2020-03-14 18:50:07 +00:00
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use crate::{
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2020-03-16 11:32:57 +00:00
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comp::{Body, CharacterState, Item, Projectile, ToolData},
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2020-03-14 18:50:07 +00:00
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states::*,
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};
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2020-03-07 18:15:02 +00:00
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use specs::{Component, DenseVecStorage, FlaggedStorage, HashMapStorage};
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2020-03-14 15:40:29 +00:00
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use std::time::Duration;
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2020-03-16 11:32:57 +00:00
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use vek::vec::Vec3;
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2020-01-01 17:16:29 +00:00
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2020-03-16 11:32:57 +00:00
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#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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pub enum CharacterAbility {
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BasicMelee {
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buildup_duration: Duration,
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recover_duration: Duration,
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base_damage: u32,
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},
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BasicRanged {
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recover_duration: Duration,
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projectile: Projectile,
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projectile_body: Body,
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},
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Boost {
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duration: Duration,
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only_up: bool,
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},
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DashMelee {
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buildup_duration: Duration,
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recover_duration: Duration,
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base_damage: u32,
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},
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BasicBlock,
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Roll,
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ChargeAttack,
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TimedCombo {
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buildup_duration: Duration,
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recover_duration: Duration,
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base_damage: u32,
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},
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}
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impl Component for CharacterAbility {
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type Storage = DenseVecStorage<Self>;
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}
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#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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pub struct ItemConfig {
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pub item: Item,
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pub primary_ability: Option<CharacterAbility>,
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pub secondary_ability: Option<CharacterAbility>,
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pub block_ability: Option<CharacterAbility>,
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pub dodge_ability: Option<CharacterAbility>,
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}
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#[derive(Clone, PartialEq, Default, Debug, Serialize, Deserialize)]
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pub struct Loadout {
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pub active_item: Option<ItemConfig>,
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pub second_item: Option<ItemConfig>,
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pub shoulder: Option<Item>,
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pub chest: Option<Item>,
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pub belt: Option<Item>,
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pub hand: Option<Item>,
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pub pants: Option<Item>,
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pub foot: Option<Item>,
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}
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impl From<&CharacterAbility> for CharacterState {
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fn from(ability: &CharacterAbility) -> Self {
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match ability {
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CharacterAbility::BasicMelee {
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buildup_duration,
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recover_duration,
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base_damage,
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} => CharacterState::BasicMelee(basic_melee::Data {
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exhausted: false,
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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base_damage: *base_damage,
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}),
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CharacterAbility::BasicRanged {
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recover_duration,
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projectile,
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projectile_body,
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} => CharacterState::BasicRanged(basic_ranged::Data {
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exhausted: false,
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prepare_timer: Duration::default(),
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recover_duration: *recover_duration,
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projectile: projectile.clone(),
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projectile_body: *projectile_body,
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}),
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CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data {
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duration: *duration,
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only_up: *only_up,
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}),
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CharacterAbility::DashMelee {
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buildup_duration,
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recover_duration,
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base_damage,
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} => CharacterState::DashMelee(dash_melee::Data {
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exhausted: false,
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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base_damage: *base_damage,
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}),
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CharacterAbility::BasicBlock => CharacterState::BasicBlock,
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CharacterAbility::Roll => CharacterState::Roll(roll::Data {
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remaining_duration: Duration::from_millis(600),
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}),
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CharacterAbility::ChargeAttack => CharacterState::ChargeAttack(charge_attack::Data {
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remaining_duration: Duration::from_millis(600),
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}),
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CharacterAbility::TimedCombo {
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buildup_duration,
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recover_duration,
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base_damage,
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} => CharacterState::TimedCombo(timed_combo::Data {
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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stage: 0,
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stage_exhausted: false,
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stage_time_active: Duration::default(),
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base_damage: *base_damage,
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}),
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}
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}
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}
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2020-03-14 21:33:20 +00:00
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impl Component for Loadout {
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type Storage = FlaggedStorage<Self, HashMapStorage<Self>>;
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}
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