veloren/common/src/states/rapid_melee.rs

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2022-03-06 01:02:08 +00:00
use crate::{
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until the state attacks
pub buildup_duration: Duration,
/// How long the state is in the swing duration
pub swing_duration: Duration,
/// How long until state ends
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Energy cost per attack
pub energy_cost: f32,
/// Maximum number of consecutive strikes
pub max_strikes: u32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[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,
/// How many spins it has done
pub current_strike: u32,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the state can deal damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 0.7);
handle_interrupts(data, &mut update, None);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
if let CharacterState::RapidMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to swing section of stage
if let CharacterState::RapidMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Action;
}
}
},
StageSection::Action => {
if !self.exhausted {
if let CharacterState::RapidMelee(c) = &mut update.character {
c.timer = Duration::default();
c.exhausted = true;
}
let crit_data = get_crit_data(data, self.static_data.ability_info);
let buff_strength = get_buff_strength(data, self.static_data.ability_info);
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.create_melee(crit_data, buff_strength),
);
} else if self.timer < self.static_data.swing_duration {
// Swings
if let CharacterState::RapidMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else if self.current_strike < self.static_data.max_strikes
&& update
.energy
.try_change_by(-self.static_data.energy_cost)
.is_ok()
{
if let CharacterState::RapidMelee(c) = &mut update.character {
c.timer = Duration::default();
c.current_strike += 1;
c.exhausted = false;
}
} else {
// Transitions to recover section of stage
if let CharacterState::RapidMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Recover;
}
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recover
if let CharacterState::RapidMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Done
end_ability(data, &mut update);
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// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_ability(data, &mut update);
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// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},
}
update
}
}