veloren/common/src/states/basic_ranged.rs

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Rust
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use crate::{
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comp::{Body, CharacterState, Gravity, LightEmitter, Projectile, StateUpdate},
event::ServerEvent,
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states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How much buildup is required before the attack
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Projectile variables
pub projectile: Projectile,
pub projectile_body: Body,
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pub projectile_light: Option<LightEmitter>,
pub projectile_gravity: Option<Gravity>,
pub projectile_speed: f32,
/// What key is used to press ability
pub ability_key: AbilityKey,
/// Whether or not the ability can auto continue
pub can_continue: bool,
}
#[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,
/// Whether the attack fired already
pub exhausted: bool,
/// If in buildup, whether the attack has continued form previous attack; if in recover, whether the attack will continue to a new attack
pub continue_next: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, 0.3);
handle_jump(data, &mut update);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
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..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Recover,
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..*self
});
}
},
StageSection::Recover => {
if !self.exhausted {
// Fire
let mut projectile = self.static_data.projectile.clone();
projectile.owner = Some(*data.uid);
update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
dir: 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,
});
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
exhausted: true,
continue_next: false,
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..*self
});
} else if self.timer < self.static_data.recover_duration {
if ability_key_is_pressed(data, self.static_data.ability_key) {
// Recovers
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
continue_next: self.static_data.can_continue,
..*self
});
} else {
// Recovers
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
}
} else if self.continue_next {
// Restarts character state
update.character = CharacterState::BasicRanged(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
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..*self
})
} else {
// Done
update.character = CharacterState::Wielding;
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
}
update
}
}