veloren/common/src/states/roll.rs

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use crate::{
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comp::{CharacterState, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
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};
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 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,
/// Affects the speed and distance of the roll
pub roll_strength: f32,
/// Affects whether you are immune to melee attacks while rolling
pub immune_melee: bool,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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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,
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/// Had weapon
pub was_wielded: bool,
/// Was sneaking
pub was_sneak: bool,
/// Was in state with combo
pub was_combo: Option<(AbilityKey, u32)>,
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}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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// Smooth orientation
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handle_orientation(data, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
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handle_move(data, &mut update, 1.0);
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(),
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..*self
});
} else {
// Transitions to movement section of stage
update.character = CharacterState::Roll(Data {
timer: Duration::default(),
stage_section: StageSection::Movement,
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..*self
});
}
},
StageSection::Movement => {
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// Update velocity
handle_forced_movement(
data,
&mut update,
ForcedMovement::Forward {
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),
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},
0.0,
);
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(),
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..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::Roll(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
});
}
},
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(),
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..*self
});
} else {
// Done
if let Some((key, stage)) = self.was_combo {
resume_combo(data, &mut update, key, stage);
} else if self.was_wielded {
update.character = CharacterState::Wielding;
} else if self.was_sneak {
update.character = CharacterState::Sneak;
} else {
update.character = CharacterState::Idle;
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
if let Some((key, stage)) = self.was_combo {
resume_combo(data, &mut update, key, stage);
} else if self.was_wielded {
update.character = CharacterState::Wielding;
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} else if self.was_sneak {
update.character = CharacterState::Sneak;
} else {
update.character = CharacterState::Idle;
}
},
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}
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update
}
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}