veloren/common/src/states/leap_melee.rs

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6.8 KiB
Rust
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use crate::{
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
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wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
/// How long the state is moving
pub movement_duration: Duration,
/// How long until state should deal damage
pub buildup_duration: Duration,
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/// How long the weapon swings
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
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/// Affects how far forward the player leaps
pub forward_leap_strength: f32,
/// Affects how high the player leaps
pub vertical_leap_strength: f32,
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/// What key is used to press ability
pub ability_info: AbilityInfo,
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}
#[derive(Copy, 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,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, 0.3);
handle_jump(data, output_events, &mut update, 1.0);
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match self.stage_section {
// Delay before leaping into the air
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StageSection::Buildup => {
// Wait for `buildup_duration` to expire
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if self.timer < self.static_data.buildup_duration {
update.character = CharacterState::LeapMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
..*self
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});
} else {
// Transitions to leap portion of state after buildup delay
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update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Movement,
..*self
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});
}
},
StageSection::Movement => {
if self.timer < self.static_data.movement_duration {
// Apply jumping force
let progress = 1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32();
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handle_forced_movement(data, &mut update, ForcedMovement::Leap {
vertical: self.static_data.vertical_leap_strength,
forward: self.static_data.forward_leap_strength,
progress,
direction: MovementDirection::Look,
});
// Increment duration
// If we were to set a timeout for state, this would be
// outside if block and have else check for > movement
// duration * some multiplier
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update.character = CharacterState::LeapMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
..*self
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});
} else if data.physics.on_ground.is_some() | data.physics.in_liquid().is_some() {
// Transitions to swing portion of state upon hitting ground
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update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
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});
}
},
StageSection::Action => {
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if self.timer < self.static_data.swing_duration {
// Swings weapons
update.character = CharacterState::LeapMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
..*self
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});
} else {
// Transitions to recover portion
update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
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});
}
},
StageSection::Recover => {
if !self.exhausted {
let crit_data = get_crit_data(data, self.static_data.ability_info);
let buff_strength = get_buff_strength(data, self.static_data.ability_info);
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.create_melee(crit_data, buff_strength),
);
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update.character = CharacterState::LeapMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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exhausted: true,
..*self
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});
} else if self.timer < self.static_data.recover_duration {
// Complete recovery delay before finishing state
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update.character = CharacterState::LeapMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
..*self
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});
} else {
// Done
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update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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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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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}