2020-09-21 04:16:52 +00:00
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use crate::{
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2020-12-06 02:29:46 +00:00
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comp::{
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2021-01-26 00:31:06 +00:00
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CharacterState, EnergyChange, EnergySource, MeleeAttack, PoiseChange, PoiseSource,
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2020-12-06 02:29:46 +00:00
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StateUpdate,
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},
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2020-12-01 00:28:00 +00:00
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::{StageSection, *},
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},
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2021-01-25 22:46:43 +00:00
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Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
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2020-09-21 04:16:52 +00:00
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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2020-09-28 01:58:49 +00:00
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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/// Separated out to condense update portions of character state
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pub struct StaticData {
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/// How much energy is drained per second when charging
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pub energy_drain: u32,
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/// Energy cost per attack
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pub energy_cost: u32,
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/// How much damage is dealt with no charge
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pub initial_damage: u32,
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/// How much the damage is scaled by
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pub scaled_damage: u32,
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2020-12-16 23:30:33 +00:00
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/// How much poise damage is dealt with no charge
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pub initial_poise_damage: u32,
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/// How much poise damage is scaled by
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pub scaled_poise_damage: u32,
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/// How much knockback there is with no charge
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pub initial_knockback: f32,
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/// How much the knockback is scaled by
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pub scaled_knockback: f32,
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/// Max range
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pub range: f32,
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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// Speed stat of the weapon
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pub speed: f32,
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/// How long it takes to charge the weapon to max damage and knockback
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pub charge_duration: Duration,
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/// How long the weapon is swinging for
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pub swing_duration: Duration,
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2020-11-18 19:35:43 +00:00
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/// At what fraction of the swing duration to apply the melee "hit"
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pub hit_timing: f32,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// What key is used to press ability
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pub ability_key: AbilityKey,
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2020-09-28 01:58:49 +00:00
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Checks what section a stage is in
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pub stage_section: StageSection,
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/// Timer for each stage
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pub timer: Duration,
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/// Whether the attack fired already
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pub exhausted: bool,
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/// How much the attack charged by
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pub charge_amount: f32,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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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) {
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handle_interrupt(data, &mut update, false);
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match update.character {
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CharacterState::ChargedMelee(_) => {},
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_ => {
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return update;
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},
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}
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}
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match self.stage_section {
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StageSection::Charge => {
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if ability_key_is_pressed(data, self.static_data.ability_key)
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&& update.energy.current() >= self.static_data.energy_cost
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&& self.timer < self.static_data.charge_duration
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{
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let charge = (self.timer.as_secs_f32()
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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// Charge the attack
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update.character = CharacterState::ChargedMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(
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data.dt.0 * self.static_data.speed,
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))
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.unwrap_or_default(),
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charge_amount: charge,
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..*self
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});
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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 {
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amount: -(self.static_data.energy_drain as f32
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* data.dt.0
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* self.static_data.speed) as i32,
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source: EnergySource::Ability,
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});
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} else if ability_key_is_pressed(data, self.static_data.ability_key)
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&& update.energy.current() >= self.static_data.energy_cost
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{
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// Maintains charge
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update.character = CharacterState::ChargedMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(
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data.dt.0 * self.static_data.speed,
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))
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.unwrap_or_default(),
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..*self
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});
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2020-09-28 01:58:49 +00:00
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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 {
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amount: -(self.static_data.energy_drain as f32
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* data.dt.0
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* self.static_data.speed
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/ 5.0) as i32,
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source: EnergySource::Ability,
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});
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} else {
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// Transitions to swing
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update.character = CharacterState::ChargedMelee(Data {
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stage_section: StageSection::Swing,
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timer: Duration::default(),
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..*self
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});
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}
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},
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StageSection::Swing => {
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if self.timer.as_millis() as f32
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> self.static_data.hit_timing
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* self.static_data.swing_duration.as_millis() as f32
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&& !self.exhausted
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{
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// Swing
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update.character = CharacterState::ChargedMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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exhausted: true,
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..*self
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});
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2020-12-08 04:00:24 +00:00
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let damage = Damage {
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source: DamageSource::Melee,
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value: self.static_data.initial_damage as f32
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+ self.charge_amount * self.static_data.scaled_damage as f32,
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};
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let poise_damage = PoiseChange {
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amount: -(self.static_data.initial_poise_damage as f32
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+ self.charge_amount * self.static_data.scaled_poise_damage as f32)
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as i32,
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source: PoiseSource::Attack,
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};
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let knockback = self.static_data.initial_knockback
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+ self.charge_amount * self.static_data.scaled_knockback;
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2020-09-28 01:58:49 +00:00
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// Hit attempt
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data.updater.insert(data.entity, MeleeAttack {
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effects: vec![(Some(GroupTarget::OutOfGroup), damage, poise_damage)],
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range: self.static_data.range,
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max_angle: self.static_data.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback {
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strength: knockback,
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direction: KnockbackDir::Away,
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},
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2020-09-28 01:58:49 +00:00
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});
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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update.character = CharacterState::ChargedMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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2020-10-27 22:16:17 +00:00
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..*self
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});
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} else {
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// Transitions to recover
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update.character = CharacterState::ChargedMelee(Data {
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stage_section: StageSection::Recover,
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timer: Duration::default(),
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..*self
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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// Recovers
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update.character = CharacterState::ChargedMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<MeleeAttack>(data.entity);
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2020-09-28 01:58:49 +00:00
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<MeleeAttack>(data.entity);
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},
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}
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update
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}
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}
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