veloren/common/src/states/repeater_ranged.rs

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use crate::{
comp::{Body, CharacterState, Gravity, LightEmitter, Projectile, StateUpdate},
event::ServerEvent,
states::utils::*,
sys::character_behavior::*,
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util::dir::*,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// How long the state is moving
pub movement_duration: Duration,
/// Can you hold the ability beyond the prepare duration
pub holdable: bool,
/// How long we have to prepare the weapon
pub prepare_duration: Duration,
/// How long we prepared the weapon already
pub prepare_timer: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
pub projectile: Projectile,
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_gravity: Option<Gravity>,
pub projectile_speed: f32,
/// How many repetitions remaining
pub reps_remaining: u32,
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/// Whether there should be a jump
pub leap: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 1.0);
handle_jump(data, &mut update);
if self.reps_remaining > 0
&& if self.holdable {
data.inputs.holding_ability_key() || self.prepare_timer < self.prepare_duration
} else {
self.prepare_timer < self.prepare_duration
}
{
// Prepare (draw the bow)
update.character = CharacterState::RepeaterRanged(Data {
movement_duration: self.movement_duration,
prepare_timer: self.prepare_timer + Duration::from_secs_f32(data.dt.0),
holdable: self.holdable,
prepare_duration: self.prepare_duration,
recover_duration: self.recover_duration,
projectile: self.projectile.clone(),
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
projectile_speed: self.projectile_speed,
reps_remaining: self.reps_remaining,
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leap: self.leap,
});
} else if self.movement_duration != Duration::default() {
// Jumping
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if self.leap {
update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], 10.0);
}
update.character = CharacterState::RepeaterRanged(Data {
movement_duration: self
.movement_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
prepare_timer: self.prepare_timer,
holdable: self.holdable,
prepare_duration: self.prepare_duration,
recover_duration: self.recover_duration,
projectile: self.projectile.clone(),
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
projectile_speed: self.projectile_speed,
reps_remaining: self.reps_remaining,
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leap: self.leap,
});
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} else if self.recover_duration != Duration::default() {
if self.leap {
// Hover
update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], data.vel.0[2] + 0.5);
}
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// Recovery
update.character = CharacterState::RepeaterRanged(Data {
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movement_duration: Duration::default(),
prepare_timer: self.prepare_timer,
holdable: self.holdable,
prepare_duration: self.prepare_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
projectile: self.projectile.clone(),
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
projectile_speed: self.projectile_speed,
reps_remaining: self.reps_remaining,
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leap: self.leap,
});
} else if self.reps_remaining > 0 {
if self.leap {
// Hover
update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], data.vel.0[2] + 0.5);
}
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// Fire
let mut projectile = self.projectile.clone();
projectile.owner = Some(*data.uid);
update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
dir: Dir::from_unnormalized(Vec3::new(
data.inputs.look_dir[0]
+ (if self.reps_remaining % 2 == 0 {
self.reps_remaining as f32 / 400.0
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} else {
-1.0 * self.reps_remaining as f32 / 400.0
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}),
data.inputs.look_dir[1]
+ (if self.reps_remaining % 2 == 0 {
-1.0 * self.reps_remaining as f32 / 400.0
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} else {
self.reps_remaining as f32 / 400.0
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}),
data.inputs.look_dir[2],
))
.expect("That didn't work"),
body: self.projectile_body,
projectile,
light: self.projectile_light,
gravity: self.projectile_gravity,
speed: self.projectile_speed,
});
update.character = CharacterState::RepeaterRanged(Data {
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movement_duration: self.movement_duration,
prepare_timer: self.prepare_timer,
holdable: self.holdable,
prepare_duration: self.prepare_duration,
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//recover_duration: self.recover_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
projectile: self.projectile.clone(),
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
projectile_speed: self.projectile_speed,
reps_remaining: self.reps_remaining - 1,
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leap: self.leap,
});
return update;
} else {
// Done
update.character = CharacterState::Wielding;
}
update
}
}