veloren/common/src/states/charged_melee.rs

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use crate::{
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
event::LocalEvent,
outcome::Outcome,
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
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wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
/// Separated out to condense update portions of character state
pub struct StaticData {
/// How much energy is drained per second when charging
pub energy_drain: f32,
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/// Energy cost per attack
pub energy_cost: f32,
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/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the weapon is swinging for
pub swing_duration: Duration,
/// At what fraction of the swing duration to apply the melee "hit"
pub hit_timing: f32,
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/// 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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/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the melee attack to the frontend
pub specifier: Option<FrontendSpecifier>,
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}
#[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,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Timer for each stage
pub timer: Duration,
/// Whether the attack executed already
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pub exhausted: bool,
/// How much the attack charged by
pub charge_amount: f32,
}
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, 0.7);
handle_jump(data, output_events, &mut update, 1.0);
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match self.stage_section {
StageSection::Charge => {
if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() >= self.static_data.energy_cost
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&& self.timer < self.static_data.charge_duration
{
let charge = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
// Charge the attack
update.character = CharacterState::ChargedMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
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charge_amount: charge,
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..*self
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});
// Consumes energy if there's enough left and RMB is held down
update
.energy
.change_by(-self.static_data.energy_drain * data.dt.0);
} else if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() >= self.static_data.energy_cost
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{
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// Maintains charge
update.character = CharacterState::ChargedMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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// Consumes energy if there's enough left and RMB is held down
update
.energy
.change_by(-self.static_data.energy_drain as f32 * data.dt.0 / 5.0);
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} else {
// Transitions to swing
update.character = CharacterState::ChargedMelee(Data {
stage_section: StageSection::Action,
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timer: Duration::default(),
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..*self
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});
}
},
StageSection::Action => {
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if self.timer.as_millis() as f32
> self.static_data.hit_timing
* self.static_data.swing_duration.as_millis() as f32
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&& !self.exhausted
{
// Swing
update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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exhausted: true,
..*self
});
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
.handle_scaling(self.charge_amount)
.create_melee(crit_data, buff_strength),
);
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if let Some(FrontendSpecifier::GroundCleave) = self.static_data.specifier {
// Send local event used for frontend shenanigans
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::GroundSlam {
pos: data.pos.0
+ *data.ori.look_dir()
* (data.body.max_radius()
+ self.static_data.melee_constructor.range),
}));
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}
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} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else {
// Transitions to recover
update.character = CharacterState::ChargedMelee(Data {
stage_section: StageSection::Recover,
timer: Duration::default(),
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..*self
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});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*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
}
}
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/// Used to specify a particular effect for frontend purposes
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum FrontendSpecifier {
GroundCleave,
}