2020-07-03 15:40:12 +00:00
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use crate::{
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2022-01-18 01:41:24 +00:00
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comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
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2020-12-01 00:28:00 +00:00
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::{StageSection, *},
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2021-10-05 00:15:58 +00:00
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wielding,
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2020-12-01 00:28:00 +00:00
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},
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2020-07-03 15:40:12 +00:00
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};
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2020-07-06 14:23:08 +00:00
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use serde::{Deserialize, Serialize};
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2020-07-03 15:40:12 +00:00
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use std::time::Duration;
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2020-09-28 23:55:38 +00:00
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/// Separated out to condense update portions of character state
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2020-09-21 04:16:52 +00:00
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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2020-09-28 23:55:38 +00:00
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pub struct StaticData {
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2020-07-03 15:40:12 +00:00
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/// How long the state is moving
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pub movement_duration: Duration,
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/// How long until state should deal damage
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pub buildup_duration: Duration,
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2020-09-28 23:55:38 +00:00
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/// How long the weapon swings
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pub swing_duration: Duration,
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2020-07-03 15:40:12 +00:00
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/// How long the state has until exiting
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pub recover_duration: Duration,
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2022-01-18 01:41:24 +00:00
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/// Used to construct the Melee attack
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pub melee_constructor: MeleeConstructor,
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2020-09-28 23:55:38 +00:00
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/// Affects how far forward the player leaps
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pub forward_leap_strength: f32,
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/// Affects how high the player leaps
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pub vertical_leap_strength: f32,
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2020-11-20 17:30:48 +00:00
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/// What key is used to press ability
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2021-02-14 06:01:53 +00:00
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pub ability_info: AbilityInfo,
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2020-09-28 23:55:38 +00:00
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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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/// Whether the attack can deal more damage
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pub exhausted: bool,
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2020-07-03 15:40:12 +00:00
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}
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impl CharacterBehavior for Data {
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2021-10-13 02:03:18 +00:00
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fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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2020-07-03 15:40:12 +00:00
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let mut update = StateUpdate::from(data);
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2021-08-29 23:23:34 +00:00
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handle_orientation(data, &mut update, 1.0, None);
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2020-09-28 23:55:38 +00:00
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handle_move(data, &mut update, 0.3);
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2021-10-13 02:03:18 +00:00
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handle_jump(data, output_events, &mut update, 1.0);
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2020-07-03 15:40:12 +00:00
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2020-09-28 23:55:38 +00:00
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match self.stage_section {
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// Delay before leaping into the air
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StageSection::Buildup => {
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// Wait for `buildup_duration` to expire
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2020-09-28 23:55:38 +00:00
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if self.timer < self.static_data.buildup_duration {
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update.character = CharacterState::LeapMelee(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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2020-10-24 20:15:19 +00:00
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..*self
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2020-09-28 23:55:38 +00:00
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});
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} else {
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2020-10-24 20:15:19 +00:00
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// Transitions to leap portion of state after buildup delay
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2020-09-28 23:55:38 +00:00
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update.character = CharacterState::LeapMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Movement,
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2020-10-24 20:15:19 +00:00
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..*self
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2020-09-28 23:55:38 +00:00
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});
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}
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},
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StageSection::Movement => {
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if self.timer < self.static_data.movement_duration {
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2020-10-25 20:22:40 +00:00
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// Apply jumping force
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let progress = 1.0
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- self.timer.as_secs_f32()
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/ self.static_data.movement_duration.as_secs_f32();
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2021-05-26 02:20:27 +00:00
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handle_forced_movement(data, &mut update, ForcedMovement::Leap {
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vertical: self.static_data.vertical_leap_strength,
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forward: self.static_data.forward_leap_strength,
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progress,
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direction: MovementDirection::Look,
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});
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2020-10-24 20:15:19 +00:00
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// Increment duration
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// If we were to set a timeout for state, this would be
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// outside if block and have else check for > movement
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// duration * some multiplier
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2020-09-28 23:55:38 +00:00
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update.character = CharacterState::LeapMelee(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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2020-10-24 20:15:19 +00:00
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..*self
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2020-09-28 23:55:38 +00:00
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});
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2021-07-09 06:51:58 +00:00
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} else if data.physics.on_ground.is_some() | data.physics.in_liquid().is_some() {
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2020-10-24 20:15:19 +00:00
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// Transitions to swing portion of state upon hitting ground
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2020-09-28 23:55:38 +00:00
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update.character = CharacterState::LeapMelee(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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2020-10-24 20:15:19 +00:00
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..*self
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2020-09-28 23:55:38 +00:00
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});
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}
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},
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2021-07-01 19:44:24 +00:00
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StageSection::Action => {
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2020-09-28 23:55:38 +00:00
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if self.timer < self.static_data.swing_duration {
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// Swings weapons
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update.character = CharacterState::LeapMelee(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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2020-10-24 20:15:19 +00:00
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..*self
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2020-09-28 23:55:38 +00:00
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});
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} else {
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// Transitions to recover portion
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update.character = CharacterState::LeapMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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2020-10-24 20:15:19 +00:00
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..*self
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2020-09-28 23:55:38 +00:00
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});
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}
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},
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StageSection::Recover => {
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2020-10-24 20:15:19 +00:00
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if !self.exhausted {
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2022-01-18 01:41:24 +00:00
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let crit_data = get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
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2021-01-26 02:50:16 +00:00
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2022-01-18 01:41:24 +00:00
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data.updater.insert(
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data.entity,
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self.static_data
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.melee_constructor
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.create_melee(crit_data, buff_strength),
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);
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2020-07-03 15:40:12 +00:00
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2020-09-28 23:55:38 +00:00
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update.character = CharacterState::LeapMelee(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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2020-09-28 23:55:38 +00:00
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exhausted: true,
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2020-10-24 20:15:19 +00:00
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..*self
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2020-09-28 23:55:38 +00:00
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});
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} else if self.timer < self.static_data.recover_duration {
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2020-10-24 20:15:19 +00:00
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// Complete recovery delay before finishing state
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2020-09-28 23:55:38 +00:00
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update.character = CharacterState::LeapMelee(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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2020-10-24 20:15:19 +00:00
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..*self
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2020-09-28 23:55:38 +00:00
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});
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} else {
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// Done
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2021-10-05 00:15:58 +00:00
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update.character =
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CharacterState::Wielding(wielding::Data { is_sneaking: false });
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2020-09-28 23:55:38 +00:00
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// Make sure attack component is removed
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2021-02-02 18:02:40 +00:00
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data.updater.remove::<Melee>(data.entity);
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2020-09-28 23:55:38 +00:00
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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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2021-10-05 00:15:58 +00:00
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update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
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2020-09-28 23:55:38 +00:00
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// Make sure attack component is removed
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2021-02-02 18:02:40 +00:00
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data.updater.remove::<Melee>(data.entity);
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2020-09-28 23:55:38 +00:00
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},
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2020-07-03 15:40:12 +00:00
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}
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2021-03-14 20:35:28 +00:00
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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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2020-07-03 15:40:12 +00:00
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update
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}
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}
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