use crate::{ comp::{Attacking, CharacterState, EnergySource, StateUpdate}, states::utils::*, sys::character_behavior::{CharacterBehavior, JoinData}, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Stage { /// Specifies which stage the combo attack is in pub stage: u32, /// Initial damage of stage pub base_damage: u32, /// Max damage of stage pub max_damage: u32, /// Damage scaling per combo pub damage_increase: u32, /// Knockback of stage pub knockback: f32, /// Range of attack pub range: f32, /// Angle of attack pub angle: f32, /// Initial buildup duration of stage (how long until state can deal damage) pub base_buildup_duration: Duration, /// Initial recover duration of stage (how long until character exits state) pub base_recover_duration: Duration, } /// Determines whether state is in buildup, swing, recover, or combo #[derive(Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize)] pub enum StageSection { Buildup, Swing, Recover, Combo, } /// A sequence of attacks that can incrementally become faster and more /// damaging. #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Data { /// Indicates what stage the combo is in pub stage: u32, /// Indicates number of stages in combo pub num_stages: u32, /// Number of consecutive strikes pub combo: u32, /// Data for first stage pub stage_data: Vec, /// Initial energy gain per strike pub initial_energy_gain: u32, /// Max energy gain per strike pub max_energy_gain: u32, /// Energy gain increase per combo pub energy_increase: u32, /// Duration for the next stage to be activated pub combo_duration: Duration, /// Timer for each stage pub timer: Duration, /// Checks what section a 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, 5.0); handle_move(data, &mut update, 0.8); let stage_index = (self.stage - 1) as usize; if self.stage_section == StageSection::Buildup && self.timer < self.stage_data[stage_index].base_buildup_duration { // Build up update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, combo_duration: self.combo_duration, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), stage_section: self.stage_section, }); } else if self.stage_section == StageSection::Buildup { // Hit attempt data.updater.insert(data.entity, Attacking { base_healthchange: -((self.stage_data[stage_index].max_damage.min( self.stage_data[stage_index].base_damage + self.combo / self.num_stages * self.stage_data[stage_index].damage_increase, )) as i32), range: self.stage_data[stage_index].range, max_angle: self.stage_data[stage_index].angle.to_radians(), applied: false, hit_count: 0, knockback: self.stage_data[stage_index].knockback, }); update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, combo_duration: self.combo_duration, timer: Duration::default(), stage_section: StageSection::Recover, }); } else if self.stage_section == StageSection::Recover && self.timer < self.stage_data[stage_index].base_recover_duration { update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, combo_duration: self.combo_duration, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), stage_section: self.stage_section, }); } else if self.stage_section == StageSection::Recover { update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, combo_duration: self.combo_duration, timer: Duration::default(), stage_section: StageSection::Combo, }); } else if self.stage_section == StageSection::Combo && self.timer < self.combo_duration { if data.inputs.primary.is_pressed() { update.character = CharacterState::ComboMelee(Data { stage: (self.stage % self.num_stages) + 1, num_stages: self.num_stages, combo: self.combo + 1, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, combo_duration: self.combo_duration, timer: Duration::default(), stage_section: StageSection::Buildup, }); } else { update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, combo_duration: self.combo_duration, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), stage_section: self.stage_section, }); } } else { // Done update.character = CharacterState::Wielding; // Make sure attack component is removed data.updater.remove::(data.entity); } // Grant energy on successful hit if let Some(attack) = data.attacking { if attack.applied && attack.hit_count > 0 { let energy = self .max_energy_gain .min(self.initial_energy_gain + self.combo * self.energy_increase) as i32; data.updater.remove::(data.entity); update.energy.change_by(energy, EnergySource::HitEnemy); } } update } }