veloren/common/src/states/blink.rs

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3.6 KiB
Rust
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use crate::{
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
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wielding,
},
};
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 the state builds up for
pub buildup_duration: Duration,
/// How long the state recovers for
pub recover_duration: Duration,
/// What the max range of the teleport is
pub max_range: f32,
/// Miscellaneous information about the 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, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::Blink(Data {
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timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Blinks to target location, defaults to 25 meters in front if no target
// provided
if let Some(input_attr) = self.static_data.ability_info.input_attr {
if let Some(target) = input_attr.target_entity {
output_events.emit_server(ServerEvent::TeleportTo {
entity: data.entity,
target,
max_range: Some(self.static_data.max_range),
});
} else if let Some(pos) = input_attr.select_pos {
update.pos.0 = pos;
} else {
update.pos.0 += *data.inputs.look_dir * 25.0;
}
}
// Transitions to recover section of stage
update.character = CharacterState::Blink(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::Blink(Data {
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timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Done
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update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}
update
}
}