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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Added keyframes to all states that were lacking them.
This commit is contained in:
parent
5b19158da3
commit
63011241ea
@ -59,16 +59,16 @@ pub enum CharacterAbility {
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BasicMelee {
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energy_cost: u32,
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buildup_duration: Duration,
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swing_duration: Duration,
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recover_duration: Duration,
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base_healthchange: i32,
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base_damage: u32,
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knockback: f32,
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range: f32,
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max_angle: f32,
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},
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BasicRanged {
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energy_cost: u32,
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holdable: bool,
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prepare_duration: Duration,
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buildup_duration: Duration,
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recover_duration: Duration,
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projectile: Projectile,
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projectile_body: Body,
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@ -91,7 +91,7 @@ pub enum CharacterAbility {
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reps_remaining: u32,
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},
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Boost {
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duration: Duration,
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movement_duration: Duration,
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only_up: bool,
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},
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DashMelee {
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@ -169,7 +169,7 @@ pub enum CharacterAbility {
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max_damage: u32,
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initial_knockback: f32,
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max_knockback: f32,
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prepare_duration: Duration,
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buildup_duration: Duration,
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charge_duration: Duration,
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recover_duration: Duration,
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projectile_body: Body,
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@ -356,24 +356,29 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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match ability {
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CharacterAbility::BasicMelee {
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buildup_duration,
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swing_duration,
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recover_duration,
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base_healthchange,
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base_damage,
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knockback,
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range,
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max_angle,
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energy_cost: _,
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} => CharacterState::BasicMelee(basic_melee::Data {
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static_data: basic_melee::StaticData {
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buildup_duration: *buildup_duration,
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swing_duration: *swing_duration,
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recover_duration: *recover_duration,
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base_damage: *base_damage,
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knockback: *knockback,
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range: *range,
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max_angle: *max_angle,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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exhausted: false,
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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base_healthchange: *base_healthchange,
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knockback: *knockback,
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range: *range,
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max_angle: *max_angle,
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}),
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CharacterAbility::BasicRanged {
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holdable,
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prepare_duration,
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buildup_duration,
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recover_duration,
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projectile,
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projectile_body,
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@ -382,21 +387,29 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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projectile_speed,
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energy_cost: _,
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} => CharacterState::BasicRanged(basic_ranged::Data {
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static_data: basic_ranged::StaticData {
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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projectile: projectile.clone(),
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projectile_body: *projectile_body,
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projectile_light: *projectile_light,
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projectile_gravity: *projectile_gravity,
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projectile_speed: *projectile_speed,
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ability_key: key,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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exhausted: false,
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prepare_timer: Duration::default(),
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holdable: *holdable,
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prepare_duration: *prepare_duration,
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recover_duration: *recover_duration,
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projectile: projectile.clone(),
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projectile_body: *projectile_body,
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projectile_light: *projectile_light,
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projectile_gravity: *projectile_gravity,
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projectile_speed: *projectile_speed,
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ability_key: key,
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}),
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CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data {
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duration: *duration,
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only_up: *only_up,
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CharacterAbility::Boost {
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movement_duration,
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only_up,
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} => CharacterState::Boost(boost::Data {
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static_data: boost::StaticData {
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movement_duration: *movement_duration,
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only_up: *only_up,
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},
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timer: Duration::default(),
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}),
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CharacterAbility::DashMelee {
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energy_cost: _,
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@ -438,7 +451,13 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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}),
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CharacterAbility::BasicBlock => CharacterState::BasicBlock,
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CharacterAbility::Roll => CharacterState::Roll(roll::Data {
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remaining_duration: Duration::from_millis(500),
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static_data: roll::StaticData {
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buildup_duration: Duration::from_millis(100),
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movement_duration: Duration::from_millis(300),
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recover_duration: Duration::from_millis(100),
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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was_wielded: false, // false by default. utils might set it to true
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}),
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CharacterAbility::ComboMelee {
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@ -566,7 +585,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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max_damage,
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initial_knockback,
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max_knockback,
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prepare_duration,
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buildup_duration,
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charge_duration,
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recover_duration,
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projectile_body,
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@ -575,21 +594,24 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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initial_projectile_speed,
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max_projectile_speed,
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} => CharacterState::ChargedRanged(charged_ranged::Data {
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static_data: charged_ranged::StaticData {
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buildup_duration: *buildup_duration,
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charge_duration: *charge_duration,
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recover_duration: *recover_duration,
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energy_drain: *energy_drain,
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initial_damage: *initial_damage,
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max_damage: *max_damage,
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initial_knockback: *initial_knockback,
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max_knockback: *max_knockback,
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projectile_body: *projectile_body,
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projectile_light: *projectile_light,
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projectile_gravity: *projectile_gravity,
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initial_projectile_speed: *initial_projectile_speed,
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max_projectile_speed: *max_projectile_speed,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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exhausted: false,
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energy_drain: *energy_drain,
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initial_damage: *initial_damage,
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max_damage: *max_damage,
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initial_knockback: *initial_knockback,
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max_knockback: *max_knockback,
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prepare_duration: *prepare_duration,
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charge_duration: *charge_duration,
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charge_timer: Duration::default(),
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recover_duration: *recover_duration,
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projectile_body: *projectile_body,
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projectile_light: *projectile_light,
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projectile_gravity: *projectile_gravity,
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initial_projectile_speed: *initial_projectile_speed,
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max_projectile_speed: *max_projectile_speed,
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}),
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CharacterAbility::RepeaterRanged {
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energy_cost: _,
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@ -206,9 +206,10 @@ impl Tool {
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Axe(_) => vec![
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(700),
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buildup_duration: Duration::from_millis(600),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_healthchange: (-120.0 * self.base_power()) as i32,
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base_damage: (120.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.5,
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max_angle: 20.0,
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@ -244,9 +245,10 @@ impl Tool {
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Hammer(_) => vec![
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(700),
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buildup_duration: Duration::from_millis(600),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_healthchange: (-120.0 * self.base_power()) as i32,
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base_damage: (120.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.5,
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max_angle: 20.0,
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@ -280,9 +282,10 @@ impl Tool {
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],
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Farming(_) => vec![BasicMelee {
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energy_cost: 1,
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buildup_duration: Duration::from_millis(700),
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buildup_duration: Duration::from_millis(600),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(150),
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base_healthchange: (-50.0 * self.base_power()) as i32,
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base_damage: (50.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.5,
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max_angle: 20.0,
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@ -290,8 +293,7 @@ impl Tool {
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Bow(_) => vec![
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BasicRanged {
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energy_cost: 0,
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holdable: true,
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prepare_duration: Duration::from_millis(100),
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(400),
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projectile: Projectile {
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hit_solid: vec![projectile::Effect::Stick],
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@ -317,7 +319,7 @@ impl Tool {
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max_damage: (200.0 * self.base_power()) as u32,
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initial_knockback: 10.0,
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max_knockback: 20.0,
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prepare_duration: Duration::from_millis(100),
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buildup_duration: Duration::from_millis(100),
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charge_duration: Duration::from_millis(1500),
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recover_duration: Duration::from_millis(500),
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projectile_body: Body::Object(object::Body::MultiArrow),
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@ -355,8 +357,9 @@ impl Tool {
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Dagger(_) => vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(400),
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base_healthchange: (-50.0 * self.base_power()) as i32,
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_damage: (50.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.5,
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max_angle: 20.0,
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@ -378,8 +381,7 @@ impl Tool {
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},
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BasicRanged {
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energy_cost: 800,
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holdable: true,
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prepare_duration: Duration::from_millis(800),
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buildup_duration: Duration::from_millis(800),
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recover_duration: Duration::from_millis(50),
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projectile: Projectile {
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hit_solid: vec![
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@ -422,8 +424,7 @@ impl Tool {
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Staff(_) => vec![
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BasicRanged {
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energy_cost: 0,
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holdable: false,
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prepare_duration: Duration::from_millis(500),
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buildup_duration: Duration::from_millis(500),
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recover_duration: Duration::from_millis(350),
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projectile: Projectile {
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hit_solid: vec![
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@ -495,8 +496,9 @@ impl Tool {
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(400),
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base_healthchange: (-40.0 * self.base_power()) as i32,
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_damage: (40.0 * self.base_power()) as u32,
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knockback: 0.0,
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range: 3.0,
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max_angle: 120.0,
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@ -508,10 +510,11 @@ impl Tool {
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vec![
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(500),
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buildup_duration: Duration::from_millis(400),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(250),
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knockback: 25.0,
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base_healthchange: -200,
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base_damage: 200,
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range: 5.0,
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max_angle: 120.0,
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},
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@ -533,10 +536,11 @@ impl Tool {
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} else if kind == "BeastClaws" {
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vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(500),
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buildup_duration: Duration::from_millis(250),
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swing_duration: Duration::from_millis(250),
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recover_duration: Duration::from_millis(250),
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knockback: 25.0,
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base_healthchange: -200,
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base_damage: 200,
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range: 5.0,
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max_angle: 120.0,
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}]
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@ -544,58 +548,50 @@ impl Tool {
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vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_healthchange: -10,
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(200),
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base_damage: 10,
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knockback: 0.0,
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range: 1.0,
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max_angle: 30.0,
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}]
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}
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},
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Debug(kind) => {
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if kind == "Boost" {
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vec![
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CharacterAbility::Boost {
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duration: Duration::from_millis(50),
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only_up: false,
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},
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CharacterAbility::Boost {
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duration: Duration::from_millis(50),
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only_up: true,
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},
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BasicRanged {
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energy_cost: 0,
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holdable: false,
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prepare_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(10),
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projectile: Projectile {
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hit_solid: vec![projectile::Effect::Stick],
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hit_entity: vec![
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projectile::Effect::Stick,
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projectile::Effect::Possess,
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],
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time_left: Duration::from_secs(10),
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owner: None,
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ignore_group: false,
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},
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projectile_body: Body::Object(object::Body::ArrowSnake),
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projectile_light: Some(LightEmitter {
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col: (0.0, 1.0, 0.33).into(),
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..Default::default()
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}),
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projectile_gravity: None,
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projectile_speed: 100.0,
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},
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]
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} else {
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vec![]
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}
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},
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Debug(_) => vec![
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CharacterAbility::Boost {
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movement_duration: Duration::from_millis(50),
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only_up: false,
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},
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CharacterAbility::Boost {
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movement_duration: Duration::from_millis(50),
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only_up: true,
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},
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BasicRanged {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(10),
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projectile: Projectile {
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hit_solid: vec![projectile::Effect::Stick],
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hit_entity: vec![projectile::Effect::Stick, projectile::Effect::Possess],
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time_left: Duration::from_secs(10),
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owner: None,
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ignore_group: false,
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},
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projectile_body: Body::Object(object::Body::ArrowSnake),
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projectile_light: Some(LightEmitter {
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col: (0.0, 1.0, 0.33).into(),
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..Default::default()
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}),
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projectile_gravity: None,
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projectile_speed: 100.0,
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},
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],
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Empty => vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(1000),
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base_healthchange: -20,
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(900),
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base_damage: 20,
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knockback: 0.0,
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range: 3.5,
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max_angle: 15.0,
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@ -163,8 +163,9 @@ impl LoadoutBuilder {
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ability1: Some(CharacterAbility::BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(400),
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base_healthchange: -40,
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_damage: 40,
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knockback: 0.0,
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range: 3.5,
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max_angle: 15.0,
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@ -343,9 +344,10 @@ impl LoadoutBuilder {
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item: Item::new_from_asset_expect("common.items.weapons.empty.empty"),
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ability1: Some(CharacterAbility::BasicMelee {
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energy_cost: 10,
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buildup_duration: Duration::from_millis(600),
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buildup_duration: Duration::from_millis(500),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(100),
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base_healthchange: -(body.base_dmg() as i32),
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base_damage: body.base_dmg(),
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knockback: 0.0,
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range: body.base_range(),
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max_angle: 20.0,
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@ -6,20 +6,34 @@ use crate::{
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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pub struct StaticData {
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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 is swinging for
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pub swing_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 (negative) or healing (positive)
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pub base_healthchange: i32,
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/// Base damage
|
||||
pub base_damage: u32,
|
||||
/// Knockback
|
||||
pub knockback: f32,
|
||||
/// Max range
|
||||
pub range: f32,
|
||||
/// Max angle (45.0 will give you a 90.0 angle window)
|
||||
pub max_angle: f32,
|
||||
}
|
||||
|
||||
#[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,
|
||||
/// Whether the attack can deal more damage
|
||||
pub exhausted: bool,
|
||||
}
|
||||
@ -31,65 +45,94 @@ impl CharacterBehavior for Data {
|
||||
handle_move(data, &mut update, 0.7);
|
||||
handle_jump(data, &mut update);
|
||||
|
||||
if self.buildup_duration != Duration::default() {
|
||||
// Build up
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
buildup_duration: self
|
||||
.buildup_duration
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
recover_duration: self.recover_duration,
|
||||
base_healthchange: self.base_healthchange,
|
||||
knockback: self.knockback,
|
||||
range: self.range,
|
||||
max_angle: self.max_angle,
|
||||
exhausted: false,
|
||||
});
|
||||
} else if !self.exhausted {
|
||||
let (damage, heal) = if self.base_healthchange > 0 {
|
||||
(0, self.base_healthchange as u32)
|
||||
} else {
|
||||
((-self.base_healthchange) as u32, 0)
|
||||
};
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
base_damage: damage,
|
||||
base_heal: heal,
|
||||
range: self.range,
|
||||
max_angle: self.max_angle.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: self.knockback,
|
||||
});
|
||||
match self.stage_section {
|
||||
StageSection::Buildup => {
|
||||
if self.timer < self.static_data.buildup_duration {
|
||||
// Build up
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
} else {
|
||||
// Transitions to swing section of stage
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
static_data: self.static_data,
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Swing,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
}
|
||||
},
|
||||
StageSection::Swing => {
|
||||
if !self.exhausted {
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
static_data: self.static_data,
|
||||
timer: Duration::default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: true,
|
||||
});
|
||||
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
buildup_duration: self.buildup_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
base_healthchange: self.base_healthchange,
|
||||
knockback: self.knockback,
|
||||
range: self.range,
|
||||
max_angle: self.max_angle,
|
||||
exhausted: true,
|
||||
});
|
||||
} else if self.recover_duration != Duration::default() {
|
||||
// Recovery
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
buildup_duration: self.buildup_duration,
|
||||
recover_duration: self
|
||||
.recover_duration
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
base_healthchange: self.base_healthchange,
|
||||
knockback: self.knockback,
|
||||
range: self.range,
|
||||
max_angle: self.max_angle,
|
||||
exhausted: true,
|
||||
});
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
base_damage: self.static_data.base_damage,
|
||||
base_heal: 0,
|
||||
range: self.static_data.range,
|
||||
max_angle: 180_f32.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: self.static_data.knockback,
|
||||
});
|
||||
} else if self.timer < self.static_data.swing_duration {
|
||||
// Swings
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
} else {
|
||||
// Transitions to recover section of stage
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
static_data: self.static_data,
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Recover,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
}
|
||||
},
|
||||
StageSection::Recover => {
|
||||
if self.timer < self.static_data.recover_duration {
|
||||
// Recovery
|
||||
update.character = CharacterState::BasicMelee(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(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::<Attacking>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
// Grant energy on successful hit
|
||||
|
@ -7,27 +7,36 @@ use crate::{
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
|
||||
/// Separated out to condense update portions of character state
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct Data {
|
||||
/// Can you hold the ability beyond the prepare duration
|
||||
pub holdable: bool,
|
||||
/// How long we have to prepare the weapon
|
||||
pub prepare_duration: Duration,
|
||||
/// How long we prepared the weapon already
|
||||
pub prepare_timer: Duration,
|
||||
pub struct StaticData {
|
||||
/// How much buildup is required before the attack
|
||||
pub buildup_duration: Duration,
|
||||
/// How long the state has until exiting
|
||||
pub recover_duration: Duration,
|
||||
/// Projectile variables
|
||||
pub projectile: Projectile,
|
||||
pub projectile_body: Body,
|
||||
pub projectile_light: Option<LightEmitter>,
|
||||
pub projectile_gravity: Option<Gravity>,
|
||||
pub projectile_speed: f32,
|
||||
/// Whether the attack fired already
|
||||
pub exhausted: bool,
|
||||
/// What key is used to press ability
|
||||
pub ability_key: AbilityKey,
|
||||
}
|
||||
|
||||
#[derive(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,
|
||||
/// Whether the attack fired already
|
||||
pub exhausted: bool,
|
||||
}
|
||||
|
||||
impl CharacterBehavior for Data {
|
||||
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
@ -35,77 +44,70 @@ impl CharacterBehavior for Data {
|
||||
handle_move(data, &mut update, 0.3);
|
||||
handle_jump(data, &mut update);
|
||||
|
||||
if !self.exhausted
|
||||
&& if self.holdable {
|
||||
ability_key_is_pressed(data, self.ability_key)
|
||||
|| self.prepare_timer < self.prepare_duration
|
||||
} else {
|
||||
self.prepare_timer < self.prepare_duration
|
||||
}
|
||||
{
|
||||
// Prepare (draw the bow)
|
||||
update.character = CharacterState::BasicRanged(Data {
|
||||
prepare_timer: self.prepare_timer + Duration::from_secs_f32(data.dt.0),
|
||||
holdable: self.holdable,
|
||||
prepare_duration: self.prepare_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
projectile: self.projectile.clone(),
|
||||
projectile_body: self.projectile_body,
|
||||
projectile_light: self.projectile_light,
|
||||
projectile_gravity: self.projectile_gravity,
|
||||
projectile_speed: self.projectile_speed,
|
||||
exhausted: false,
|
||||
ability_key: self.ability_key,
|
||||
});
|
||||
} else if !self.exhausted {
|
||||
// Fire
|
||||
let mut projectile = self.projectile.clone();
|
||||
projectile.owner = Some(*data.uid);
|
||||
update.server_events.push_front(ServerEvent::Shoot {
|
||||
entity: data.entity,
|
||||
dir: data.inputs.look_dir,
|
||||
body: self.projectile_body,
|
||||
projectile,
|
||||
light: self.projectile_light,
|
||||
gravity: self.projectile_gravity,
|
||||
speed: self.projectile_speed,
|
||||
});
|
||||
match self.stage_section {
|
||||
StageSection::Buildup => {
|
||||
if self.timer < self.static_data.buildup_duration {
|
||||
// Build up
|
||||
update.character = CharacterState::BasicRanged(Data {
|
||||
static_data: self.static_data.clone(),
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
} else {
|
||||
// Transitions to recover section of stage
|
||||
update.character = CharacterState::BasicRanged(Data {
|
||||
static_data: self.static_data.clone(),
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Recover,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
}
|
||||
},
|
||||
StageSection::Recover => {
|
||||
if !self.exhausted {
|
||||
// Fire
|
||||
let mut projectile = self.static_data.projectile.clone();
|
||||
projectile.owner = Some(*data.uid);
|
||||
update.server_events.push_front(ServerEvent::Shoot {
|
||||
entity: data.entity,
|
||||
dir: data.inputs.look_dir,
|
||||
body: self.static_data.projectile_body,
|
||||
projectile,
|
||||
light: self.static_data.projectile_light,
|
||||
gravity: self.static_data.projectile_gravity,
|
||||
speed: self.static_data.projectile_speed,
|
||||
});
|
||||
|
||||
update.character = CharacterState::BasicRanged(Data {
|
||||
prepare_timer: self.prepare_timer,
|
||||
holdable: self.holdable,
|
||||
prepare_duration: self.prepare_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
projectile: self.projectile.clone(),
|
||||
projectile_body: self.projectile_body,
|
||||
projectile_light: self.projectile_light,
|
||||
projectile_gravity: self.projectile_gravity,
|
||||
projectile_speed: self.projectile_speed,
|
||||
exhausted: true,
|
||||
ability_key: self.ability_key,
|
||||
});
|
||||
} else if self.recover_duration != Duration::default() {
|
||||
// Recovery
|
||||
update.character = CharacterState::BasicRanged(Data {
|
||||
prepare_timer: self.prepare_timer,
|
||||
holdable: self.holdable,
|
||||
prepare_duration: self.prepare_duration,
|
||||
recover_duration: self
|
||||
.recover_duration
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
projectile: self.projectile.clone(),
|
||||
projectile_body: self.projectile_body,
|
||||
projectile_light: self.projectile_light,
|
||||
projectile_gravity: self.projectile_gravity,
|
||||
projectile_speed: self.projectile_speed,
|
||||
exhausted: true,
|
||||
ability_key: self.ability_key,
|
||||
});
|
||||
return update;
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
update.character = CharacterState::BasicRanged(Data {
|
||||
static_data: self.static_data.clone(),
|
||||
timer: self.timer,
|
||||
stage_section: self.stage_section,
|
||||
exhausted: true,
|
||||
});
|
||||
} else if self.timer < self.static_data.recover_duration {
|
||||
// Recovers
|
||||
update.character = CharacterState::BasicRanged(Data {
|
||||
static_data: self.static_data.clone(),
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding;
|
||||
},
|
||||
}
|
||||
|
||||
update
|
||||
|
@ -1,16 +1,25 @@
|
||||
use crate::{
|
||||
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
|
||||
comp::{CharacterState, StateUpdate},
|
||||
states::utils::*,
|
||||
sys::character_behavior::{CharacterBehavior, JoinData},
|
||||
};
|
||||
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 {
|
||||
pub movement_duration: Duration,
|
||||
pub only_up: bool,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct Data {
|
||||
/// How long the state has until exiting
|
||||
pub duration: Duration,
|
||||
pub only_up: bool,
|
||||
/// 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,
|
||||
}
|
||||
|
||||
impl CharacterBehavior for Data {
|
||||
@ -19,34 +28,25 @@ impl CharacterBehavior for Data {
|
||||
|
||||
handle_move(data, &mut update, 1.0);
|
||||
|
||||
// Still going
|
||||
if self.duration != Duration::default() {
|
||||
if self.only_up {
|
||||
if self.timer < self.static_data.movement_duration {
|
||||
// Movement
|
||||
if self.static_data.only_up {
|
||||
update.vel.0.z += 500.0 * data.dt.0;
|
||||
} else {
|
||||
update.vel.0 += *data.inputs.look_dir * 500.0 * data.dt.0;
|
||||
}
|
||||
update.character = CharacterState::Boost(Data {
|
||||
duration: self
|
||||
.duration
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
only_up: self.only_up,
|
||||
});
|
||||
}
|
||||
// Done
|
||||
else {
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
}
|
||||
|
||||
// Grant energy on successful hit
|
||||
if let Some(attack) = data.attacking {
|
||||
if attack.applied && attack.hit_count > 0 {
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
update.energy.change_by(100, EnergySource::HitEnemy);
|
||||
}
|
||||
}
|
||||
|
||||
update
|
||||
}
|
||||
}
|
||||
|
@ -10,10 +10,15 @@ use crate::{
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct Data {
|
||||
/// Whether the attack fired already
|
||||
pub exhausted: bool,
|
||||
/// Separated out to condense update portions of character state
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct StaticData {
|
||||
/// How long the weapon needs to be prepared for
|
||||
pub buildup_duration: Duration,
|
||||
/// How long it takes to charge the weapon to max damage and knockback
|
||||
pub charge_duration: Duration,
|
||||
/// How long the state has until exiting
|
||||
pub recover_duration: Duration,
|
||||
/// How much energy is drained per second when charging
|
||||
pub energy_drain: u32,
|
||||
/// How much damage is dealt with no charge
|
||||
@ -24,14 +29,6 @@ pub struct Data {
|
||||
pub initial_knockback: f32,
|
||||
/// How much knockback there is at max charge
|
||||
pub max_knockback: f32,
|
||||
/// How long the weapon needs to be prepared for
|
||||
pub prepare_duration: Duration,
|
||||
/// How long it takes to charge the weapon to max damage and knockback
|
||||
pub charge_duration: Duration,
|
||||
/// How long the state has been charging
|
||||
pub charge_timer: Duration,
|
||||
/// How long the state has until exiting
|
||||
pub recover_duration: Duration,
|
||||
/// Projectile information
|
||||
pub projectile_body: Body,
|
||||
pub projectile_light: Option<LightEmitter>,
|
||||
@ -40,6 +37,19 @@ pub struct Data {
|
||||
pub max_projectile_speed: f32,
|
||||
}
|
||||
|
||||
#[derive(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,
|
||||
/// Whether the attack fired already
|
||||
pub exhausted: bool,
|
||||
}
|
||||
|
||||
impl CharacterBehavior for Data {
|
||||
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
@ -47,160 +57,133 @@ impl CharacterBehavior for Data {
|
||||
handle_move(data, &mut update, 0.3);
|
||||
handle_jump(data, &mut update);
|
||||
|
||||
if self.prepare_duration != Duration::default() {
|
||||
// Prepare (draw the bow)
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
exhausted: self.exhausted,
|
||||
energy_drain: self.energy_drain,
|
||||
initial_damage: self.initial_damage,
|
||||
max_damage: self.max_damage,
|
||||
initial_knockback: self.initial_knockback,
|
||||
max_knockback: self.max_knockback,
|
||||
prepare_duration: self
|
||||
.prepare_duration
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
charge_duration: self.charge_duration,
|
||||
charge_timer: self.charge_timer,
|
||||
recover_duration: self.recover_duration,
|
||||
projectile_body: self.projectile_body,
|
||||
projectile_light: self.projectile_light,
|
||||
projectile_gravity: self.projectile_gravity,
|
||||
initial_projectile_speed: self.initial_projectile_speed,
|
||||
max_projectile_speed: self.max_projectile_speed,
|
||||
});
|
||||
} else if data.inputs.secondary.is_pressed()
|
||||
&& self.charge_timer < self.charge_duration
|
||||
&& update.energy.current() > 0
|
||||
{
|
||||
// Charge the bow
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
exhausted: self.exhausted,
|
||||
energy_drain: self.energy_drain,
|
||||
initial_damage: self.initial_damage,
|
||||
max_damage: self.max_damage,
|
||||
initial_knockback: self.initial_knockback,
|
||||
max_knockback: self.max_knockback,
|
||||
prepare_duration: self.prepare_duration,
|
||||
charge_timer: self
|
||||
.charge_timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
charge_duration: self.charge_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
projectile_body: self.projectile_body,
|
||||
projectile_light: self.projectile_light,
|
||||
projectile_gravity: self.projectile_gravity,
|
||||
initial_projectile_speed: self.initial_projectile_speed,
|
||||
max_projectile_speed: self.max_projectile_speed,
|
||||
});
|
||||
match self.stage_section {
|
||||
StageSection::Buildup => {
|
||||
if self.timer < self.static_data.buildup_duration {
|
||||
// Build up
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
} else {
|
||||
// Transitions to swing section of stage
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
static_data: self.static_data,
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Charge,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
}
|
||||
},
|
||||
StageSection::Charge => {
|
||||
if !data.inputs.secondary.is_pressed() && !self.exhausted {
|
||||
let charge_frac = (self.timer.as_secs_f32()
|
||||
/ self.static_data.charge_duration.as_secs_f32())
|
||||
.min(1.0);
|
||||
let damage = self.static_data.initial_damage as f32
|
||||
+ (charge_frac
|
||||
* (self.static_data.max_damage - self.static_data.initial_damage)
|
||||
as f32);
|
||||
let knockback = self.static_data.initial_knockback as f32
|
||||
+ (charge_frac
|
||||
* (self.static_data.max_knockback - self.static_data.initial_knockback)
|
||||
as f32);
|
||||
// Fire
|
||||
let mut projectile = Projectile {
|
||||
hit_solid: vec![projectile::Effect::Stick],
|
||||
hit_entity: vec![
|
||||
projectile::Effect::Damage(-damage as i32),
|
||||
projectile::Effect::Knockback(knockback),
|
||||
projectile::Effect::Vanish,
|
||||
],
|
||||
time_left: Duration::from_secs(15),
|
||||
owner: None,
|
||||
ignore_group: true,
|
||||
};
|
||||
projectile.owner = Some(*data.uid);
|
||||
update.server_events.push_front(ServerEvent::Shoot {
|
||||
entity: data.entity,
|
||||
dir: data.inputs.look_dir,
|
||||
body: self.static_data.projectile_body,
|
||||
projectile,
|
||||
light: self.static_data.projectile_light,
|
||||
gravity: self.static_data.projectile_gravity,
|
||||
speed: self.static_data.initial_projectile_speed
|
||||
+ charge_frac
|
||||
* (self.static_data.max_projectile_speed
|
||||
- self.static_data.initial_projectile_speed),
|
||||
});
|
||||
|
||||
// Consumes energy if there's enough left and RMB is held down
|
||||
update.energy.change_by(
|
||||
-(self.energy_drain as f32 * data.dt.0) as i32,
|
||||
EnergySource::Ability,
|
||||
);
|
||||
} else if data.inputs.secondary.is_pressed() {
|
||||
// Charge the bow
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
exhausted: self.exhausted,
|
||||
energy_drain: self.energy_drain,
|
||||
initial_damage: self.initial_damage,
|
||||
max_damage: self.max_damage,
|
||||
initial_knockback: self.initial_knockback,
|
||||
max_knockback: self.max_knockback,
|
||||
prepare_duration: self.prepare_duration,
|
||||
charge_timer: self.charge_timer,
|
||||
charge_duration: self.charge_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
projectile_body: self.projectile_body,
|
||||
projectile_light: self.projectile_light,
|
||||
projectile_gravity: self.projectile_gravity,
|
||||
initial_projectile_speed: self.initial_projectile_speed,
|
||||
max_projectile_speed: self.max_projectile_speed,
|
||||
});
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
static_data: self.static_data,
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Recover,
|
||||
exhausted: true,
|
||||
});
|
||||
} else if self.timer < self.static_data.charge_duration
|
||||
&& data.inputs.secondary.is_pressed()
|
||||
{
|
||||
// Charges
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
|
||||
// Consumes energy if there's enough left and RMB is held down
|
||||
update.energy.change_by(
|
||||
-(self.energy_drain as f32 * data.dt.0 / 5.0) as i32,
|
||||
EnergySource::Ability,
|
||||
);
|
||||
} else if !self.exhausted {
|
||||
let charge_amount =
|
||||
(self.charge_timer.as_secs_f32() / self.charge_duration.as_secs_f32()).min(1.0);
|
||||
// Fire
|
||||
let mut projectile = Projectile {
|
||||
hit_solid: vec![projectile::Effect::Stick],
|
||||
hit_entity: vec![
|
||||
projectile::Effect::Damage(
|
||||
-(self.initial_damage as i32
|
||||
+ (charge_amount * (self.max_damage - self.initial_damage) as f32)
|
||||
as i32),
|
||||
),
|
||||
projectile::Effect::Knockback(
|
||||
self.initial_knockback
|
||||
+ charge_amount * (self.max_knockback - self.initial_knockback),
|
||||
),
|
||||
projectile::Effect::Vanish,
|
||||
],
|
||||
time_left: Duration::from_secs(15),
|
||||
owner: None,
|
||||
ignore_group: true,
|
||||
};
|
||||
projectile.owner = Some(*data.uid);
|
||||
update.server_events.push_front(ServerEvent::Shoot {
|
||||
entity: data.entity,
|
||||
dir: data.inputs.look_dir,
|
||||
body: self.projectile_body,
|
||||
projectile,
|
||||
light: self.projectile_light,
|
||||
gravity: self.projectile_gravity,
|
||||
speed: self.initial_projectile_speed
|
||||
+ charge_amount * (self.max_projectile_speed - self.initial_projectile_speed),
|
||||
});
|
||||
// Consumes energy if there's enough left and RMB is held down
|
||||
update.energy.change_by(
|
||||
-(self.static_data.energy_drain as f32 * data.dt.0) as i32,
|
||||
EnergySource::Ability,
|
||||
);
|
||||
} else if data.inputs.secondary.is_pressed() {
|
||||
// Holds charge
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
exhausted: true,
|
||||
energy_drain: self.energy_drain,
|
||||
initial_damage: self.initial_damage,
|
||||
max_damage: self.max_damage,
|
||||
initial_knockback: self.initial_knockback,
|
||||
max_knockback: self.max_knockback,
|
||||
prepare_duration: self.prepare_duration,
|
||||
charge_timer: self.charge_timer,
|
||||
charge_duration: self.charge_duration,
|
||||
recover_duration: self.recover_duration,
|
||||
projectile_body: self.projectile_body,
|
||||
projectile_light: self.projectile_light,
|
||||
projectile_gravity: self.projectile_gravity,
|
||||
initial_projectile_speed: self.initial_projectile_speed,
|
||||
max_projectile_speed: self.max_projectile_speed,
|
||||
});
|
||||
} else if self.recover_duration != Duration::default() {
|
||||
// Recovery
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
exhausted: self.exhausted,
|
||||
energy_drain: self.energy_drain,
|
||||
initial_damage: self.initial_damage,
|
||||
max_damage: self.max_damage,
|
||||
initial_knockback: self.initial_knockback,
|
||||
max_knockback: self.max_knockback,
|
||||
prepare_duration: self.prepare_duration,
|
||||
charge_timer: self.charge_timer,
|
||||
charge_duration: self.charge_duration,
|
||||
recover_duration: self
|
||||
.recover_duration
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
projectile_body: self.projectile_body,
|
||||
projectile_light: self.projectile_light,
|
||||
projectile_gravity: self.projectile_gravity,
|
||||
initial_projectile_speed: self.initial_projectile_speed,
|
||||
max_projectile_speed: self.max_projectile_speed,
|
||||
});
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Consumes energy if there's enough left and RMB is held down
|
||||
update.energy.change_by(
|
||||
-(self.static_data.energy_drain as f32 * data.dt.0 / 5.0) as i32,
|
||||
EnergySource::Ability,
|
||||
);
|
||||
}
|
||||
},
|
||||
StageSection::Recover => {
|
||||
if self.timer < self.static_data.recover_duration {
|
||||
// Recovers
|
||||
update.character = CharacterState::ChargedRanged(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
exhausted: self.exhausted,
|
||||
});
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding;
|
||||
},
|
||||
}
|
||||
|
||||
update
|
||||
|
@ -6,10 +6,20 @@ use crate::{
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
||||
/// Separated out to condense update portions of character state
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct StaticData {
|
||||
/// Time required to draw weapon
|
||||
pub buildup_duration: Duration,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct Data {
|
||||
/// Time left before next state
|
||||
pub time_left: Duration,
|
||||
/// 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,
|
||||
}
|
||||
|
||||
impl CharacterBehavior for Data {
|
||||
@ -19,18 +29,18 @@ impl CharacterBehavior for Data {
|
||||
handle_move(&data, &mut update, 1.0);
|
||||
handle_jump(&data, &mut update);
|
||||
|
||||
if self.time_left == Duration::default() {
|
||||
// Wield delay has expired
|
||||
update.character = CharacterState::Wielding;
|
||||
} else {
|
||||
// Wield delay hasn't expired yet
|
||||
// Update wield delay
|
||||
if self.timer < self.static_data.buildup_duration {
|
||||
// Draw weapon
|
||||
update.character = CharacterState::Equipping(Data {
|
||||
time_left: self
|
||||
.time_left
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
});
|
||||
} else {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
}
|
||||
|
||||
update
|
||||
|
@ -1,5 +1,6 @@
|
||||
use crate::{
|
||||
comp::{CharacterState, StateUpdate},
|
||||
states::utils::*,
|
||||
sys::character_behavior::{CharacterBehavior, JoinData},
|
||||
util::Dir,
|
||||
};
|
||||
@ -8,10 +9,27 @@ use std::time::Duration;
|
||||
use vek::Vec3;
|
||||
|
||||
const ROLL_SPEED: f32 = 25.0;
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
||||
|
||||
/// 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,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct Data {
|
||||
/// How long the state has until exiting
|
||||
pub remaining_duration: Duration,
|
||||
/// 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,
|
||||
/// Had weapon
|
||||
pub was_wielded: bool,
|
||||
}
|
||||
@ -31,23 +49,80 @@ impl CharacterBehavior for Data {
|
||||
// Smooth orientation
|
||||
update.ori.0 = Dir::slerp_to_vec3(update.ori.0, update.vel.0.xy().into(), 9.0 * data.dt.0);
|
||||
|
||||
if self.remaining_duration == Duration::default() {
|
||||
// Roll duration has expired
|
||||
update.vel.0 *= 0.3;
|
||||
if self.was_wielded {
|
||||
update.character = CharacterState::Wielding;
|
||||
} else {
|
||||
update.character = CharacterState::Idle;
|
||||
}
|
||||
} else {
|
||||
// Otherwise, tick down remaining_duration
|
||||
update.character = CharacterState::Roll(Data {
|
||||
remaining_duration: self
|
||||
.remaining_duration
|
||||
.checked_sub(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
was_wielded: self.was_wielded,
|
||||
});
|
||||
match self.stage_section {
|
||||
StageSection::Buildup => {
|
||||
if self.timer < self.static_data.buildup_duration {
|
||||
// Build up
|
||||
update.character = CharacterState::Roll(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
was_wielded: self.was_wielded,
|
||||
});
|
||||
} else {
|
||||
// Transitions to movement section of stage
|
||||
update.character = CharacterState::Roll(Data {
|
||||
static_data: self.static_data,
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Movement,
|
||||
was_wielded: self.was_wielded,
|
||||
});
|
||||
}
|
||||
},
|
||||
StageSection::Movement => {
|
||||
if self.timer < self.static_data.movement_duration {
|
||||
// Movement
|
||||
update.character = CharacterState::Roll(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
was_wielded: self.was_wielded,
|
||||
});
|
||||
} else {
|
||||
// Transitions to recover section of stage
|
||||
update.character = CharacterState::Roll(Data {
|
||||
static_data: self.static_data,
|
||||
timer: Duration::default(),
|
||||
stage_section: StageSection::Recover,
|
||||
was_wielded: self.was_wielded,
|
||||
});
|
||||
}
|
||||
},
|
||||
StageSection::Recover => {
|
||||
if self.timer < self.static_data.recover_duration {
|
||||
// Build up
|
||||
update.character = CharacterState::Roll(Data {
|
||||
static_data: self.static_data,
|
||||
timer: self
|
||||
.timer
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or_default(),
|
||||
stage_section: self.stage_section,
|
||||
was_wielded: self.was_wielded,
|
||||
});
|
||||
} else {
|
||||
// Done
|
||||
if self.was_wielded {
|
||||
update.character = CharacterState::Wielding;
|
||||
} else {
|
||||
update.character = CharacterState::Idle;
|
||||
}
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
if self.was_wielded {
|
||||
update.character = CharacterState::Wielding;
|
||||
} else {
|
||||
update.character = CharacterState::Idle;
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
update
|
||||
|
@ -9,6 +9,7 @@ use crate::{
|
||||
util::Dir,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
use vek::*;
|
||||
|
||||
pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
|
||||
@ -161,7 +162,10 @@ pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
|
||||
pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
|
||||
if let Some(ItemKind::Tool(tool)) = data.loadout.active_item.as_ref().map(|i| i.item.kind()) {
|
||||
update.character = CharacterState::Equipping(equipping::Data {
|
||||
time_left: tool.equip_time(),
|
||||
static_data: equipping::StaticData {
|
||||
buildup_duration: tool.equip_time(),
|
||||
},
|
||||
timer: Duration::default(),
|
||||
});
|
||||
} else {
|
||||
update.character = CharacterState::Idle;
|
||||
|
@ -79,7 +79,7 @@ impl State {
|
||||
if let ItemKind::Tool(kind) = kind {
|
||||
match &kind.kind {
|
||||
ToolKind::Staff(_) => true,
|
||||
ToolKind::Debug(kind) => kind == "Boost",
|
||||
ToolKind::Debug(_) => true,
|
||||
ToolKind::Sword(_) => true,
|
||||
ToolKind::Hammer(_) => true,
|
||||
ToolKind::Axe(_) => true,
|
||||
|
@ -524,6 +524,14 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
.map(|i| i.item.kind())
|
||||
.and_then(|kind| match kind {
|
||||
ItemKind::Tool(Tool { kind, .. }) => match kind {
|
||||
ToolKind::Hammer(_) => Some((
|
||||
"Smash of Doom",
|
||||
"\nAn AOE attack with knockback. \nLeaps to position of \
|
||||
cursor.",
|
||||
)),
|
||||
ToolKind::Axe(_) => {
|
||||
Some(("Spin Leap", "\nA slashing running spin leap."))
|
||||
},
|
||||
ToolKind::Staff(_) => Some((
|
||||
"Firebomb",
|
||||
"\nWhirls a big fireball into the air. \nExplodes the ground \
|
||||
@ -533,14 +541,14 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
"Whirlwind",
|
||||
"\nMove forward while spinning with \n your sword.",
|
||||
)),
|
||||
ToolKind::Debug(kind) => match kind.as_ref() {
|
||||
"Boost" => Some((
|
||||
"Possessing Arrow",
|
||||
"\nShoots a poisonous arrow.\nLets you control your \
|
||||
target.",
|
||||
)),
|
||||
_ => None,
|
||||
},
|
||||
ToolKind::Bow(_) => Some((
|
||||
"Burst",
|
||||
"\nLaunches a burst of arrows at the top \nof a running leap.",
|
||||
)),
|
||||
ToolKind::Debug(_) => Some((
|
||||
"Possessing Arrow",
|
||||
"\nShoots a poisonous arrow.\nLets you control your target.",
|
||||
)),
|
||||
_ => None,
|
||||
},
|
||||
_ => None,
|
||||
@ -621,10 +629,7 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
ToolKind::Bow(_) => self.imgs.bow_m1,
|
||||
ToolKind::Sceptre(_) => self.imgs.heal_0,
|
||||
ToolKind::Staff(_) => self.imgs.fireball,
|
||||
ToolKind::Debug(kind) => match kind.as_ref() {
|
||||
"Boost" => self.imgs.flyingrod_m1,
|
||||
_ => self.imgs.nothing,
|
||||
},
|
||||
ToolKind::Debug(_) => self.imgs.flyingrod_m1,
|
||||
_ => self.imgs.nothing,
|
||||
},
|
||||
_ => self.imgs.nothing,
|
||||
@ -671,10 +676,7 @@ impl<'a> Widget for Skillbar<'a> {
|
||||
Some(ToolKind::Bow(_)) => self.imgs.bow_m2,
|
||||
Some(ToolKind::Sceptre(_)) => self.imgs.heal_bomb,
|
||||
Some(ToolKind::Staff(_)) => self.imgs.flamethrower,
|
||||
Some(ToolKind::Debug(kind)) => match kind.as_ref() {
|
||||
"Boost" => self.imgs.flyingrod_m2,
|
||||
_ => self.imgs.nothing,
|
||||
},
|
||||
Some(ToolKind::Debug(_)) => self.imgs.flyingrod_m2,
|
||||
_ => self.imgs.nothing,
|
||||
})
|
||||
.w_h(36.0, 36.0)
|
||||
|
@ -116,10 +116,7 @@ impl<'a> SlotKey<HotbarSource<'a>, HotbarImageSource<'a>> for HotbarSlot {
|
||||
ToolKind::Hammer(_) => Some(HotbarImage::HammerLeap),
|
||||
ToolKind::Axe(_) => Some(HotbarImage::AxeLeapSlash),
|
||||
ToolKind::Bow(_) => Some(HotbarImage::BowJumpBurst),
|
||||
ToolKind::Debug(kind) => match kind.as_ref() {
|
||||
"Boost" => Some(HotbarImage::SnakeArrow),
|
||||
_ => None,
|
||||
},
|
||||
ToolKind::Debug(_) => Some(HotbarImage::SnakeArrow),
|
||||
ToolKind::Sword(_) => Some(HotbarImage::SwordWhirlwind),
|
||||
_ => None,
|
||||
},
|
||||
|
Loading…
Reference in New Issue
Block a user