use crate::{ comp::{CharacterState, StateUpdate}, states::utils::*, sys::character_behavior::{CharacterBehavior, JoinData}, util::Dir, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; const ROLL_SPEED: f32 = 25.0; /// 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 { /// 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, /// Was sneaking pub was_sneak: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); // Update velocity update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z) + (update.vel.0 * Vec3::new(1.0, 1.0, 0.0) + 0.25 * data.inputs.move_dir.try_normalized().unwrap_or_default()) .try_normalized() .unwrap_or_default() * ROLL_SPEED; // Smooth orientation update.ori.0 = Dir::slerp_to_vec3(update.ori.0, update.vel.0.xy().into(), 9.0 * data.dt.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::Roll(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to movement section of stage update.character = CharacterState::Roll(Data { timer: Duration::default(), stage_section: StageSection::Movement, ..*self }); } }, StageSection::Movement => { if self.timer < self.static_data.movement_duration { // Movement update.character = CharacterState::Roll(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to recover section of stage update.character = CharacterState::Roll(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Build up update.character = CharacterState::Roll(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Done if self.was_wielded { update.character = CharacterState::Wielding; } else if self.was_sneak { update.character = CharacterState::Sneak; } 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 } }