veloren/common/src/states/basic_melee.rs

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use crate::{
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comp::{
CharacterState, EnergyChange, EnergySource, MeleeAttack, PoiseChange, PoiseSource,
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StateUpdate,
},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
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/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub base_damage: u32,
/// Base poise reduction
pub base_poise_damage: u32,
/// Knockback
pub knockback: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
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/// What key is used to press ability
pub ability_key: AbilityKey,
}
#[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,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, 0.7);
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handle_jump(data, &mut update);
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if !ability_key_is_pressed(data, self.static_data.ability_key) {
handle_interrupt(data, &mut update, false);
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match update.character {
CharacterState::BasicMelee(_) => {},
_ => {
return update;
},
}
}
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match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicMelee(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::BasicMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
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..*self
});
}
},
StageSection::Swing => {
if !self.exhausted {
update.character = CharacterState::BasicMelee(Data {
timer: Duration::default(),
exhausted: true,
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..*self
});
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// Hit attempt
data.updater.insert(data.entity, MeleeAttack {
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effects: vec![(
Some(GroupTarget::OutOfGroup),
Damage {
source: DamageSource::Melee,
value: self.static_data.base_damage as f32,
},
PoiseChange {
amount: -(self.static_data.base_poise_damage as i32),
source: PoiseSource::Attack,
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},
)],
range: self.static_data.range,
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
knockback: Knockback {
strength: self.static_data.knockback,
direction: KnockbackDir::Away,
},
});
} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::BasicMelee(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::BasicMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::BasicMelee(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;
// Make sure attack component is removed
data.updater.remove::<MeleeAttack>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<MeleeAttack>(data.entity);
},
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}
// Grant energy on successful hit
if let Some(attack) = data.melee_attack {
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if attack.applied && attack.hit_count > 0 {
data.updater.remove::<MeleeAttack>(data.entity);
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update.energy.change_by(EnergyChange {
amount: 50,
source: EnergySource::HitEnemy,
});
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}
}
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update
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}
}