Add charging back

This commit is contained in:
Adam Whitehurst 2020-03-08 10:04:26 -07:00
parent adf34d4f0f
commit f769c74bf4
8 changed files with 83 additions and 73 deletions

View File

@ -5,6 +5,7 @@ pub enum AbilityState {
BasicAttack,
BasicBlock,
Roll,
ChargeAttack,
}
impl Default for AbilityState {
fn default() -> Self { Self::BasicAttack }
@ -26,7 +27,7 @@ impl Default for AbilityPool {
fn default() -> Self {
Self {
primary: Some(AbilityState::BasicAttack),
secondary: Some(AbilityState::BasicBlock),
secondary: Some(AbilityState::ChargeAttack),
block: None,
dodge: Some(AbilityState::Roll),
}

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@ -42,7 +42,10 @@ pub enum CharacterState {
},
/// A basic blocking state
BasicBlock {},
//Charge{},
ChargeAttack {
/// How long the state has until exiting
remaining_duration: Duration,
},
Roll {
/// How long the state has until exiting
remaining_duration: Duration,
@ -61,7 +64,7 @@ impl CharacterState {
pub fn is_attack(&self) -> bool {
match self {
CharacterState::BasicAttack { .. } => true,
CharacterState::BasicAttack { .. } | CharacterState::ChargeAttack { .. } => true,
_ => false,
}
}

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@ -22,14 +22,7 @@ pub fn behavior(data: &JoinData) -> StateUpdate {
handle_move(&data, &mut update);
if !data.physics.on_ground || !data.inputs.secondary.is_pressed() {
if let Some(ItemKind::Tool(tool)) = data.stats.equipment.main.as_ref().map(|i| i.kind) {
update.character = CharacterState::Equipping {
tool,
time_left: tool.equip_time(),
};
} else {
update.character = CharacterState::Idle {};
};
attempt_wield(data, &mut update);
}
update
}

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@ -1,13 +1,10 @@
use super::utils::*;
use crate::{
comp::{
ActionState::Attack, AttackKind::Charge, CharacterEntityData, HealthChange, HealthSource,
ItemKind::Tool, MoveState::Run, StateUpdate, ToolData,
},
comp::{CharacterState::*, HealthChange, HealthSource, StateUpdate},
event::ServerEvent,
sys::character_behavior::JoinData,
};
use std::time::Duration;
use std::{collections::VecDeque, time::Duration};
use vek::Vec3;
const CHARGE_SPEED: f32 = 20.0;
@ -18,45 +15,49 @@ pub fn behavior(data: &JoinData) -> StateUpdate {
vel: *data.vel,
ori: *data.ori,
character: *data.character,
energy: *data.energy,
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
// Move player
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
.try_normalized()
.unwrap_or_default()
* CHARGE_SPEED;
if let ChargeAttack { remaining_duration } = data.character {
// Move player
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
.try_normalized()
.unwrap_or_default()
* CHARGE_SPEED;
// Check if hitting another entity
if let Some(uid_b) = data.physics.touch_entity {
// Send Damage event
data.server_bus.emitter().emit(ServerEvent::Damage {
uid: uid_b,
change: HealthChange {
amount: -20,
cause: HealthSource::Attack { by: *data.uid },
},
});
// Check if hitting another entity
if let Some(uid_b) = data.physics.touch_entity {
// Send Damage event
update.server_events.push_front(ServerEvent::Damage {
uid: uid_b,
change: HealthChange {
amount: -20,
cause: HealthSource::Attack { by: *data.uid },
},
});
// Go back to wielding or idling
update.character.action_state = attempt_wield(data.stats);
return update;
// Go back to wielding or idling
attempt_wield(data, &mut update);
return update;
}
// Check if charge timed out or can't keep moving forward
if *remaining_duration == Duration::default() || update.vel.0.magnitude_squared() < 10.0 {
attempt_wield(data, &mut update);
return update;
}
// Tick remaining-duration and keep charging
update.character = ChargeAttack {
remaining_duration: remaining_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
};
}
// Check if charge timed out or can't keep moving forward
if self.remaining_duration == Duration::default() || update.vel.0.magnitude_squared() < 10.0 {
update.character.action_state = attempt_wield(data.stats);
return update;
}
// Tick remaining-duration and keep charging
update.character.action_state = Attack(Charge(Some(State {
remaining_duration: self
.remaining_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
})));
update
}

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@ -1,6 +1,7 @@
// Module declarations
pub mod basic_attack;
pub mod basic_block;
pub mod charge_attack;
pub mod climb;
pub mod equipping;
pub mod glide;

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@ -105,19 +105,26 @@ fn swim_move(data: &JoinData, update: &mut StateUpdate) {
}
}
/// First checks whether `primary` input is pressed, then
/// attempts to go into Equipping state, otherwise Idle
pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.primary.is_pressed() {
if let Some(Tool(tool)) = data.stats.equipment.main.as_ref().map(|i| i.kind) {
update.character = CharacterState::Equipping {
tool,
time_left: tool.equip_time(),
};
} else {
update.character = CharacterState::Idle {};
};
attempt_wield(data, update);
}
}
/// If a tool is equipped, goes into Equipping state, otherwise goes to Idle
pub fn attempt_wield(data: &JoinData, update: &mut StateUpdate) {
if let Some(Tool(tool)) = data.stats.equipment.main.as_ref().map(|i| i.kind) {
update.character = CharacterState::Equipping {
tool,
time_left: tool.equip_time(),
};
} else {
update.character = CharacterState::Idle {};
};
}
pub fn handle_sit(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.sit.is_pressed() && data.physics.on_ground && data.body.is_humanoid() {
update.character = CharacterState::Sit {};
@ -226,5 +233,8 @@ pub fn character_state_from_ability(
AbilityState::Roll { .. } => CharacterState::Roll {
remaining_duration: Duration::from_millis(600),
},
AbilityState::ChargeAttack { .. } => CharacterState::ChargeAttack {
remaining_duration: Duration::from_millis(600),
},
}
}

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@ -2,26 +2,26 @@ use super::utils::*;
use crate::{comp::StateUpdate, sys::character_behavior::JoinData};
use std::collections::VecDeque;
pub fn behavior(ecs_data: &JoinData) -> StateUpdate {
pub fn behavior(data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
character: *ecs_data.character,
pos: *ecs_data.pos,
vel: *ecs_data.vel,
ori: *ecs_data.ori,
energy: *ecs_data.energy,
character: *data.character,
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
handle_move(&ecs_data, &mut update);
handle_jump(&ecs_data, &mut update);
handle_sit(&ecs_data, &mut update);
handle_climb(&ecs_data, &mut update);
handle_glide(&ecs_data, &mut update);
handle_unwield(&ecs_data, &mut update);
handle_primary(&ecs_data, &mut update);
handle_secondary(&ecs_data, &mut update);
handle_dodge(&ecs_data, &mut update);
handle_move(&data, &mut update);
handle_jump(&data, &mut update);
handle_sit(&data, &mut update);
handle_climb(&data, &mut update);
handle_glide(&data, &mut update);
handle_unwield(&data, &mut update);
handle_primary(&data, &mut update);
handle_secondary(&data, &mut update);
handle_dodge(&data, &mut update);
update
}

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@ -169,6 +169,7 @@ impl<'a> System<'a> for Sys {
CharacterState::Equipping { .. } => states::equipping::behavior(&j),
CharacterState::BasicAttack { .. } => states::basic_attack::behavior(&j),
CharacterState::BasicBlock { .. } => states::basic_block::behavior(&j),
CharacterState::ChargeAttack { .. } => states::charge_attack::behavior(&j),
CharacterState::Sit { .. } => states::sit::behavior(&j),
// _ => StateUpdate {