veloren/common/src/states/repeater_ranged.rs

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use crate::{
comp::{Body, CharacterState, Gravity, LightEmitter, ProjectileConstructor, StateUpdate},
event::ServerEvent,
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states::utils::{StageSection, *},
sys::character_behavior::*,
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util::dir::*,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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/// Separated out to condense update portions of character state
pub struct StaticData {
/// How long the state is in movement
pub movement_duration: Duration,
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/// How long we've readied the weapon
pub buildup_duration: Duration,
/// How long the state is shooting
pub shoot_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
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/// Whether there should be a jump and how strong the leap is
pub leap: Option<f32>,
/// Projectile options
pub projectile: ProjectileConstructor,
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_gravity: Option<Gravity>,
pub projectile_speed: f32,
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/// What key is used to press ability
pub ability_key: AbilityKey,
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}
#[derive(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,
/// How many repetitions remaining
pub reps_remaining: u32,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 1.0);
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::RepeaterRanged(_) => {},
_ => {
return update;
},
}
}
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match self.stage_section {
StageSection::Movement => {
// Jumping
if let Some(leap_strength) = self.static_data.leap {
let progress = 1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32();
handle_forced_movement(
data,
&mut update,
ForcedMovement::Leap {
vertical: leap_strength,
forward: 10.0,
progress,
direction: MovementDirection::Move,
},
1.0,
);
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}
if self.timer < self.static_data.movement_duration {
// Do movement
update.character = CharacterState::RepeaterRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
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});
} else {
// Transition to buildup
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Buildup,
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..*self
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});
}
},
StageSection::Buildup => {
// Aim gliding
if self.static_data.leap.is_some() {
handle_forced_movement(
data,
&mut update,
ForcedMovement::Hover { move_input: 0.1 },
1.0,
);
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}
if self.timer < self.static_data.buildup_duration {
// Buildup to attack
update.character = CharacterState::RepeaterRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
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});
} else {
// Transition to shoot
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Shoot,
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..*self
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});
}
},
StageSection::Shoot => {
// Aim gliding
if self.static_data.leap.is_some() {
update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0);
}
if self.reps_remaining > 0 {
// Fire
let projectile = self
.static_data
.projectile
.create_projectile(Some(*data.uid));
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update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
// Provides slight variation to projectile direction
dir: Dir::from_unnormalized(Vec3::new(
data.inputs.look_dir[0]
+ (if self.reps_remaining % 2 == 0 {
self.reps_remaining as f32 / 400.0
} else {
-1.0 * self.reps_remaining as f32 / 400.0
}),
data.inputs.look_dir[1]
+ (if self.reps_remaining % 2 == 0 {
-1.0 * self.reps_remaining as f32 / 400.0
} else {
self.reps_remaining as f32 / 400.0
}),
data.inputs.look_dir[2],
))
.unwrap_or(data.inputs.look_dir),
body: self.static_data.projectile_body,
projectile,
light: self.static_data.projectile_light,
gravity: self.static_data.projectile_gravity,
speed: self.static_data.projectile_speed,
});
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// Shoot projectiles
update.character = CharacterState::RepeaterRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
reps_remaining: self.reps_remaining - 1,
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..*self
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});
} else if self.timer < self.static_data.shoot_duration {
// Finish shooting
update.character = CharacterState::RepeaterRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
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});
} else {
// Transition to recover
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
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});
}
},
StageSection::Recover => {
if self.static_data.leap.is_some() && data.physics.on_ground {
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// Done
update.character = CharacterState::Wielding;
} else if self.timer < self.static_data.recover_duration {
// Recover from attack
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update.character = CharacterState::RepeaterRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
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});
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} else {
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// Done
update.character = CharacterState::Wielding;
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}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
}
update
}
}