2020-02-24 18:17:16 +00:00
|
|
|
use crate::{
|
2021-03-14 18:42:39 +00:00
|
|
|
comp::{CharacterState, InputKind, StateUpdate},
|
2020-12-01 00:28:00 +00:00
|
|
|
states::{
|
|
|
|
behavior::{CharacterBehavior, JoinData},
|
|
|
|
utils::*,
|
|
|
|
},
|
2020-02-24 18:17:16 +00:00
|
|
|
};
|
2020-07-06 14:23:08 +00:00
|
|
|
use serde::{Deserialize, Serialize};
|
2020-03-21 21:16:26 +00:00
|
|
|
use std::time::Duration;
|
2020-10-17 02:29:14 +00:00
|
|
|
|
|
|
|
/// Separated out to condense update portions of character state
|
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
|
|
|
pub struct StaticData {
|
|
|
|
/// How long until state should roll
|
|
|
|
pub buildup_duration: Duration,
|
|
|
|
/// How long state is rolling for
|
|
|
|
pub movement_duration: Duration,
|
|
|
|
/// How long it takes to recover from roll
|
|
|
|
pub recover_duration: Duration,
|
2020-11-06 01:22:26 +00:00
|
|
|
/// Affects the speed and distance of the roll
|
2020-11-05 18:28:18 +00:00
|
|
|
pub roll_strength: f32,
|
2020-12-31 18:37:25 +00:00
|
|
|
/// Affects whether you are immune to melee attacks while rolling
|
|
|
|
pub immune_melee: bool,
|
2020-10-17 02:29:14 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
2020-03-14 21:17:27 +00:00
|
|
|
pub struct Data {
|
2020-10-17 02:29:14 +00:00
|
|
|
/// 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,
|
2020-03-26 13:46:08 +00:00
|
|
|
/// Had weapon
|
|
|
|
pub was_wielded: bool,
|
2020-11-03 04:09:38 +00:00
|
|
|
/// Was sneaking
|
|
|
|
pub was_sneak: bool,
|
2021-02-28 00:09:51 +00:00
|
|
|
/// Was in state with combo
|
2021-03-14 18:42:39 +00:00
|
|
|
pub was_combo: Option<(InputKind, u32)>,
|
2020-03-14 21:17:27 +00:00
|
|
|
}
|
2020-01-07 15:49:08 +00:00
|
|
|
|
2020-03-14 21:17:27 +00:00
|
|
|
impl CharacterBehavior for Data {
|
|
|
|
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
2020-03-21 21:16:26 +00:00
|
|
|
let mut update = StateUpdate::from(data);
|
2020-03-07 18:15:02 +00:00
|
|
|
|
2020-02-24 19:57:33 +00:00
|
|
|
// Smooth orientation
|
2020-11-05 20:22:30 +00:00
|
|
|
handle_orientation(data, &mut update, 1.0);
|
2020-02-24 19:57:33 +00:00
|
|
|
|
2020-10-17 02:29:14 +00:00
|
|
|
match self.stage_section {
|
|
|
|
StageSection::Buildup => {
|
2020-11-05 20:22:30 +00:00
|
|
|
handle_move(data, &mut update, 1.0);
|
2020-10-17 02:29:14 +00:00
|
|
|
if self.timer < self.static_data.buildup_duration {
|
|
|
|
// Build up
|
|
|
|
update.character = CharacterState::Roll(Data {
|
|
|
|
timer: self
|
|
|
|
.timer
|
|
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
|
|
.unwrap_or_default(),
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-10-17 02:29:14 +00:00
|
|
|
});
|
|
|
|
} else {
|
|
|
|
// Transitions to movement section of stage
|
|
|
|
update.character = CharacterState::Roll(Data {
|
|
|
|
timer: Duration::default(),
|
|
|
|
stage_section: StageSection::Movement,
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-10-17 02:29:14 +00:00
|
|
|
});
|
|
|
|
}
|
|
|
|
},
|
|
|
|
StageSection::Movement => {
|
2020-11-05 20:22:30 +00:00
|
|
|
// Update velocity
|
|
|
|
handle_forced_movement(
|
|
|
|
data,
|
|
|
|
&mut update,
|
|
|
|
ForcedMovement::Forward {
|
2021-01-14 00:21:59 +00:00
|
|
|
strength: self.static_data.roll_strength
|
|
|
|
* ((1.0
|
|
|
|
- self.timer.as_secs_f32()
|
|
|
|
/ self.static_data.movement_duration.as_secs_f32())
|
|
|
|
/ 2.0
|
|
|
|
+ 0.5),
|
2020-11-05 20:22:30 +00:00
|
|
|
},
|
|
|
|
0.0,
|
|
|
|
);
|
|
|
|
|
2020-10-17 02:29:14 +00:00
|
|
|
if self.timer < self.static_data.movement_duration {
|
|
|
|
// Movement
|
|
|
|
update.character = CharacterState::Roll(Data {
|
|
|
|
timer: self
|
|
|
|
.timer
|
|
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
|
|
.unwrap_or_default(),
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-10-17 02:29:14 +00:00
|
|
|
});
|
|
|
|
} else {
|
|
|
|
// Transitions to recover section of stage
|
|
|
|
update.character = CharacterState::Roll(Data {
|
|
|
|
timer: Duration::default(),
|
|
|
|
stage_section: StageSection::Recover,
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-10-17 02:29:14 +00:00
|
|
|
});
|
|
|
|
}
|
|
|
|
},
|
|
|
|
StageSection::Recover => {
|
|
|
|
if self.timer < self.static_data.recover_duration {
|
|
|
|
// Build up
|
|
|
|
update.character = CharacterState::Roll(Data {
|
|
|
|
timer: self
|
|
|
|
.timer
|
|
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
|
|
.unwrap_or_default(),
|
2020-10-27 22:16:17 +00:00
|
|
|
..*self
|
2020-10-17 02:29:14 +00:00
|
|
|
});
|
|
|
|
} else {
|
|
|
|
// Done
|
2021-03-14 18:42:39 +00:00
|
|
|
if let Some((input, stage)) = self.was_combo {
|
|
|
|
// if ability_key_is_pressed(data, key) {
|
|
|
|
// handle_interrupt(data, &mut update, true);
|
|
|
|
// // If other states are introduced that progress
|
|
|
|
// through stages, add them
|
|
|
|
// // here
|
|
|
|
// if let CharacterState::ComboMelee(c) = &mut
|
|
|
|
// update.character {
|
|
|
|
// c.stage = stage;
|
|
|
|
// }
|
|
|
|
// } else {
|
|
|
|
// update.character = CharacterState::Wielding;
|
|
|
|
// }
|
2021-02-28 00:09:51 +00:00
|
|
|
} else if self.was_wielded {
|
2020-10-17 02:29:14 +00:00
|
|
|
update.character = CharacterState::Wielding;
|
2020-11-03 04:09:38 +00:00
|
|
|
} else if self.was_sneak {
|
|
|
|
update.character = CharacterState::Sneak;
|
2020-10-17 02:29:14 +00:00
|
|
|
} else {
|
|
|
|
update.character = CharacterState::Idle;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
_ => {
|
|
|
|
// If it somehow ends up in an incorrect stage section
|
2021-02-28 13:50:33 +00:00
|
|
|
update.character = CharacterState::Idle;
|
2020-10-17 02:29:14 +00:00
|
|
|
},
|
2020-01-22 12:48:55 +00:00
|
|
|
}
|
2020-03-07 18:15:02 +00:00
|
|
|
|
2020-03-14 21:17:27 +00:00
|
|
|
update
|
|
|
|
}
|
2019-12-26 14:43:59 +00:00
|
|
|
}
|