veloren/common/src/states/basic_block.rs

101 lines
3.6 KiB
Rust
Raw Normal View History

2020-01-09 16:23:20 +00:00
use super::utils::*;
2020-03-14 21:17:27 +00:00
use crate::{
2021-04-10 03:40:20 +00:00
comp::{CharacterState, InputKind, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
2020-03-14 21:17:27 +00:00
};
use serde::{Deserialize, Serialize};
2021-04-10 03:40:20 +00:00
use std::time::Duration;
2019-12-26 14:43:59 +00:00
2021-04-10 03:40:20 +00:00
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// What percentage incoming damage is reduced by
pub block_strength: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
2020-01-07 15:49:08 +00:00
2021-04-10 03:40:20 +00:00
#[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,
}
2019-12-26 14:43:59 +00:00
2020-03-14 21:17:27 +00:00
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
2021-05-01 16:29:01 +00:00
handle_orientation(data, &mut update, 1.0);
2021-07-11 18:41:52 +00:00
handle_move(data, &mut update, 0.4);
2020-03-14 21:17:27 +00:00
2021-04-10 03:40:20 +00:00
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicBlock(Data {
2021-05-30 19:39:30 +00:00
timer: tick_attack_or_default(data, self.timer, None),
2021-04-10 03:40:20 +00:00
..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::BasicBlock(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
2021-04-10 03:40:20 +00:00
..*self
});
}
},
StageSection::Swing => {
if input_is_pressed(data, InputKind::Block) {
// Block
update.character = CharacterState::BasicBlock(Data {
2021-05-30 19:39:30 +00:00
timer: tick_attack_or_default(data, self.timer, None),
2021-04-10 03:40:20 +00:00
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicBlock(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::BasicBlock(Data {
2021-05-30 19:39:30 +00:00
timer: tick_attack_or_default(data, self.timer, None),
2021-04-10 03:40:20 +00:00
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
}
// 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);
}
2020-03-14 21:17:27 +00:00
update
2019-12-26 14:43:59 +00:00
}
}