veloren/common/src/states/triple_strike.rs

61 lines
1.9 KiB
Rust
Raw Normal View History

2020-03-12 14:25:06 +00:00
use crate::{
comp::{Attacking, CharacterState, ItemKind::Tool, StateUpdate},
states::utils::*,
sys::character_behavior::JoinData,
};
use std::{collections::VecDeque, time::Duration};
2020-03-12 15:22:42 +00:00
// In millis
const STAGE_DURATION: u64 = 600;
/// ### A sequence of 3 incrementally increasing attacks.
2020-03-12 14:25:06 +00:00
///
2020-03-12 15:22:42 +00:00
/// 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.
2020-03-12 14:25:06 +00:00
/// The player can let go of the left mouse button at any time
/// and stop their attacks by interrupting the attack animation.
pub fn behavior(data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
character: *data.character,
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
if let CharacterState::TripleStrike {
tool,
stage,
stage_time_active,
stage_exhausted,
} = data.character
{
let mut new_stage_exhausted = *stage_exhausted;
let new_stage_time_active = stage_time_active
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or(Duration::default());
2020-03-12 15:22:42 +00:00
// If player stops holding input,
2020-03-12 14:25:06 +00:00
if !data.inputs.primary.is_pressed() {
attempt_wield(data, &mut update);
2020-03-12 15:22:42 +00:00
return update;
2020-03-12 14:25:06 +00:00
}
2020-03-12 15:22:42 +00:00
while *stage < 3 {
if new_stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
// Move player forward while in first third of each stage
handle_move(data, &mut update);
} else if new_stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
&& !new_stage_exhausted
{
// Try to deal damage in second half of stage
// TODO: deal damage
}
2020-03-12 14:25:06 +00:00
}
}
update
}