veloren/common/src/states/repeater_ranged.rs

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use crate::{
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comp::{
Body, CharacterState, EnergyChange, EnergySource, LightEmitter, Pos, ProjectileConstructor,
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StateUpdate,
},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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/// Separated out to condense update portions of character state
pub struct StaticData {
/// How long we've readied the weapon
pub buildup_duration: Duration,
/// How long the state is shooting
pub shoot_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
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/// Energy cost per projectile
pub energy_cost: f32,
/// Max speed that can be reached
pub max_speed: f32,
/// Projectiles required to reach half of max speed
pub half_speed_at: u32,
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/// Projectile options
pub projectile: ProjectileConstructor,
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_speed: f32,
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/// What key is used to press ability
pub ability_info: AbilityInfo,
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}
#[derive(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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/// Speed of the state while in shoot section
pub speed: f32,
/// Number of projectiles fired so far
pub projectiles_fired: u32,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, 0.3);
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Buildup to attack
update.character = CharacterState::RepeaterRanged(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else {
// Transition to shoot
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
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..*self
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});
}
},
StageSection::Action => {
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if self.timer < self.static_data.shoot_duration {
// Draw projectile
update.character = CharacterState::RepeaterRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0 * self.speed))
.unwrap_or_default(),
..*self
});
} else if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() as f32 >= self.static_data.energy_cost
{
// Fire if input is pressed still
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
// Gets offsets
let body_offsets = projectile_offsets(data.body, update.ori.look_vec());
let pos = Pos(data.pos.0 + body_offsets);
let projectile = self.static_data.projectile.create_projectile(
Some(*data.uid),
crit_chance,
crit_mult,
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buff_strength,
);
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update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
pos,
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dir: data.inputs.look_dir,
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body: self.static_data.projectile_body,
projectile,
light: self.static_data.projectile_light,
speed: self.static_data.projectile_speed,
object: None,
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});
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// Removes energy from character when arrow is fired
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update.server_events.push_front(ServerEvent::EnergyChange {
entity: data.entity,
change: EnergyChange {
amount: -self.static_data.energy_cost as i32,
source: EnergySource::Ability,
},
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});
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// Sets new speed of shoot. Scales based off of the number of projectiles fired.
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let new_speed = 1.0
+ self.projectiles_fired as f32
/ (self.static_data.half_speed_at as f32
+ self.projectiles_fired as f32)
* self.static_data.max_speed;
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update.character = CharacterState::RepeaterRanged(Data {
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timer: Duration::default(),
speed: new_speed,
projectiles_fired: self.projectiles_fired + 1,
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..*self
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});
} else {
// Transition to recover
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
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});
}
},
StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
// Recover from attack
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update.character = CharacterState::RepeaterRanged(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Done
update.character = CharacterState::Wielding;
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}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
}
// 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);
}
update
}
}
fn height_offset(body: &Body) -> f32 {
match body {
Body::Golem(_) => body.height() * 0.4,
_ => body.eye_height(),
}
}
pub fn projectile_offsets(body: &Body, ori: Vec3<f32>) -> Vec3<f32> {
let dim = body.dimensions();
// The width (shoulder to shoulder) and length (nose to tail)
let (width, length) = (dim.x, dim.y);
let body_radius = if length > width {
// Dachshund-like
body.max_radius()
} else {
// Cyclops-like
body.min_radius()
};
let body_offsets_z = height_offset(body);
Vec3::new(
body_radius * ori.x * 1.1,
body_radius * ori.y * 1.1,
body_offsets_z,
)
}