Primary ability fully functional.

This commit is contained in:
Sam 2021-03-12 16:01:30 -05:00
parent 19c81f1528
commit 21e6f4797c
20 changed files with 160 additions and 138 deletions

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@ -11,5 +11,4 @@ BasicRanged(
projectile_light: None,
projectile_gravity: Some(Gravity(0.2)),
projectile_speed: 100.0,
can_continue: true,
)

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@ -11,5 +11,4 @@ BasicRanged(
projectile_light: None,
projectile_gravity: Some(Gravity(0.2)),
projectile_speed: 100.0,
can_continue: true,
)

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@ -10,5 +10,4 @@ BasicRanged(
}),*/
projectile_gravity: None,
projectile_speed: 100.0,
can_continue: false,
)

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@ -14,5 +14,4 @@ BasicRanged(
}),*/
projectile_gravity: Some(Gravity(0.3)),
projectile_speed: 60.0,
can_continue: true,
)

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@ -14,5 +14,4 @@ BasicRanged(
}),*/
projectile_gravity: Some(Gravity(0.3)),
projectile_speed: 60.0,
can_continue: true,
)

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@ -14,5 +14,4 @@ BasicRanged(
}),*/
projectile_gravity: Some(Gravity(5.0)),
projectile_speed: 70.0,
can_continue: true,
)

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@ -11,5 +11,4 @@ BasicRanged(
projectile_light: None,
projectile_gravity: Some(Gravity(0.1)),
projectile_speed: 100.0,
can_continue: true,
)

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@ -13,5 +13,4 @@ BasicRanged(
}),*/
projectile_gravity: Some(Gravity(0.3)),
projectile_speed: 60.0,
can_continue: true,
)

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@ -994,7 +994,7 @@ impl Client {
pub fn handle_input(&mut self, input: InputKind, pressed: bool) {
if pressed {
self.control_action(ControlAction::StartInput {
ability: input,
input,
target: None,
});
} else {

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@ -75,7 +75,6 @@ pub enum CharacterAbility {
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
projectile_speed: f32,
can_continue: bool,
},
RepeaterRanged {
energy_cost: f32,
@ -1121,6 +1120,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
end: false,
}),
CharacterAbility::BasicRanged {
buildup_duration,
@ -1130,7 +1130,6 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
projectile_light,
projectile_gravity,
projectile_speed,
can_continue,
energy_cost: _,
} => CharacterState::BasicRanged(basic_ranged::Data {
static_data: basic_ranged::StaticData {
@ -1141,13 +1140,12 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
projectile_speed: *projectile_speed,
can_continue: *can_continue,
ability_info,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
continue_next: false,
end: false,
}),
CharacterAbility::Boost {
movement_duration,
@ -1252,7 +1250,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
stage: 1,
timer: Duration::default(),
stage_section: StageSection::Buildup,
next_stage: false,
end: false,
}),
CharacterAbility::LeapMelee {
energy_cost: _,
@ -1497,6 +1495,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
end: false,
}),
CharacterAbility::BasicAura {
buildup_duration,

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@ -112,7 +112,7 @@ pub enum ControlAction {
Stand,
Talk,
StartInput {
ability: InputKind,
input: InputKind,
target: Option<Uid>,
},
CancelInput(InputKind),

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@ -3,7 +3,7 @@ use crate::{
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageSource,
GroupTarget,
},
comp::{beam, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate},
comp::{beam, CharacterState, EnergyChange, EnergySource, InputKind, Ori, Pos, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
@ -56,6 +56,8 @@ pub struct Data {
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether or not the state should end
pub end: bool,
}
impl CharacterBehavior for Data {
@ -108,7 +110,9 @@ impl CharacterBehavior for Data {
}
},
StageSection::Cast => {
if ability_key_is_pressed(data, self.static_data.ability_info.key)
if
/* ability_key_is_pressed(data, self.static_data.ability_info.key) */
!self.end
&& (self.static_data.energy_drain <= f32::EPSILON
|| update.energy.current() > 0)
{
@ -205,6 +209,17 @@ impl CharacterBehavior for Data {
update
}
fn cancel_input(&self, data: &JoinData, input: InputKind) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.removed_inputs.push(input);
if Some(input) == self.static_data.ability_info.input {
update.character = CharacterState::BasicBeam(Data { end: true, ..*self });
}
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]

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@ -1,6 +1,6 @@
use crate::{
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
comp::{CharacterState, Melee, StateUpdate},
comp::{CharacterState, InputKind, Melee, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
@ -44,6 +44,8 @@ pub struct Data {
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
/// Whether or not the state should end
pub end: bool,
}
impl CharacterBehavior for Data {
@ -162,9 +164,13 @@ impl CharacterBehavior for Data {
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
if self.end || self.static_data.ability_info.input.is_none() {
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
} else {
reset_state(self, data, &mut update);
}
}
},
_ => {
@ -177,4 +183,21 @@ impl CharacterBehavior for Data {
update
}
fn cancel_input(&self, data: &JoinData, input: InputKind) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.removed_inputs.push(input);
if Some(input) == self.static_data.ability_info.input {
if let CharacterState::BasicMelee(c) = &mut update.character {
c.end = true;
}
}
update
}
}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input.unwrap());
}

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@ -1,5 +1,7 @@
use crate::{
comp::{Body, CharacterState, Gravity, LightEmitter, ProjectileConstructor, StateUpdate},
comp::{
Body, CharacterState, Gravity, InputKind, LightEmitter, ProjectileConstructor, StateUpdate,
},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
@ -24,8 +26,6 @@ pub struct StaticData {
pub projectile_speed: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Whether or not the ability can auto continue
pub can_continue: bool,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
@ -39,9 +39,8 @@ pub struct Data {
pub stage_section: StageSection,
/// Whether the attack fired already
pub exhausted: bool,
/// If in buildup, whether the attack has continued form previous attack; if
/// in recover, whether the attack will continue to a new attack
pub continue_next: bool,
/// Whether or not the state should end
pub end: bool,
}
impl CharacterBehavior for Data {
@ -103,41 +102,24 @@ impl CharacterBehavior for Data {
update.character = CharacterState::BasicRanged(Data {
exhausted: true,
continue_next: false,
..*self
});
} else if self.timer < self.static_data.recover_duration {
if ability_key_is_pressed(data, self.static_data.ability_info.key) {
// Recovers
update.character = CharacterState::BasicRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
continue_next: self.static_data.can_continue,
..*self
});
} else {
// Recovers
update.character = CharacterState::BasicRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
}
} else if self.continue_next {
// Restarts character state
// Recovers
update.character = CharacterState::BasicRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
})
});
} else {
// Done
update.character = CharacterState::Wielding;
if self.end || self.static_data.ability_info.input.is_none() {
update.character = CharacterState::Wielding;
} else {
reset_state(self, data, &mut update);
}
}
},
_ => {
@ -148,4 +130,21 @@ impl CharacterBehavior for Data {
update
}
fn cancel_input(&self, data: &JoinData, input: InputKind) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.removed_inputs.push(input);
if Some(input) == self.static_data.ability_info.input {
if let CharacterState::BasicRanged(c) = &mut update.character {
c.end = true;
}
}
update
}
}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input.unwrap());
}

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@ -51,9 +51,7 @@ pub trait CharacterBehavior {
ControlAction::Sneak => self.sneak(data),
ControlAction::Stand => self.stand(data),
ControlAction::Talk => self.talk(data),
ControlAction::StartInput { ability, target } => {
self.handle_input(data, ability, target)
},
ControlAction::StartInput { input, target } => self.handle_input(data, input, target),
ControlAction::CancelInput(input) => self.cancel_input(data, input),
}
}

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@ -52,7 +52,7 @@ impl CharacterBehavior for Data {
if self.end || self.static_data.ability_info.input.is_none() {
update.character = CharacterState::Wielding;
} else {
reset_state(self, &mut update);
reset_state(self, data, &mut update);
}
}
@ -64,16 +64,15 @@ impl CharacterBehavior for Data {
update.removed_inputs.push(input);
if Some(input) == self.static_data.ability_info.input {
update.character = CharacterState::Boost(Data { end: true, ..*self });
if let CharacterState::Boost(c) = &mut update.character {
c.end = true;
}
}
update
}
}
fn reset_state(data: &Data, update: &mut StateUpdate) {
update.character = CharacterState::Boost(Data {
timer: Duration::default(),
..*data
})
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input.unwrap());
}

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@ -1,6 +1,6 @@
use crate::{
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
comp::{CharacterState, Melee, StateUpdate},
comp::{CharacterState, InputKind, Melee, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
@ -113,8 +113,8 @@ pub struct Data {
pub timer: Duration,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Whether the state should go onto the next stage
pub next_stage: bool,
/// Whether or not the state should end
pub end: bool,
}
impl CharacterBehavior for Data {
@ -261,41 +261,23 @@ impl CharacterBehavior for Data {
StageSection::Recover => {
if self.timer < self.static_data.stage_data[stage_index].base_recover_duration {
// Recovers
if ability_key_is_pressed(data, self.static_data.ability_info.key) {
// Checks if state will transition to next stage after recover
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
.unwrap_or_default(),
next_stage: true,
..*self
});
} else {
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
.unwrap_or_default(),
..*self
});
}
} else if self.next_stage {
// Transitions to buildup section of next stage
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
stage: (self.stage % self.static_data.num_stages) + 1,
timer: Duration::default(),
stage_section: StageSection::Buildup,
next_stage: false,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
.unwrap_or_default(),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
if self.end || self.static_data.ability_info.input.is_none() {
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
} else {
reset_state(self, data, &mut update);
}
}
},
_ => {
@ -306,20 +288,27 @@ impl CharacterBehavior for Data {
},
}
// Grant energy on successful hit
if let Some(attack) = data.melee_attack {
if attack.applied && attack.hit_count > 0 {
update.character = CharacterState::ComboMelee(Data {
static_data: self.static_data.clone(),
stage: self.stage,
timer: self.timer,
stage_section: self.stage_section,
next_stage: self.next_stage,
});
data.updater.remove::<Melee>(data.entity);
update
}
fn cancel_input(&self, data: &JoinData, input: InputKind) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.removed_inputs.push(input);
if Some(input) == self.static_data.ability_info.input {
if let CharacterState::ComboMelee(c) = &mut update.character {
c.end = true;
}
}
update
}
}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input.unwrap());
if let CharacterState::ComboMelee(c) = &mut update.character {
c.stage = (data.stage % data.static_data.num_stages) + 1;
}
}

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@ -1,7 +1,8 @@
use super::utils::*;
use crate::{
comp::{InventoryAction, StateUpdate},
comp::{CharacterState, InputKind, InventoryAction, StateUpdate},
states::behavior::{CharacterBehavior, JoinData},
uid::Uid,
};
pub struct Data;
@ -19,6 +20,18 @@ impl CharacterBehavior for Data {
update
}
fn handle_input(
&self,
data: &JoinData,
_input: InputKind,
_target: Option<Uid>,
) -> StateUpdate {
let mut update = StateUpdate::from(data);
update.character = CharacterState::Wielding;
update
}
fn wield(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_wield(data, &mut update);

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@ -26,14 +26,9 @@ impl CharacterBehavior for Data {
update
}
fn handle_input(
&self,
data: &JoinData,
ability: InputKind,
_target: Option<Uid>,
) -> StateUpdate {
fn handle_input(&self, data: &JoinData, input: InputKind, _target: Option<Uid>) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_input(&data, &mut update, ability);
handle_input(&data, &mut update, input);
update
}

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@ -1082,7 +1082,7 @@ impl<'a> AgentData<'a> {
Tactic::Melee => {
if dist_sqrd < (min_attack_dist * self.scale).powi(2) {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1134,7 +1134,7 @@ impl<'a> AgentData<'a> {
agent.action_timer += dt.0;
} else {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1186,7 +1186,7 @@ impl<'a> AgentData<'a> {
agent.action_timer += dt.0;
} else {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1250,7 +1250,7 @@ impl<'a> AgentData<'a> {
agent.action_timer = 0.0;
} else {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1335,7 +1335,7 @@ impl<'a> AgentData<'a> {
} else {
controller.inputs.secondary.set_state(false);
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1409,7 +1409,7 @@ impl<'a> AgentData<'a> {
controller.inputs.secondary.set_state(true);
} else {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1433,7 +1433,7 @@ impl<'a> AgentData<'a> {
.unwrap_or_else(Vec2::zero)
* speed;
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1476,7 +1476,7 @@ impl<'a> AgentData<'a> {
// large hitbox
controller.inputs.move_dir = Vec2::zero();
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1522,7 +1522,7 @@ impl<'a> AgentData<'a> {
{
controller.inputs.move_dir = Vec2::zero();
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1584,7 +1584,7 @@ impl<'a> AgentData<'a> {
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1645,7 +1645,7 @@ impl<'a> AgentData<'a> {
agent.action_timer = 0.0;
} else if agent.action_timer > 1.0 {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1687,7 +1687,7 @@ impl<'a> AgentData<'a> {
&& dist_sqrd > (2.0 * min_attack_dist * self.scale).powi(2)
{
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1726,7 +1726,7 @@ impl<'a> AgentData<'a> {
agent.action_timer += dt.0;
} else {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1771,7 +1771,7 @@ impl<'a> AgentData<'a> {
) {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1796,7 +1796,7 @@ impl<'a> AgentData<'a> {
agent.action_timer += dt.0;
} else if agent.action_timer < 3.0 {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1836,7 +1836,7 @@ impl<'a> AgentData<'a> {
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1848,7 +1848,7 @@ impl<'a> AgentData<'a> {
.try_normalized()
.unwrap_or_else(Vec2::unit_y);
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1883,7 +1883,7 @@ impl<'a> AgentData<'a> {
if dist_sqrd < (2.0 * min_attack_dist * self.scale).powi(2) {
controller.inputs.move_dir = Vec2::zero();
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1910,7 +1910,7 @@ impl<'a> AgentData<'a> {
Tactic::Turret => {
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1922,7 +1922,7 @@ impl<'a> AgentData<'a> {
controller.inputs.look_dir = self.ori.look_dir();
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);
@ -1940,7 +1940,7 @@ impl<'a> AgentData<'a> {
);
if can_see_tgt(&*terrain, self.pos, tgt_pos, dist_sqrd) {
controller.actions.push(ControlAction::StartInput {
ability: InputKind::Primary,
input: InputKind::Primary,
target: None,
});
//controller.inputs.primary.set_state(true);