veloren/common/src/states/charged_ranged.rs

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use crate::{
comp::{
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buff::{Buff, BuffCategory, BuffData, BuffKind, BuffSource},
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projectile, Body, CharacterState, EnergyChange, EnergySource, Gravity, LightEmitter,
Projectile, StateUpdate,
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},
event::ServerEvent,
states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
Damage, DamageSource, Damages, Knockback,
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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 the weapon needs to be prepared for
pub buildup_duration: Duration,
/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
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/// How much energy is drained per second when charging
pub energy_drain: u32,
/// How much damage is dealt with no charge
pub initial_damage: u32,
/// How much damage is dealt with max charge
pub max_damage: u32,
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/// How much knockback there is with no charge
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pub initial_knockback: f32,
/// How much knockback there is at max charge
pub max_knockback: f32,
/// Projectile information
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_gravity: Option<Gravity>,
pub initial_projectile_speed: f32,
pub max_projectile_speed: f32,
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/// What key is used to press ability
pub ability_key: AbilityKey,
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}
#[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,
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.3);
handle_jump(data, &mut update);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::ChargedRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::ChargedRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Charge,
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..*self
});
}
},
StageSection::Charge => {
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if !ability_key_is_pressed(data, self.static_data.ability_key) && !self.exhausted {
let charge_frac = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
let mut damage = Damage {
source: DamageSource::Projectile,
value: self.static_data.max_damage as f32,
};
damage.interpolate_damage(charge_frac, self.static_data.initial_damage as f32);
let knockback = self.static_data.initial_knockback as f32
+ (charge_frac
* (self.static_data.max_knockback - self.static_data.initial_knockback)
as f32);
// Fire
let mut projectile = Projectile {
hit_solid: vec![projectile::Effect::Stick],
hit_entity: vec![
projectile::Effect::Damages(Damages::new(Some(damage), None)),
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projectile::Effect::Knockback(Knockback::Away(knockback)),
projectile::Effect::Vanish,
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projectile::Effect::Buff {
buff: Buff::new(
BuffKind::Bleeding,
BuffData {
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strength: damage.value / 5.0,
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duration: Some(Duration::from_secs(5)),
},
vec![BuffCategory::Physical],
BuffSource::Unknown,
),
chance: Some(0.10),
},
],
time_left: Duration::from_secs(15),
owner: None,
ignore_group: true,
};
projectile.owner = Some(*data.uid);
update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
dir: data.inputs.look_dir,
body: self.static_data.projectile_body,
projectile,
light: self.static_data.projectile_light,
gravity: self.static_data.projectile_gravity,
speed: self.static_data.initial_projectile_speed
+ charge_frac
* (self.static_data.max_projectile_speed
- self.static_data.initial_projectile_speed),
});
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update.character = CharacterState::ChargedRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
exhausted: true,
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..*self
});
} else if self.timer < self.static_data.charge_duration
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&& ability_key_is_pressed(data, self.static_data.ability_key)
{
// Charges
update.character = CharacterState::ChargedRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
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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 {
amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32,
source: EnergySource::Ability,
});
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} else if ability_key_is_pressed(data, self.static_data.ability_key) {
// Holds charge
update.character = CharacterState::ChargedRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
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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 {
amount: -(self.static_data.energy_drain as f32 * data.dt.0 / 5.0) as i32,
source: EnergySource::Ability,
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
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}
update
}
}