veloren/common/src/states/dash_melee.rs

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2020-03-16 15:34:53 +00:00
use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::*,
};
use std::{collections::VecDeque, time::Duration};
use vek::Vec3;
const DASH_SPEED: f32 = 19.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub base_damage: u32,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
character: data.character.clone(),
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
if self.buildup_duration != Duration::default() && data.physics.touch_entity.is_none() {
// Build up (this will move you forward)
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
.try_normalized()
.unwrap_or_default()
* DASH_SPEED;
update.character = CharacterState::DashMelee(Data {
buildup_duration: self
.buildup_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration: self.recover_duration,
base_damage: self.base_damage,
exhausted: false,
});
} else if !self.exhausted {
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_damage: self.base_damage,
max_angle: 180_f32.to_radians(),
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applied: false,
hit_count: 0,
});
update.character = CharacterState::DashMelee(Data {
buildup_duration: Duration::default(),
recover_duration: self.recover_duration,
base_damage: self.base_damage,
exhausted: true,
});
} else if self.recover_duration != Duration::default() {
// Recovery
update.character = CharacterState::DashMelee(Data {
buildup_duration: self.buildup_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
base_damage: self.base_damage,
exhausted: true,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
// Grant energy on successful hit
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(100, EnergySource::HitEnemy);
}
}
update
}
}