veloren/common/src/states/basic_beam.rs

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Rust
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use crate::{
comp::{beam, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate},
event::ServerEvent,
states::utils::*,
sync::Uid,
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sys::character_behavior::{CharacterBehavior, JoinData},
Damage, DamageSource, GroupTarget,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
/// 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 or heal
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// How long each beam segment persists for
pub beam_duration: Duration,
/// Base healing per second
pub base_hps: u32,
/// Base damage per second
pub base_dps: u32,
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/// Ticks of damage/healing per second
pub tick_rate: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Lifesteal efficiency (0 gives 0% conversion of damage to health, 1 gives
/// 100% conversion of damage to health)
pub lifesteal_eff: f32,
/// Energy regened per second for damage ticks
pub energy_regen: u32,
/// Energy consumed per second for heal ticks
pub energy_cost: u32,
/// Energy drained per
pub energy_drain: u32,
/// 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,
/// Used for particle stuffs
pub particle_ori: Option<Vec3<f32>>,
/// Used to offset beam and particles
pub offset: Vec3<f32>,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.4);
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::BasicBeam(_) => {},
_ => {
return update;
},
}
}
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if unwrap_tool_data(data).is_none() {
update.character = CharacterState::Idle;
return update;
}
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicBeam(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
particle_ori: Some(*data.inputs.look_dir),
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..*self
});
} else {
// Creates beam
data.updater.insert(data.entity, beam::Beam {
hit_entities: Vec::<Uid>::new(),
tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
timer: Duration::default(),
});
// Gets offsets
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let body_offsets = Vec3::new(
(data.body.radius() + 1.0) * data.inputs.look_dir.x,
(data.body.radius() + 1.0) * data.inputs.look_dir.y,
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data.body.eye_height(),
) * 0.55;
// Build up
update.character = CharacterState::BasicBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Cast,
particle_ori: Some(*data.inputs.look_dir),
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offset: body_offsets,
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..*self
});
}
},
StageSection::Cast => {
if ability_key_is_pressed(data, self.static_data.ability_key)
&& (self.static_data.energy_drain == 0 || update.energy.current() > 0)
{
let damage = Damage {
source: DamageSource::Energy,
value: self.static_data.base_dps as f32 / self.static_data.tick_rate,
};
let heal = Damage {
source: DamageSource::Healing,
value: self.static_data.base_hps as f32 / self.static_data.tick_rate,
};
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let energy_regen =
(self.static_data.energy_regen as f32 / self.static_data.tick_rate) as u32;
let energy_cost =
(self.static_data.energy_cost as f32 / self.static_data.tick_rate) as u32;
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let speed =
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
let properties = beam::Properties {
angle: self.static_data.max_angle.to_radians(),
speed,
damages: vec![
(Some(GroupTarget::OutOfGroup), damage),
(Some(GroupTarget::InGroup), heal),
],
lifesteal_eff: self.static_data.lifesteal_eff,
energy_regen,
energy_cost,
duration: self.static_data.beam_duration,
owner: Some(*data.uid),
};
// Gets offsets
let body_offsets = match data.body {
Body::Humanoid(_) => {
Vec3::new(
data.body.radius() + 2.0 * data.inputs.look_dir.x,
data.body.radius() + 2.0 * data.inputs.look_dir.y,
data.body.eye_height(),
) * 0.55
},
_ => {
Vec3::new(
data.body.radius() * 3.0 * data.inputs.look_dir.x,
data.body.radius() * 3.0 * data.inputs.look_dir.y,
data.body.eye_height(),
) * 0.55
},
};
let pos = Pos(data.pos.0 + body_offsets);
// Create beam segment
update.server_events.push_front(ServerEvent::BeamSegment {
properties,
pos,
ori: Ori(data.inputs.look_dir),
});
update.character = CharacterState::BasicBeam(Data {
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timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
particle_ori: Some(*data.inputs.look_dir),
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offset: body_offsets,
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..*self
});
// Consumes energy if there's enough left and ability key 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,
});
} else {
update.character = CharacterState::BasicBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
particle_ori: Some(*data.inputs.look_dir),
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..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::BasicBeam(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
particle_ori: Some(*data.inputs.look_dir),
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..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(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::<beam::Beam>(data.entity);
},
}
update
}
}