veloren/common/src/states/leap_melee.rs

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use crate::{
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combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
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comp::{tool::ToolKind, CharacterState, Melee, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
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,
/// Base damage
pub base_damage: f32,
/// Base poise damage
pub base_poise_damage: f32,
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/// Knockback
pub knockback: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
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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,
/// 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,
/// 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) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.3);
handle_jump(data, &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 {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*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();
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,
},
0.15,
);
// 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 {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
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});
} else if data.physics.on_ground {
// Transitions to swing portion of state upon hitting ground
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update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
..*self
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});
}
},
StageSection::Swing => {
if self.timer < self.static_data.swing_duration {
// Swings weapons
update.character = CharacterState::LeapMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*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 {
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let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(self.static_data.base_poise_damage as f32),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(Knockback {
strength: self.static_data.knockback,
direction: KnockbackDir::Away,
}),
)
.with_requirement(CombatRequirement::AnyDamage);
let buff = CombatEffect::Buff(CombatBuff::default_physical());
let damage = AttackDamage::new(
Damage {
source: DamageSource::Melee,
kind: self.static_data.damage_kind,
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value: self.static_data.base_damage as f32,
},
Some(GroupTarget::OutOfGroup),
)
.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();
// Hit attempt, when animation plays
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data.updater.insert(data.entity, Melee {
attack,
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range: self.static_data.range,
max_angle: self.static_data.max_angle.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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});
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update.character = CharacterState::LeapMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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 {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*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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},
}
// 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
}
}