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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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
/// 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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/// 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,
/// How high timer got while in charge potion
pub charge_duration_attained: Duration,
/// Whether state keeps charging after reaching max charge duration
pub infinite_charge: bool,
/// How long the state swings for
pub swing_duration: Duration,
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/// How long the state has until exiting
pub recover_duration: Duration,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
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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.buildup_duration {
// Build up
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update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
stage_section: self.stage_section,
})
} else if self.stage_section == StageSection::Buildup {
// Transitions to charge section of stage
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
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recover_duration: self.recover_duration,
timer: Duration::default(),
stage_section: StageSection::Charge,
})
} else if self.stage_section == StageSection::Charge && data.physics.touch_entities.is_empty() && ((self.timer < self.charge_duration && !self.infinite_charge) || (data.inputs.secondary.is_pressed() && self.infinite_charge)) && update.energy.current() > 0
{
// Forward movement
forward_move(data, &mut update, 0.1, self.forward_speed);
// Checks how much a charge has built up
let charge_attained = if self.timer > self.charge_duration_attained {
if self.timer > self.charge_duration_attained {
self.charge_duration
} else {
self.timer
}
} else {
self.charge_duration_attained
};
// Charges
update.character = CharacterState::DashMelee(Data {
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base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: charge_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
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});
// Consumes energy if there's enough left and charge has not stopped
update.energy.change_by(
-(self.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 {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
timer: Duration::default(),
stage_section: StageSection::Swing,
})
} else if self.stage_section == StageSection::Swing && self.timer < self.swing_duration {
// Swings
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
})
} else if self.stage_section == StageSection::Swing {
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// Hit attempt
let charge_frac =
(self.charge_duration_attained.as_secs_f32() / self.charge_duration.as_secs_f32()).min(1.0);
let damage = (self.max_damage as f32 - self.base_damage as f32) * charge_frac
+ self.base_damage as f32;
let knockback =
(self.max_knockback - self.base_knockback) * charge_frac + self.base_knockback;
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data.updater.insert(data.entity, Attacking {
base_healthchange: -damage as i32,
range: self.range,
max_angle: self.angle.to_radians(),
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applied: false,
hit_count: 0,
knockback,
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});
// Transitions to recover section of stage
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update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
timer: Duration::default(),
stage_section: StageSection::Recover,
})
} else if self.stage_section == StageSection::Recover && self.timer < self.recover_duration
{
// Recover
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update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
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buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
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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} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
update
}
}