mirror of
https://gitlab.com/veloren/veloren.git
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154 lines
6.1 KiB
Rust
154 lines
6.1 KiB
Rust
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use crate::{
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comp::{Body, CharacterState, Gravity, LightEmitter, Projectile, StateUpdate},
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event::ServerEvent,
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states::utils::*,
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sys::character_behavior::*,
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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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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// How long the state is moving
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pub movement_duration: Duration,
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/// Can you hold the ability beyond the prepare duration
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pub holdable: bool,
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/// How long we have to prepare the weapon
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pub prepare_duration: Duration,
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/// How long we prepared the weapon already
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pub prepare_timer: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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pub projectile: Projectile,
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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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/// Whether the attack fired already
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pub exhausted: bool,
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/// How many times to repeat
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pub repetitions: u32,
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/// Current repetition
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pub current_rep: u32,
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pub initialize: bool,
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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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if !self.exhausted
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&& if self.holdable {
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data.inputs.holding_ability_key() || self.prepare_timer < self.prepare_duration
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} else {
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self.prepare_timer < self.prepare_duration
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}
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{
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// Prepare (draw the bow)
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update.character = CharacterState::RepeaterRanged(Data {
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movement_duration: self.movement_duration,
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prepare_timer: self.prepare_timer + Duration::from_secs_f32(data.dt.0),
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holdable: self.holdable,
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prepare_duration: self.prepare_duration,
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recover_duration: self.recover_duration,
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projectile: self.projectile.clone(),
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projectile_body: self.projectile_body,
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projectile_light: self.projectile_light,
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projectile_gravity: self.projectile_gravity,
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projectile_speed: self.projectile_speed,
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exhausted: false,
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repetitions: self.repetitions,
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current_rep: self.current_rep,
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initialize: false,
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});
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} else if self.movement_duration != Duration::default() {
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// Jumping
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update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], 10.0);
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update.character = CharacterState::RepeaterRanged(Data {
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movement_duration: self
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.movement_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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prepare_timer: self.prepare_timer,
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holdable: self.holdable,
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prepare_duration: self.prepare_duration,
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recover_duration: self.recover_duration,
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projectile: self.projectile.clone(),
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projectile_body: self.projectile_body,
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projectile_light: self.projectile_light,
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projectile_gravity: self.projectile_gravity,
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projectile_speed: self.projectile_speed,
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exhausted: false,
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repetitions: self.repetitions,
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current_rep: self.current_rep,
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initialize: false,
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});
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} else if !self.exhausted && self.current_rep < self.repetitions {
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let mut projectile = self.projectile.clone();
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projectile.owner = Some(*data.uid);
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update.server_events.push_front(ServerEvent::Shoot {
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entity: data.entity,
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dir: data.inputs.look_dir,
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body: self.projectile_body,
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projectile,
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light: self.projectile_light,
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gravity: self.projectile_gravity,
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speed: self.projectile_speed,
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});
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update.character = CharacterState::RepeaterRanged(Data {
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movement_duration: self.movement_duration,
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prepare_timer: self.prepare_timer,
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holdable: self.holdable,
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prepare_duration: self.prepare_duration,
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//recover_duration: self.recover_duration,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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projectile: self.projectile.clone(),
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projectile_body: self.projectile_body,
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projectile_light: self.projectile_light,
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projectile_gravity: self.projectile_gravity,
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projectile_speed: self.projectile_speed,
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exhausted: false,
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repetitions: self.repetitions,
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current_rep: self.current_rep + 1,
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initialize: false,
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});
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} else if self.recover_duration != Duration::default() {
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// Recovery
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update.character = CharacterState::RepeaterRanged(Data {
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movement_duration: Duration::default(),
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prepare_timer: self.prepare_timer,
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holdable: self.holdable,
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prepare_duration: self.prepare_duration,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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projectile: self.projectile.clone(),
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projectile_body: self.projectile_body,
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projectile_light: self.projectile_light,
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projectile_gravity: self.projectile_gravity,
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projectile_speed: self.projectile_speed,
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exhausted: true,
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repetitions: self.repetitions,
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current_rep: 0,
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initialize: false,
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});
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return update;
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} else {
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// Done
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update.character = CharacterState::Wielding;
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}
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update
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}
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}
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