veloren/common/src/states/basic_ranged.rs

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6.3 KiB
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use crate::{
comp::{
character_state::OutputEvents, Body, CharacterState, LightEmitter, Pos,
ProjectileConstructor, StateUpdate,
},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
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wielding,
},
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util::Dir,
};
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use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How much buildup is required before the attack
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// How much spread there is when more than 1 projectile is created
pub projectile_spread: f32,
/// Projectile variables
pub projectile: ProjectileConstructor,
pub projectile_body: Body,
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pub projectile_light: Option<LightEmitter>,
pub projectile_speed: f32,
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/// How many projectiles are simultaneously fired
pub num_projectiles: u32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[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,
/// Whether the attack fired already
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> 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);
handle_jump(data, output_events, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicRanged(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
});
}
},
StageSection::Recover => {
if !self.exhausted {
// Fire
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);
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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// Shoots all projectiles simultaneously
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for i in 0..self.static_data.num_projectiles {
// Gets offsets
let body_offsets = data.body.projectile_offsets(update.ori.look_vec());
let pos = Pos(data.pos.0 + body_offsets);
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// Adds a slight spread to the projectiles. First projectile has no spread,
// and spread increases linearly with number of projectiles created.
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let dir = Dir::from_unnormalized(data.inputs.look_dir.map(|x| {
let offset = (2.0 * thread_rng().gen::<f32>() - 1.0)
* self.static_data.projectile_spread
* i as f32;
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x + offset
}))
.unwrap_or(data.inputs.look_dir);
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// Tells server to create and shoot the projectile
output_events.emit_server(ServerEvent::Shoot {
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entity: data.entity,
pos,
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dir,
body: self.static_data.projectile_body,
projectile: projectile.clone(),
light: self.static_data.projectile_light,
speed: self.static_data.projectile_speed,
object: None,
});
}
update.character = CharacterState::BasicRanged(Data {
exhausted: true,
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..*self
});
} else if self.timer < self.static_data.recover_duration {
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// Recovers
update.character = CharacterState::BasicRanged(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else {
// Done
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if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, output_events, &mut update);
} else {
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update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
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}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}
// 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
}
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}
fn reset_state(
data: &Data,
join: &JoinData,
output_events: &mut OutputEvents,
update: &mut StateUpdate,
) {
handle_input(
join,
output_events,
update,
data.static_data.ability_info.input,
);
}