use crate::{ comp::{Attacking, CharacterState, EnergySource, StateUpdate}, states::utils::{StageSection, *}, sys::character_behavior::*, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; /// Separated out to condense update portions of character state #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How long until the state attacks pub buildup_duration: Duration, /// How long the state is in the swing duration pub swing_duration: Duration, /// How long until state ends pub recover_duration: Duration, /// Base damage pub base_damage: u32, /// Knockback pub knockback: f32, /// Range pub range: f32, /// Energy cost per attack pub energy_cost: u32, /// Whether spin state is infinite pub is_infinite: bool, /// Used to maintain classic axe spin physics pub is_helicopter: bool, /// Used for forced forward movement pub forward_speed: f32, /// Number of spins pub num_spins: u32, } #[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, /// How many spins it can do before ending pub spins_remaining: u32, /// What section the character stage is in pub stage_section: StageSection, /// Whether the state can deal damage pub exhausted: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); if self.static_data.is_helicopter { update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0; } else { handle_orientation(data, &mut update, 1.0); forward_move(data, &mut update, 0.1, self.static_data.forward_speed); } if self.stage_section == StageSection::Buildup && self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::SpinMelee(Data { static_data: self.static_data, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), spins_remaining: self.spins_remaining, stage_section: self.stage_section, exhausted: self.exhausted }); } else if self.stage_section == StageSection::Buildup { // Transitions to swing section of stage update.character = CharacterState::SpinMelee(Data { static_data: self.static_data, timer: Duration::default(), spins_remaining: self.spins_remaining, stage_section: StageSection::Swing, exhausted: self.exhausted }); } else if !self.exhausted { update.character = CharacterState::SpinMelee(Data { static_data: self.static_data, timer: Duration::default(), spins_remaining: self.spins_remaining, stage_section: self.stage_section, exhausted: true, }); // Hit attempt data.updater.insert(data.entity, Attacking { base_healthchange: -(self.static_data.base_damage as i32), range: self.static_data.range, max_angle: 180_f32.to_radians(), applied: false, hit_count: 0, knockback: self.static_data.knockback, }); } else if self.stage_section == StageSection::Swing && self.timer < self.static_data.swing_duration { // Swings update.character = CharacterState::SpinMelee(Data { static_data: self.static_data, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), spins_remaining: self.spins_remaining, stage_section: self.stage_section, exhausted: self.exhausted }); } else if update.energy.current() >= self.static_data.energy_cost && (self.spins_remaining != 0 || (self.static_data.is_infinite && data.inputs.secondary.is_pressed())) { let new_spins_remaining = if self.static_data.is_infinite { self.spins_remaining } else { self.spins_remaining - 1 }; update.character = CharacterState::SpinMelee(Data { static_data: self.static_data, timer: Duration::default(), spins_remaining: new_spins_remaining, stage_section: self.stage_section, exhausted: false, }); // Consumes energy if there's enough left and RMB is held down update.energy.change_by( -(self.static_data.energy_cost as i32), EnergySource::Ability, ); } else if self.stage_section == StageSection::Swing { // Transitions to recover section of stage update.character = CharacterState::SpinMelee(Data { static_data: self.static_data, timer: Duration::default(), spins_remaining: self.spins_remaining, stage_section: StageSection::Recover, exhausted: self.exhausted }) } else if self.stage_section == StageSection::Recover && self.timer < self.static_data.recover_duration { // Recover update.character = CharacterState::SpinMelee(Data { static_data: self.static_data, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), spins_remaining: self.spins_remaining, stage_section: self.stage_section, exhausted: self.exhausted }) } else { // Done update.character = CharacterState::Wielding; // Make sure attack component is removed data.updater.remove::(data.entity); } update } }