2020-07-26 03:06:53 +00:00
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use crate::{
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2021-01-29 00:04:44 +00:00
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combat::{
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2021-02-02 18:02:40 +00:00
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Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage,
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DamageSource, GroupTarget, Knockback, KnockbackDir,
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2021-01-29 00:04:44 +00:00
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},
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2020-07-26 03:06:53 +00:00
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comp::{
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2021-03-13 00:38:20 +00:00
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projectile, Body, CharacterState, EnergyChange, EnergySource, Gravity, InputKind,
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LightEmitter, Projectile, StateUpdate,
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2020-07-26 03:06:53 +00:00
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},
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event::ServerEvent,
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2020-12-01 00:28:00 +00:00
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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},
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2020-07-26 03:06:53 +00:00
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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2020-10-17 02:29:14 +00:00
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long the weapon needs to be prepared for
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pub buildup_duration: Duration,
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/// How long it takes to charge the weapon to max damage and knockback
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pub charge_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// How much energy is drained per second when charging
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pub energy_drain: f32,
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/// How much damage is dealt with no charge
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pub initial_damage: f32,
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/// How much the damage scales as it is charged
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pub scaled_damage: f32,
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/// How much knockback there is with no charge
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pub initial_knockback: f32,
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/// How much the knockback scales as it is charged
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pub scaled_knockback: f32,
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/// Speed stat of the weapon
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pub speed: f32,
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/// Projectile information
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pub projectile_body: Body,
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pub projectile_light: Option<LightEmitter>,
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2020-08-06 18:17:38 +00:00
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pub projectile_gravity: Option<Gravity>,
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pub initial_projectile_speed: f32,
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pub scaled_projectile_speed: f32,
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/// Move speed efficiency
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pub move_speed: f32,
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2020-10-31 18:44:00 +00:00
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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/// Whether the attack fired already
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pub exhausted: bool,
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/// Whether or not the state should end
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pub end: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, self.static_data.move_speed);
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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) {
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handle_interrupt(data, &mut update, false);
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2020-11-20 17:30:48 +00:00
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match update.character {
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CharacterState::ChargedRanged(_) => {},
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_ => {
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return update;
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},
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}
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}
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::ChargedRanged(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Transitions to swing section of stage
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update.character = CharacterState::ChargedRanged(Data {
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timer: Duration::default(),
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stage_section: StageSection::Charge,
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..*self
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});
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}
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},
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StageSection::Charge => {
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if
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/* \!ability_key_is_pressed(data, self.static_data.ability_info.key) */
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self.end && !self.exhausted {
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let charge_frac = (self.timer.as_secs_f32()
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Knockback(Knockback {
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strength: self.static_data.initial_knockback
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+ charge_frac * self.static_data.scaled_knockback,
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direction: KnockbackDir::Away,
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}),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let buff = CombatEffect::Buff(CombatBuff::default_physical());
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let damage = AttackDamage::new(
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Damage {
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source: DamageSource::Projectile,
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value: self.static_data.initial_damage as f32
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+ charge_frac * self.static_data.scaled_damage as f32,
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},
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Some(GroupTarget::OutOfGroup),
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)
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.with_effect(buff);
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(knockback)
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.with_combo_increment();
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// Fire
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let projectile = Projectile {
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hit_solid: vec![projectile::Effect::Stick],
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hit_entity: vec![
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projectile::Effect::Attack(attack),
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projectile::Effect::Vanish,
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],
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time_left: Duration::from_secs(15),
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owner: Some(*data.uid),
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ignore_group: true,
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};
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update.server_events.push_front(ServerEvent::Shoot {
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entity: data.entity,
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dir: data.inputs.look_dir,
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body: self.static_data.projectile_body,
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projectile,
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light: self.static_data.projectile_light,
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gravity: self.static_data.projectile_gravity,
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speed: self.static_data.initial_projectile_speed
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+ charge_frac * self.static_data.scaled_projectile_speed,
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object: None,
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});
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2020-10-17 02:29:14 +00:00
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update.character = CharacterState::ChargedRanged(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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exhausted: true,
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2020-10-27 22:16:17 +00:00
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..*self
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});
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} else if self.timer < self.static_data.charge_duration
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&& /*ability_key_is_pressed(data, self.static_data.ability_info.key)*/ !self.end
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{
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// Charges
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update.character = CharacterState::ChargedRanged(Data {
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timer: self
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.timer
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2020-11-10 10:34:22 +00:00
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.checked_add(Duration::from_secs_f32(
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data.dt.0 * self.static_data.speed,
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))
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.unwrap_or_default(),
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..*self
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});
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2020-10-17 02:29:14 +00:00
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// Consumes energy if there's enough left and RMB is held down
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2020-10-30 21:49:58 +00:00
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update.energy.change_by(EnergyChange {
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amount: -(self.static_data.energy_drain as f32
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* data.dt.0
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* self.static_data.speed) as i32,
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source: EnergySource::Ability,
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});
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} else if
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/* ability_key_is_pressed(data, self.static_data.ability_info.key) */
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!self.end {
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// Holds charge
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update.character = CharacterState::ChargedRanged(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(
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data.dt.0 * self.static_data.speed,
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))
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.unwrap_or_default(),
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..*self
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});
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2020-10-17 02:29:14 +00:00
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// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(EnergyChange {
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amount: -(self.static_data.energy_drain as f32
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* data.dt.0
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* self.static_data.speed
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/ 5.0) as i32,
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source: EnergySource::Ability,
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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// Recovers
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update.character = CharacterState::ChargedRanged(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding;
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},
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}
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update
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}
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fn cancel_input(&self, data: &JoinData, input: InputKind) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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update.removed_inputs.push(input);
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if Some(input) == self.static_data.ability_info.input {
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if let CharacterState::ChargedRanged(c) = &mut update.character {
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c.end = true;
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}
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}
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update
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}
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}
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