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