupt(data, &mut update, false);
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}
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update
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}
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}
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