veloren/common/src/states/basic_aura.rs

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use crate::{
combat::GroupTarget,
comp::{
aura::{AuraBuffConstructor, AuraChange, AuraTarget},
CharacterState, StateUpdate,
},
event::ServerEvent,
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 state should create the aura
pub buildup_duration: Duration,
/// How long the state is creating an aura
pub cast_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Determines how the aura selects its targets
pub targets: GroupTarget,
/// Has information used to construct the aura
pub aura: AuraBuffConstructor,
/// How long aura lasts
pub aura_duration: Duration,
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/// Radius of aura
pub range: f32,
/// 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,
/// What section the character stage is in
pub stage_section: StageSection,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.8);
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handle_jump(data, &mut update);
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// if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
// handle_interrupt(data, &mut update, false);
// match update.character {
// CharacterState::BasicAura(_) => {},
// _ => {
// return update;
// },
// }
// }
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicAura(Data {
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timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Creates aura
let targets =
AuraTarget::from((Some(self.static_data.targets), Some(data.uid)));
let aura = self.static_data.aura.to_aura(
data.uid,
self.static_data.range,
Some(self.static_data.aura_duration),
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targets,
);
update.server_events.push_front(ServerEvent::Aura {
entity: data.entity,
aura_change: AuraChange::Add(aura),
});
// Build up
update.character = CharacterState::BasicAura(Data {
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timer: Duration::default(),
stage_section: StageSection::Cast,
..*self
});
}
},
StageSection::Cast => {
if self.timer < self.static_data.cast_duration {
// Cast
update.character = CharacterState::BasicAura(Data {
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timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
update.character = CharacterState::BasicAura(Data {
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timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::BasicAura(Data {
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timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
}
update
}
}