veloren/common/src/states/roll.rs

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use crate::{
comp::{
buff::{BuffChange, BuffKind},
CharacterState, InputKind, StateUpdate,
},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
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};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should roll
pub buildup_duration: Duration,
/// How long state is rolling for
pub movement_duration: Duration,
/// How long it takes to recover from roll
pub recover_duration: Duration,
/// Affects the speed and distance of the roll
pub roll_strength: f32,
/// Affects whether you are immune to melee attacks while rolling
pub immune_melee: bool,
/// Information about the ability
pub ability_info: AbilityInfo,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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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,
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/// Had weapon
pub was_wielded: bool,
/// Was sneaking
pub was_sneak: bool,
/// Was in state with combo
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pub was_combo: Option<(InputKind, u32)>,
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}
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impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
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// Smooth orientation
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handle_orientation(data, &mut update, 2.5);
match self.stage_section {
StageSection::Buildup => {
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handle_move(data, &mut update, 1.0);
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::Roll(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Remove burning effect if active
update.server_events.push_front(ServerEvent::Buff {
entity: data.entity,
buff_change: BuffChange::RemoveByKind(BuffKind::Burning),
});
// Transitions to movement section of stage
update.character = CharacterState::Roll(Data {
timer: Duration::default(),
stage_section: StageSection::Movement,
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..*self
});
}
},
StageSection::Movement => {
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// Update velocity
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
strength: self.static_data.roll_strength
* ((1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32())
/ 2.0
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+ 0.25),
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});
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if self.timer < self.static_data.movement_duration {
// Movement
update.character = CharacterState::Roll(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Keeps rolling if sufficient energy, else transitions to recover section of
// stage
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, &mut update);
} else {
update.character = CharacterState::Roll(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
}
},
StageSection::Recover => {
// Allows for jumps to interrupt recovery in roll
if self.timer < self.static_data.recover_duration
&& !handle_jump(data, &mut update, 1.5)
{
// Recover
update.character = CharacterState::Roll(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
});
} else {
// Done
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if let Some((input, stage)) = self.was_combo {
if input_is_pressed(data, input) {
handle_input(data, &mut update, input);
// If other states are introduced that progress through stages, add them
// here
if let CharacterState::ComboMelee(c) = &mut update.character {
c.stage = stage;
}
} else {
update.character = CharacterState::Wielding;
}
} else if self.was_wielded {
update.character = CharacterState::Wielding;
} else if self.was_sneak {
update.character = CharacterState::Sneak;
} else {
update.character = CharacterState::Idle;
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Idle;
},
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}
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update
}
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}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input);
if let CharacterState::Roll(r) = &mut update.character {
r.was_combo = data.was_combo;
r.was_sneak = data.was_sneak;
r.was_wielded = data.was_wielded;
if matches!(r.stage_section, StageSection::Movement) {
r.timer = Duration::default();
r.stage_section = StageSection::Recover;
} else {
r.stage_section = StageSection::Movement;
}
}
}