2020-09-21 04:16:52 +00:00
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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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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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#[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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/// How many repetitions remaining
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pub reps_remaining: u32,
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/// Whether there should be a jump
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pub leap: 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.reps_remaining > 0
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2020-09-21 04:16:52 +00:00
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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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reps_remaining: self.reps_remaining,
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leap: self.leap,
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});
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} else if self.movement_duration != Duration::default() {
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// Jumping
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if self.leap {
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update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], 10.0);
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}
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2020-09-21 04:16:52 +00:00
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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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reps_remaining: self.reps_remaining,
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leap: self.leap,
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});
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2020-09-25 05:51:26 +00:00
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} else if self.recover_duration != Duration::default() {
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2020-09-25 16:29:10 +00:00
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if self.leap {
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// Hover
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update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], data.vel.0[2] + 0.5);
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}
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2020-09-21 04:16:52 +00:00
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2020-09-25 05:51:26 +00:00
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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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reps_remaining: self.reps_remaining,
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leap: self.leap,
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});
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} else if self.reps_remaining > 0 {
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if self.leap {
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// Hover
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update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], data.vel.0[2] + 0.5);
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}
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2020-09-25 05:51:26 +00:00
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// Fire
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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: 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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.expect("That didn't work"),
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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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2020-09-21 04:16:52 +00:00
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update.character = CharacterState::RepeaterRanged(Data {
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2020-09-25 05:51:26 +00:00
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movement_duration: self.movement_duration,
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2020-09-21 04:16:52 +00:00
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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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2020-09-25 06:25:56 +00:00
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reps_remaining: self.reps_remaining - 1,
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2020-09-21 20:45:50 +00:00
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leap: self.leap,
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2020-09-21 04:16:52 +00:00
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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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