veloren/common/src/states/shockwave.rs

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use crate::{
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combat::{
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Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageSource,
GroupTarget, Knockback,
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},
comp::{shockwave, CharacterState, StateUpdate},
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event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
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/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state is swinging for
pub swing_duration: Duration,
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/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub damage: f32,
/// Base poise damage
pub poise_damage: f32,
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/// Knockback
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pub knockback: Knockback,
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/// Angle of the shockwave
pub shockwave_angle: f32,
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/// Vertical angle of the shockwave
pub shockwave_vertical_angle: f32,
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/// Speed of the shockwave
pub shockwave_speed: f32,
/// How long the shockwave travels for
pub shockwave_duration: Duration,
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/// Whether the shockwave requires the target to be on the ground
pub requires_ground: bool,
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/// Movement speed efficiency
pub move_efficiency: f32,
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/// What key is used to press ability
pub ability_info: AbilityInfo,
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}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, self.static_data.move_efficiency);
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::Shockwave(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
} else {
// Attack
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let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(self.static_data.poise_damage as f32),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(self.static_data.knockback),
)
.with_requirement(CombatRequirement::AnyDamage);
let damage = AttackDamage::new(
Damage {
source: DamageSource::Shockwave,
value: self.static_data.damage as f32,
},
Some(GroupTarget::OutOfGroup),
);
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment();
let properties = shockwave::Properties {
angle: self.static_data.shockwave_angle,
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vertical_angle: self.static_data.shockwave_vertical_angle,
speed: self.static_data.shockwave_speed,
duration: self.static_data.shockwave_duration,
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attack,
requires_ground: self.static_data.requires_ground,
owner: Some(*data.uid),
};
update.server_events.push_front(ServerEvent::Shockwave {
properties,
pos: *data.pos,
ori: *data.ori,
});
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// Transitions to swing
update.character = CharacterState::Shockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
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..*self
});
}
},
StageSection::Swing => {
if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::Shockwave(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
} else {
// Transitions to recover
update.character = CharacterState::Shockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::Shockwave(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
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}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
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update
}
}