veloren/common/src/states/spin_melee.rs

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use crate::{
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
consts::GRAVITY,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
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wielding,
},
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
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/// How long until the state attacks
pub buildup_duration: Duration,
/// How long the state is in the swing duration
pub swing_duration: Duration,
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/// How long until state ends
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
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/// Energy cost per attack
pub energy_cost: f32,
/// Whether spin state is infinite
pub is_infinite: bool,
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/// Used to dictate how movement functions in this state
pub movement_behavior: MovementBehavior,
/// Whether the state can be interrupted by other abilities
pub is_interruptible: bool,
/// Used for forced forward movement
pub forward_speed: f32,
/// Number of spins
pub num_spins: u32,
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/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the melee attack to the frontend
pub specifier: Option<FrontendSpecifier>,
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}
#[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,
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/// How many spins it has done
pub consecutive_spins: u32,
/// What section the character stage is in
pub stage_section: StageSection,
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/// Whether the state can deal damage
pub exhausted: bool,
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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match self.static_data.movement_behavior {
MovementBehavior::ForwardGround | MovementBehavior::Stationary => {},
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MovementBehavior::AxeHover => {
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let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
},
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MovementBehavior::GolemHover => {
update.vel.0 = Vec3::new(0.0, 0.0, 20.0) + *data.inputs.look_dir * 25.0;
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},
}
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::SpinMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else {
// Transitions to swing section of stage
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
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..*self
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});
}
},
StageSection::Action => {
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if !self.exhausted {
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
exhausted: true,
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..*self
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});
let crit_data = get_crit_data(data, self.static_data.ability_info);
let buff_strength = get_buff_strength(data, self.static_data.ability_info);
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.create_melee(crit_data, buff_strength),
);
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} else if self.timer < self.static_data.swing_duration {
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if matches!(
self.static_data.movement_behavior,
MovementBehavior::ForwardGround
) {
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
strength: self.static_data.forward_speed,
});
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}
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// Swings
update.character = CharacterState::SpinMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
} else if update.energy.current() as f32 >= self.static_data.energy_cost
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&& (self.consecutive_spins < self.static_data.num_spins
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|| (self.static_data.is_infinite
&& input_is_pressed(data, self.static_data.ability_info.input)))
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{
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
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consecutive_spins: self.consecutive_spins + 1,
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exhausted: false,
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..*self
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});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(-self.static_data.energy_cost);
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} else {
// Transitions to recover section of stage
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
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});
// Remove melee attack component
data.updater.remove::<Melee>(data.entity);
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}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recover
update.character = CharacterState::SpinMelee(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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update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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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 });
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
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}
// 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, self.static_data.is_interruptible);
}
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update
}
}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum MovementBehavior {
Stationary,
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ForwardGround,
AxeHover,
GolemHover,
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}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum FrontendSpecifier {
CultistVortex,
}