veloren/common/src/states/triple_strike.rs

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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
use std::time::Duration;
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use vek::vec::Vec2;
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// In millis
const STAGE_DURATION: u64 = 600;
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const INITIAL_ACCEL: f32 = 200.0;
const SECONDARY_ACCEL: f32 = 100.0;
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const BASE_SPEED: f32 = 25.0;
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/// ### A sequence of 3 incrementally increasing attacks.
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///
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/// While holding down the `primary` button, perform a series of 3 attacks,
/// each one pushes the player forward as the character steps into the swings.
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/// The player can let go of the left mouse button at any time
/// and stop their attacks by interrupting the attack animation.
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// The tool this state will read to handle damage, etc.
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pub base_damage: u32,
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/// `int` denoting what stage (of 3) the attack is in.
pub stage: i8,
/// How long current stage has been active
pub stage_time_active: Duration,
/// Whether current stage has exhausted its attack
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pub stage_exhausted: bool,
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/// Whether to go to next stage
pub should_transition: 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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let stage_time_active = self
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.stage_time_active
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.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or(Duration::default());
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let mut should_transition = self.should_transition;
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// If player stops holding input,
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if !data.inputs.primary.is_pressed() {
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// // Done
// update.character = CharacterState::Wielding;
// // Make sure attack component is removed
// data.updater.remove::<Attacking>(data.entity);
// return update;
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should_transition = false;
}
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if self.stage < 3 {
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// Handling movement
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
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let adjusted_accel = if self.stage == 0 {
INITIAL_ACCEL
} else {
SECONDARY_ACCEL
};
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// Move player forward while in first third of each stage
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if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
update.vel.0 =
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update.vel.0 + Vec2::broadcast(data.dt.0) * data.ori.0 * adjusted_accel;
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let mag2 = update.vel.0.magnitude_squared();
if mag2 > BASE_SPEED.powf(2.0) {
update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
}
};
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} else {
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handle_orientation(data, &mut update, 10.0);
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}
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// Handling attacking
if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
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&& !self.stage_exhausted
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{
// Try to deal damage in second half of stage
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data.updater.insert(data.entity, Attacking {
base_damage: self.base_damage * (self.stage as u32 + 1),
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
});
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
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stage_time_active,
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stage_exhausted: true,
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should_transition,
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});
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} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
if should_transition {
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage + 1,
stage_time_active: Duration::default(),
stage_exhausted: false,
should_transition,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
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} else {
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
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stage_time_active,
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stage_exhausted: self.stage_exhausted,
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should_transition,
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});
}
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
// Grant energy on successful hit
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(100, EnergySource::HitEnemy);
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}
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}
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update
}
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}