veloren/common/src/states/spin_melee.rs

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use crate::{
combat::{
Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage,
DamageKind, DamageSource, GroupTarget, Knockback,
},
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comp::{tool::ToolKind, CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
consts::GRAVITY,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
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/// How long until the state attacks
pub buildup_duration: Duration,
/// How long the state is in the swing duration
pub swing_duration: Duration,
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/// How long until state ends
pub recover_duration: Duration,
/// Base damage
pub base_damage: f32,
/// Base poise damage
pub base_poise_damage: f32,
/// Knockback
pub knockback: Knockback,
/// Range
pub range: f32,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
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/// Energy cost per attack
pub energy_cost: f32,
/// Whether spin state is infinite
pub is_infinite: bool,
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/// Used to dictate how movement functions in this state
pub movement_behavior: MovementBehavior,
/// Whether the state can be interrupted by other abilities
pub is_interruptible: bool,
/// Used for forced forward movement
pub forward_speed: f32,
/// Number of spins
pub num_spins: u32,
/// Used to determine targeting of attack
pub target: Option<GroupTarget>,
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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>,
/// What kind of damage the attack does
pub damage_kind: DamageKind,
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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,
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/// How many spins it has done
pub consecutive_spins: u32,
/// What section the character stage is in
pub stage_section: StageSection,
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/// Whether the state can deal damage
pub exhausted: bool,
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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match self.static_data.movement_behavior {
MovementBehavior::ForwardGround | MovementBehavior::Stationary => {},
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MovementBehavior::AxeHover => {
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let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
},
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MovementBehavior::GolemHover => {
update.vel.0 = Vec3::new(0.0, 0.0, 20.0) + *data.inputs.look_dir * 25.0;
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},
}
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::SpinMelee(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 swing section of stage
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
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..*self
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});
}
},
StageSection::Swing => {
if !self.exhausted {
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
exhausted: true,
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..*self
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});
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let poise = AttackEffect::new(
self.static_data.target,
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CombatEffect::Poise(self.static_data.base_poise_damage as f32),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
self.static_data.target,
CombatEffect::Knockback(self.static_data.knockback),
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)
.with_requirement(CombatRequirement::AnyDamage);
let mut damage = AttackDamage::new(
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Damage {
source: DamageSource::Melee,
kind: self.static_data.damage_kind,
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value: self.static_data.base_damage as f32,
},
self.static_data.target,
);
match self.static_data.damage_effect {
Some(effect) => damage = damage.with_effect(effect),
None => {
let buff = CombatEffect::Buff(CombatBuff::default_physical());
damage = damage.with_effect(buff);
},
}
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment();
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// Hit attempt
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data.updater.insert(data.entity, Melee {
attack,
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range: self.static_data.range,
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
break_block: data
.inputs
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.select_pos
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.map(|p| {
(
p.map(|e| e.floor() as i32),
self.static_data.ability_info.tool,
)
})
.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
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});
} else if self.timer < self.static_data.swing_duration {
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if matches!(
self.static_data.movement_behavior,
MovementBehavior::ForwardGround
) {
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
strength: self.static_data.forward_speed,
});
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}
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// Swings
update.character = CharacterState::SpinMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else if update.energy.current() as f32 >= self.static_data.energy_cost
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&& (self.consecutive_spins < self.static_data.num_spins
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|| (self.static_data.is_infinite
&& input_is_pressed(data, self.static_data.ability_info.input)))
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{
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
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consecutive_spins: self.consecutive_spins + 1,
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exhausted: false,
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..*self
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});
// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_cost as i32),
source: EnergySource::Ability,
});
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} else {
// Transitions to recover section of stage
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
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});
// Remove melee attack component
data.updater.remove::<Melee>(data.entity);
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}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recover
update.character = CharacterState::SpinMelee(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
update.character = CharacterState::Wielding;
// 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
update.character = CharacterState::Wielding;
// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
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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, self.static_data.is_interruptible);
}
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update
}
}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum MovementBehavior {
Stationary,
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ForwardGround,
AxeHover,
GolemHover,
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}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum FrontendSpecifier {
CultistVortex,
}