2020-02-11 15:42:17 +00:00
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use crate::{
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2020-03-14 21:17:27 +00:00
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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2020-03-16 11:32:57 +00:00
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states::utils::*,
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2020-03-14 18:50:07 +00:00
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sys::character_behavior::*,
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2020-02-11 15:42:17 +00:00
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};
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2020-03-21 21:16:26 +00:00
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use std::time::Duration;
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2019-12-26 14:43:59 +00:00
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2020-03-22 15:25:47 +00:00
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// How long until state should deal damage
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pub buildup_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// Base damage
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pub base_damage: u32,
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/// Max range
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pub range: f32,
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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// Whether the attack can deal more damage
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pub exhausted: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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2020-03-14 15:40:29 +00:00
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handle_move(data, &mut update);
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if self.buildup_duration != Duration::default() {
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// Build up
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update.character = CharacterState::BasicMelee(Data {
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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recover_duration: self.recover_duration,
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base_damage: self.base_damage,
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range: self.range,
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max_angle: self.max_angle,
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exhausted: false,
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});
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} else if !self.exhausted {
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_damage: self.base_damage,
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max_angle: self.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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});
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update.character = CharacterState::BasicMelee(Data {
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buildup_duration: self.buildup_duration,
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recover_duration: self.recover_duration,
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base_damage: self.base_damage,
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range: self.range,
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max_angle: self.max_angle,
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exhausted: true,
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});
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} else if self.recover_duration != Duration::default() {
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// Recovery
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update.character = CharacterState::BasicMelee(Data {
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buildup_duration: self.buildup_duration,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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base_damage: self.base_damage,
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range: self.range,
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max_angle: self.max_angle,
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exhausted: true,
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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}
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2020-03-14 21:33:20 +00:00
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// Grant energy on successful hit
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if let Some(attack) = data.attacking {
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if attack.applied && attack.hit_count > 0 {
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data.updater.remove::<Attacking>(data.entity);
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update.energy.change_by(100, EnergySource::HitEnemy);
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}
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2020-03-10 19:40:54 +00:00
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}
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2020-01-12 23:14:08 +00:00
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update
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2019-12-26 14:43:59 +00:00
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}
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}
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