veloren/common/src/states/triple_strike.rs

148 lines
5.5 KiB
Rust
Raw Normal View History

2020-03-12 14:25:06 +00:00
use crate::{
2020-03-19 22:40:03 +00:00
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
2020-03-12 14:25:06 +00:00
states::utils::*,
2020-03-14 21:17:27 +00:00
sys::character_behavior::{CharacterBehavior, JoinData},
2020-03-12 14:25:06 +00:00
};
use std::{collections::VecDeque, time::Duration};
2020-03-19 22:40:03 +00:00
use vek::vec::Vec2;
2020-03-12 14:25:06 +00:00
2020-03-12 15:22:42 +00:00
// In millis
const STAGE_DURATION: u64 = 600;
2020-03-20 22:20:14 +00:00
const INITIAL_ACCEL: f32 = 200.0;
const SECONDARY_ACCEL: f32 = 100.0;
2020-03-20 22:03:29 +00:00
const BASE_SPEED: f32 = 25.0;
2020-03-12 15:22:42 +00:00
/// ### A sequence of 3 incrementally increasing attacks.
2020-03-12 14:25:06 +00:00
///
2020-03-12 15:22:42 +00:00
/// While holding down the `primary` button, perform a series of 3 attacks,
/// each one pushes the player forward as the character steps into the swings.
2020-03-12 14:25:06 +00:00
/// The player can let go of the left mouse button at any time
/// and stop their attacks by interrupting the attack animation.
2020-03-14 21:17:27 +00:00
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// The tool this state will read to handle damage, etc.
2020-03-19 22:40:03 +00:00
pub base_damage: u32,
2020-03-14 21:17:27 +00:00
/// `int` denoting what stage (of 3) the attack is in.
pub stage: i8,
/// How long current stage has been active
pub stage_time_active: Duration,
/// Whether current stage has exhausted its attack
2020-03-19 22:40:03 +00:00
pub stage_exhausted: bool,
2020-03-20 22:03:29 +00:00
/// Whether to go to next stage
pub should_transition: bool,
2020-03-14 21:17:27 +00:00
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
character: data.character.clone(),
2020-03-14 21:17:27 +00:00
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
2020-03-12 14:25:06 +00:00
2020-03-20 22:03:29 +00:00
let stage_time_active = self
2020-03-14 21:17:27 +00:00
.stage_time_active
2020-03-12 14:25:06 +00:00
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or(Duration::default());
2020-03-20 22:03:29 +00:00
let mut should_transition = self.should_transition;
2020-03-12 15:22:42 +00:00
// If player stops holding input,
2020-03-12 14:25:06 +00:00
if !data.inputs.primary.is_pressed() {
2020-03-20 22:03:29 +00:00
// // Done
// update.character = CharacterState::Wielding;
// // Make sure attack component is removed
// data.updater.remove::<Attacking>(data.entity);
// return update;
2020-03-12 14:25:06 +00:00
2020-03-20 22:03:29 +00:00
should_transition = false;
}
2020-03-20 14:05:40 +00:00
2020-03-14 21:17:27 +00:00
if self.stage < 3 {
2020-03-20 22:03:29 +00:00
// Handling movement
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
2020-03-20 22:20:14 +00:00
let adjusted_accel = if self.stage == 0 {
INITIAL_ACCEL
} else {
SECONDARY_ACCEL
};
2020-03-12 15:22:42 +00:00
// Move player forward while in first third of each stage
2020-03-19 22:40:03 +00:00
if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
update.vel.0 =
2020-03-20 22:20:14 +00:00
update.vel.0 + Vec2::broadcast(data.dt.0) * data.ori.0 * adjusted_accel;
2020-03-19 22:40:03 +00:00
let mag2 = update.vel.0.magnitude_squared();
if mag2 > BASE_SPEED.powf(2.0) {
update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
}
};
2020-03-20 22:03:29 +00:00
} else {
2020-03-21 14:06:35 +00:00
handle_orientation(data, &mut update, 10.0);
2020-03-20 22:03:29 +00:00
}
2020-03-19 22:40:03 +00:00
2020-03-20 22:03:29 +00:00
// Handling attacking
if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
2020-03-19 22:40:03 +00:00
&& !self.stage_exhausted
2020-03-12 15:22:42 +00:00
{
// Try to deal damage in second half of stage
2020-03-19 22:40:03 +00:00
data.updater.insert(data.entity, Attacking {
base_damage: self.base_damage * (self.stage as u32 + 1),
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
});
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
2020-03-20 22:03:29 +00:00
stage_time_active,
2020-03-19 22:40:03 +00:00
stage_exhausted: true,
2020-03-20 22:03:29 +00:00
should_transition,
2020-03-19 22:40:03 +00:00
});
2020-03-20 22:03:29 +00:00
} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
if should_transition {
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage + 1,
stage_time_active: Duration::default(),
stage_exhausted: false,
should_transition,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
2020-03-19 22:40:03 +00:00
} else {
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
2020-03-20 22:03:29 +00:00
stage_time_active,
2020-03-19 22:40:03 +00:00
stage_exhausted: self.stage_exhausted,
2020-03-20 22:03:29 +00:00
should_transition,
2020-03-19 22:40:03 +00:00
});
}
} else {
// Done
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 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(100, EnergySource::HitEnemy);
2020-03-12 15:22:42 +00:00
}
2020-03-12 14:25:06 +00:00
}
2020-03-14 21:17:27 +00:00
update
}
2020-03-12 14:25:06 +00:00
}