2020-09-21 04:16:52 +00:00
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use crate::{
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2020-11-09 04:04:51 +00:00
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comp::{Body, CharacterState, Gravity, LightEmitter, ProjectileConstructor, StateUpdate},
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2020-09-21 04:16:52 +00:00
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event::ServerEvent,
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2020-09-28 02:38:23 +00:00
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states::utils::{StageSection, *},
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2020-09-21 04:16:52 +00:00
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sys::character_behavior::*,
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2020-09-25 05:51:26 +00:00
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util::dir::*,
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2020-09-21 04:16:52 +00:00
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::Vec3;
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2020-11-09 04:04:51 +00:00
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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2020-09-28 02:38:23 +00:00
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/// Separated out to condense update portions of character state
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pub struct StaticData {
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/// How long the state is in movement
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2020-09-21 04:16:52 +00:00
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pub movement_duration: Duration,
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/// How long we've readied the weapon
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pub buildup_duration: Duration,
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/// How long the state is shooting
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pub shoot_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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2020-09-28 02:38:23 +00:00
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/// Whether there should be a jump and how strong the leap is
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pub leap: Option<f32>,
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/// Projectile options
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pub projectile: ProjectileConstructor,
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2020-09-21 04:16:52 +00:00
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pub projectile_body: Body,
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pub projectile_light: Option<LightEmitter>,
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pub projectile_gravity: Option<Gravity>,
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pub projectile_speed: f32,
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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2020-09-25 06:25:56 +00:00
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/// How many repetitions remaining
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pub reps_remaining: u32,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, 1.0);
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handle_jump(data, &mut update);
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2020-09-28 02:38:23 +00:00
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match self.stage_section {
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StageSection::Movement => {
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// Jumping
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if let Some(leap_strength) = self.static_data.leap {
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2020-10-25 20:22:40 +00:00
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let progress = 1.0
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- self.timer.as_secs_f32()
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/ self.static_data.movement_duration.as_secs_f32();
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Leap {
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vertical: leap_strength,
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forward: 10.0,
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progress,
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},
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1.0,
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);
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}
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if self.timer < self.static_data.movement_duration {
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// Do movement
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update.character = CharacterState::RepeaterRanged(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Transition to buildup
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update.character = CharacterState::RepeaterRanged(Data {
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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..*self
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});
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}
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},
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StageSection::Buildup => {
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// Aim gliding
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if self.static_data.leap.is_some() {
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Hover { move_input: 0.1 },
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1.0,
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);
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2020-09-28 02:38:23 +00:00
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}
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if self.timer < self.static_data.buildup_duration {
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// Buildup to attack
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update.character = CharacterState::RepeaterRanged(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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2020-10-27 22:16:17 +00:00
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..*self
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});
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} else {
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// Transition to shoot
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update.character = CharacterState::RepeaterRanged(Data {
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timer: Duration::default(),
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2020-09-29 00:38:35 +00:00
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stage_section: StageSection::Shoot,
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2020-10-27 22:16:17 +00:00
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..*self
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});
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}
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},
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StageSection::Shoot => {
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// Aim gliding
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if self.static_data.leap.is_some() {
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update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0);
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}
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if self.reps_remaining > 0 {
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// Fire
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let projectile = self
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.static_data
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.projectile
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.create_projectile(Some(*data.uid));
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2020-09-28 02:38:23 +00:00
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update.server_events.push_front(ServerEvent::Shoot {
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entity: data.entity,
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// Provides slight variation to projectile direction
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dir: Dir::from_unnormalized(Vec3::new(
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data.inputs.look_dir[0]
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+ (if self.reps_remaining % 2 == 0 {
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self.reps_remaining as f32 / 400.0
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} else {
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-1.0 * self.reps_remaining as f32 / 400.0
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}),
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data.inputs.look_dir[1]
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+ (if self.reps_remaining % 2 == 0 {
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-1.0 * self.reps_remaining as f32 / 400.0
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} else {
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self.reps_remaining as f32 / 400.0
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}),
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data.inputs.look_dir[2],
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))
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.unwrap_or(data.inputs.look_dir),
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body: self.static_data.projectile_body,
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projectile,
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light: self.static_data.projectile_light,
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gravity: self.static_data.projectile_gravity,
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speed: self.static_data.projectile_speed,
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});
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2020-09-25 05:51:26 +00:00
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2020-09-28 02:38:23 +00:00
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// Shoot projectiles
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update.character = CharacterState::RepeaterRanged(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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reps_remaining: self.reps_remaining - 1,
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..*self
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});
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} else if self.timer < self.static_data.shoot_duration {
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// Finish shooting
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update.character = CharacterState::RepeaterRanged(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Transition to recover
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update.character = CharacterState::RepeaterRanged(Data {
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timer: Duration::default(),
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2020-09-29 00:38:35 +00:00
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stage_section: StageSection::Recover,
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2020-10-27 22:16:17 +00:00
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..*self
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2020-09-28 02:38:23 +00:00
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});
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}
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},
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StageSection::Recover => {
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2020-10-15 00:10:27 +00:00
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if self.static_data.leap.is_some() && data.physics.on_ground {
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2020-10-14 22:30:58 +00:00
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// Done
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update.character = CharacterState::Wielding;
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} else if self.timer < self.static_data.recover_duration {
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2020-10-15 00:10:27 +00:00
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// Recover from attack
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2020-10-14 22:30:58 +00:00
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update.character = CharacterState::RepeaterRanged(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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2020-10-27 22:16:17 +00:00
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..*self
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2020-10-14 22:30:58 +00:00
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});
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2020-09-28 02:38:23 +00:00
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} else {
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// Done
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update.character = CharacterState::Wielding;
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2020-09-28 02:38:23 +00:00
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding;
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},
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2020-09-21 04:16:52 +00:00
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}
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update
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}
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}
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