veloren/common/src/states/combo_melee.rs

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use crate::{
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comp::{Attacking, CharacterState, EnergyChange, EnergySource, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
Damage, DamageSource, GroupTarget, Knockback,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct Stage<T> {
/// Specifies which stage the combo attack is in
pub stage: u32,
/// Initial damage of stage
pub base_damage: u32,
/// Damage scaling per combo
pub damage_increase: u32,
/// Knockback of stage
pub knockback: f32,
/// Range of attack
pub range: f32,
/// Angle of attack
pub angle: f32,
/// Initial buildup duration of stage (how long until state can deal damage)
pub base_buildup_duration: T,
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/// Duration of stage spent in swing (controls animation stuff, and can also
/// be used to handle movement separately to buildup)
pub base_swing_duration: T,
/// Initial recover duration of stage (how long until character exits state)
pub base_recover_duration: T,
/// How much forward movement there is in the swing portion of the stage
pub forward_movement: f32,
}
impl Stage<u64> {
pub fn to_duration(self) -> Stage<Duration> {
Stage::<Duration> {
stage: self.stage,
base_damage: self.base_damage,
damage_increase: self.damage_increase,
knockback: self.knockback,
range: self.range,
angle: self.angle,
base_buildup_duration: Duration::from_millis(self.base_buildup_duration),
base_swing_duration: Duration::from_millis(self.base_swing_duration),
base_recover_duration: Duration::from_millis(self.base_recover_duration),
forward_movement: self.forward_movement,
}
}
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pub fn adjusted_by_stats(mut self, power: f32, speed: f32) -> Self {
self.base_damage = (self.base_damage as f32 * power) as u32;
self.damage_increase = (self.damage_increase as f32 * power) as u32;
self.base_buildup_duration = (self.base_buildup_duration as f32 / speed) as u64;
self.base_swing_duration = (self.base_swing_duration as f32 / speed) as u64;
self.base_recover_duration = (self.base_recover_duration as f32 / speed) as u64;
self
}
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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/// Separated out to condense update portions of character state
pub struct StaticData {
/// Indicates number of stages in combo
pub num_stages: u32,
/// Data for each stage
pub stage_data: Vec<Stage<Duration>>,
/// Initial energy gain per strike
pub initial_energy_gain: u32,
/// Max energy gain per strike
pub max_energy_gain: u32,
/// Energy gain increase per combo
pub energy_increase: u32,
/// (100% - speed_increase) is percentage speed increases from current to
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/// max per combo increase
pub speed_increase: f32,
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/// This value is the highest percentage speed can increase from the base
/// speed
pub max_speed_increase: f32,
/// Number of times damage scales with combo
pub scales_from_combo: u32,
/// Whether the state can be interrupted by other abilities
pub is_interruptible: bool,
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/// What key is used to press ability
pub ability_key: AbilityKey,
}
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/// A sequence of attacks that can incrementally become faster and more
/// damaging.
#[derive(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,
/// Indicates what stage the combo is in
pub stage: u32,
/// Number of consecutive strikes
pub combo: u32,
/// Timer for each stage
pub timer: Duration,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Whether the state should go onto the next stage
pub next_stage: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 0.3);
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if !ability_key_is_pressed(data, self.static_data.ability_key) {
handle_interrupt(data, &mut update, self.static_data.is_interruptible);
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if let CharacterState::Roll(roll) = &mut update.character {
roll.was_combo = Some((self.stage, self.combo));
}
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match update.character {
CharacterState::ComboMelee(_) => {},
_ => {
return update;
},
}
}
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let stage_index = (self.stage - 1) as usize;
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let speed_modifer = 1.0
+ self.static_data.max_speed_increase
* (1.0 - self.static_data.speed_increase.powi(self.combo as i32));
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.stage_data[stage_index].base_buildup_duration {
// Build up
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: self
.timer
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.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
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.unwrap_or_default(),
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..*self
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});
} else {
// Transitions to swing section of stage
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Swing,
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..*self
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});
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// Hit attempt
let damage = self.static_data.stage_data[stage_index].base_damage
+ self
.static_data
.scales_from_combo
.min(self.combo / self.static_data.num_stages)
* self.static_data.stage_data[stage_index].damage_increase;
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data.updater.insert(data.entity, Attacking {
damages: vec![(Some(GroupTarget::OutOfGroup), Damage {
source: DamageSource::Melee,
value: damage as f32,
})],
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range: self.static_data.stage_data[stage_index].range,
max_angle: self.static_data.stage_data[stage_index].angle.to_radians(),
applied: false,
hit_count: 0,
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knockback: Knockback::Away(
self.static_data.stage_data[stage_index].knockback,
),
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});
}
},
StageSection::Swing => {
if self.timer < self.static_data.stage_data[stage_index].base_swing_duration {
// Forward movement
handle_forced_movement(
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data,
&mut update,
ForcedMovement::Forward {
strength: self.static_data.stage_data[stage_index].forward_movement,
},
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0.3,
);
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// Swings
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: self
.timer
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.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
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.unwrap_or_default(),
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..*self
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});
} else {
// Transitions to recover section of stage
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
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});
}
},
StageSection::Recover => {
if self.timer < self.static_data.stage_data[stage_index].base_recover_duration {
// Recovers
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if ability_key_is_pressed(data, self.static_data.ability_key) {
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// Checks if state will transition to next stage after recover
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: self
.timer
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.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
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.unwrap_or_default(),
next_stage: true,
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..*self
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});
} else {
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: self
.timer
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.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
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.unwrap_or_default(),
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..*self
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});
}
} else if self.next_stage {
// Transitions to buildup section of next stage
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
stage: (self.stage % self.static_data.num_stages) + 1,
timer: Duration::default(),
stage_section: StageSection::Buildup,
next_stage: false,
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..*self
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});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
},
}
// Grant energy on successful hit
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
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let energy = self.static_data.max_energy_gain.min(
self.static_data.initial_energy_gain
+ self.combo * self.static_data.energy_increase,
) as i32;
update.character = CharacterState::ComboMelee(Data {
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static_data: self.static_data.clone(),
stage: self.stage,
combo: self.combo + 1,
timer: self.timer,
stage_section: self.stage_section,
next_stage: self.next_stage,
});
data.updater.remove::<Attacking>(data.entity);
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update.energy.change_by(EnergyChange {
amount: energy,
source: EnergySource::HitEnemy,
});
}
}
update
}
}