veloren/common/src/states/healing_beam.rs

164 lines
6.4 KiB
Rust
Raw Normal View History

use crate::{
combat::{Attack, AttackEffect, CombatEffect, CombatRequirement, GroupTarget},
comp::{beam, CharacterState, Ori, Pos, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
uid::Uid,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage or heal
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// How long each beam segment persists for
pub beam_duration: Duration,
/// Base healing per tick
pub heal: f32,
/// Ticks of healing per second
pub tick_rate: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Energy consumed per second for heal ticks
pub energy_cost: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the beam to the frontend
pub specifier: beam::FrontendSpecifier,
}
#[derive(Copy, 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,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::HealingBeam(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Creates beam
data.updater.insert(data.entity, beam::Beam {
hit_entities: Vec::<Uid>::new(),
tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
timer: Duration::default(),
});
// Build up
update.character = CharacterState::HealingBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Cast,
..*self
});
}
},
StageSection::Cast => {
if input_is_pressed(data, self.static_data.ability_info.input) {
let speed =
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
let heal = AttackEffect::new(
Some(GroupTarget::InGroup),
CombatEffect::Heal(self.static_data.heal),
)
.with_requirement(CombatRequirement::Energy(self.static_data.energy_cost))
.with_requirement(CombatRequirement::Combo(1));
let attack = Attack::default().with_effect(heal);
let properties = beam::Properties {
attack,
angle: self.static_data.max_angle.to_radians(),
speed,
duration: self.static_data.beam_duration,
owner: Some(*data.uid),
specifier: self.static_data.specifier,
};
// Gets offsets
let body_offsets = Vec3::new(
(data.body.radius() + 1.0) * data.inputs.look_dir.x,
(data.body.radius() + 1.0) * data.inputs.look_dir.y,
data.body.eye_height() * 0.6,
);
let pos = Pos(data.pos.0 + body_offsets);
// Create beam segment
update.server_events.push_front(ServerEvent::BeamSegment {
properties,
pos,
ori: Ori::from(data.inputs.look_dir),
});
update.character = CharacterState::HealingBeam(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
update.character = CharacterState::HealingBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::HealingBeam(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(data.entity);
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}