veloren/common/src/states/combo_melee.rs

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9.8 KiB
Rust
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use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::{StageSection, *},
sys::character_behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Stage {
/// Specifies which stage the combo attack is in
pub stage: u32,
/// Initial damage of stage
pub base_damage: u32,
/// Max damage of stage
pub max_damage: u32,
/// Damage scaling per combo
pub damage_increase: u32,
/// Knockback of stage
pub knockback: f32,
/// Range of attack
pub range: f32,
/// Angle of attack
pub angle: f32,
/// Initial buildup duration of stage (how long until state can deal damage)
pub base_buildup_duration: Duration,
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/// Duration of stage spent in swing (controls animation stuff, and can also
/// be used to handle movement separately to buildup)
pub base_swing_duration: Duration,
/// Initial recover duration of stage (how long until character exits state)
pub base_recover_duration: Duration,
/// How much forward movement there is in the swing portion of the stage
pub forward_movement: f32,
}
/// A sequence of attacks that can incrementally become faster and more
/// damaging.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Indicates what stage the combo is in
pub stage: u32,
/// Indicates number of stages in combo
pub num_stages: u32,
/// Number of consecutive strikes
pub combo: u32,
/// Data for first stage
pub stage_data: Vec<Stage>,
/// Initial energy gain per strike
pub initial_energy_gain: u32,
/// Max energy gain per strike
pub max_energy_gain: u32,
/// Energy gain increase per combo
pub energy_increase: u32,
/// Duration for the next stage to be activated
pub combo_duration: Duration,
/// Timer for each stage
pub timer: Duration,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Whether the state should go onto the next stage
pub next_stage: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 0.1);
let stage_index = (self.stage - 1) as usize;
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if self.stage_section == StageSection::Buildup
&& self.timer < self.stage_data[stage_index].base_buildup_duration
{
// Build up
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
next_stage: self.next_stage,
});
} else if self.stage_section == StageSection::Buildup {
// Transitions to swing section of stage
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: Duration::default(),
stage_section: StageSection::Swing,
next_stage: self.next_stage,
});
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_healthchange: -((self.stage_data[stage_index].max_damage.min(
self.stage_data[stage_index].base_damage
+ self.combo / self.num_stages
* self.stage_data[stage_index].damage_increase,
)) as i32),
range: self.stage_data[stage_index].range,
max_angle: self.stage_data[stage_index].angle.to_radians(),
applied: false,
hit_count: 0,
knockback: self.stage_data[stage_index].knockback,
});
} else if self.stage_section == StageSection::Swing
&& self.timer < self.stage_data[stage_index].base_swing_duration
{
// Forward movement
forward_move(
data,
&mut update,
0.1,
self.stage_data[stage_index].forward_movement,
);
// Swings
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
next_stage: self.next_stage,
});
} else if self.stage_section == StageSection::Swing {
// Transitions to recover section of stage
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: Duration::default(),
stage_section: StageSection::Recover,
next_stage: self.next_stage,
});
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} else if self.stage_section == StageSection::Recover
&& self.timer < self.stage_data[stage_index].base_recover_duration
{
// Recovers
if data.inputs.primary.is_pressed() {
// Checks if state will transition to next stage after recover
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
next_stage: true,
});
} else {
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
next_stage: self.next_stage,
});
}
} else if self.next_stage {
// Transitions to buildup section of next stage
update.character = CharacterState::ComboMelee(Data {
stage: (self.stage % self.num_stages) + 1,
num_stages: self.num_stages,
combo: self.combo + 1,
stage_data: self.stage_data.clone(),
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: Duration::default(),
stage_section: StageSection::Buildup,
next_stage: false,
});
} 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 {
let energy = self
.max_energy_gain
.min(self.initial_energy_gain + self.combo * self.energy_increase)
as i32;
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(energy, EnergySource::HitEnemy);
}
}
update
}
}