use crate::{ combat::GroupTarget, comp::{ aura::{AuraBuffConstructor, AuraChange, AuraTarget}, CharacterState, StateUpdate, }, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, }; use serde::{Deserialize, Serialize}; use std::time::Duration; /// Separated out to condense update portions of character state #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How long until state should create the aura pub buildup_duration: Duration, /// How long the state is creating an aura pub cast_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Determines how the aura selects its targets pub targets: GroupTarget, /// Has information used to construct the aura pub aura: AuraBuffConstructor, /// How long aura lasts pub aura_duration: Duration, /// Radius of aura pub range: f32, /// What key is used to press ability pub ability_info: AbilityInfo, } #[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, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0); handle_move(data, &mut update, 0.8); handle_jump(data, &mut update, 1.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicAura(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Creates aura let targets = AuraTarget::from((Some(self.static_data.targets), Some(data.uid))); let aura = self.static_data.aura.to_aura( data.uid, self.static_data.range, Some(self.static_data.aura_duration), targets, ); update.server_events.push_front(ServerEvent::Aura { entity: data.entity, aura_change: AuraChange::Add(aura), }); // Build up update.character = CharacterState::BasicAura(Data { timer: Duration::default(), stage_section: StageSection::Cast, ..*self }); } }, StageSection::Cast => { if self.timer < self.static_data.cast_duration { // Cast update.character = CharacterState::BasicAura(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { update.character = CharacterState::BasicAura(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { update.character = CharacterState::BasicAura(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Done update.character = CharacterState::Wielding; } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding; }, } // At end of state logic so an interrupt isn't overwritten if !input_is_pressed(data, self.static_data.ability_info.input) { handle_state_interrupt(data, &mut update, false); } update } }