veloren/common/src/states/triple_strike.rs

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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
use std::time::Duration;
use vek::vec::Vec3;
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// In millis
const STAGE_DURATION: u64 = 700;
const TIMING_WINDOW: u64 = 500;
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const INITIAL_ACCEL: f32 = 90.0;
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const BASE_SPEED: f32 = 25.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum Stage {
First,
Second,
Third,
}
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/// ### A sequence of 3 incrementally increasing attacks.
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///
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/// While holding down the `primary` button, perform a series of 3 attacks,
/// each one pushes the player forward as the character steps into the swings.
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/// The player can let go of the left mouse button at any time
/// and stop their attacks by interrupting the attack animation.
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// The tool this state will read to handle damage, etc.
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pub base_damage: u32,
/// What stage (of 3) the attack is in.
pub stage: Stage,
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/// How long current stage has been active
pub stage_time_active: Duration,
/// Whether current stage has exhausted its attack
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pub stage_exhausted: bool,
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/// Whether to go to next stage
pub should_transition: bool,
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/// Whether state has performed intialization logic
pub initialized: bool,
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/// Whether player must time button pressed properly to continue combo
pub needs_timing: bool,
/* /// Set to prevent transitioning, true by default when `needs_timing`
* pub prevent_transition: bool, */
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}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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let stage_time_active = self
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.stage_time_active
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.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or(Duration::default());
if !self.initialized {
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update.vel.0 = Vec3::zero();
if let Some(dir) = data.inputs.look_dir.try_normalized() {
update.ori.0 = dir;
}
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}
let initialized = true;
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// If player stops holding input, don't go to the next stage
let mut should_transition = self.should_transition;
// Check inputs based on whether `needs_timing`
if self.needs_timing {
// Player must press at right time
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if data.inputs.primary.is_just_pressed()
&& stage_time_active > Duration::from_millis(TIMING_WINDOW)
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{
should_transition = true;
}
} else {
// Prevent transitioning if player ever stops holding input
if !data.inputs.primary.is_pressed() {
should_transition = false;
}
}
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// Handle hit applied
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
// Take energy on successful hit
update.energy.change_by(100, EnergySource::HitEnemy);
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// Always remove component
data.updater.remove::<Attacking>(data.entity);
}
}
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// Handling movement
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
let adjusted_accel = match (self.stage, data.physics.touch_entity.is_none()) {
(Stage::First, true) => INITIAL_ACCEL,
(Stage::Second, true) => INITIAL_ACCEL * 0.75,
(Stage::Third, true) => INITIAL_ACCEL * 0.75,
(_, _) => 0.0,
};
// Move player forward while in first third of each stage
if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
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update.vel.0 = update.vel.0
+ data.dt.0
* (if data.physics.on_ground {
Vec3::new(0.0, 0.0, 500.0) // Jump upwards if on ground
} else {
Vec3::one()
} + adjusted_accel * Vec3::from(data.ori.0.xy()));
let mag2 = update.vel.0.magnitude_squared();
if mag2 > BASE_SPEED.powf(2.0) {
update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
}
};
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} else {
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handle_orientation(data, &mut update, 20.0);
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}
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// Handling attacking
update.character = if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
&& !self.stage_exhausted
{
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let dmg = match self.stage {
Stage::First => self.base_damage / 2,
Stage::Second => self.base_damage,
Stage::Third => (self.base_damage as f32 * 1.5) as u32,
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};
// Try to deal damage in second half of stage
data.updater.insert(data.entity, Attacking {
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base_healthchange: -(dmg as i32),
range: 3.5,
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max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
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knockback: 16.0,
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});
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CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
stage: self.stage,
stage_time_active,
stage_exhausted: true,
should_transition,
initialized,
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needs_timing: self.needs_timing,
})
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} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
let next_stage = match self.stage {
_ if !should_transition => None,
Stage::First => Some(Stage::Second),
Stage::Second => Some(Stage::Third),
Stage::Third => None,
};
if let Some(stage) = next_stage {
CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage,
stage_time_active: Duration::default(),
stage_exhausted: false,
should_transition,
initialized,
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needs_timing: self.needs_timing,
})
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} else {
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// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
// Done
CharacterState::Wielding
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}
} else {
CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
stage: self.stage,
stage_time_active,
stage_exhausted: self.stage_exhausted,
should_transition,
initialized,
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needs_timing: self.needs_timing,
})
};
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// 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);
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}
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}
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update
}
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}