use crate::{ comp::{ self, inventory::loadout_builder::{self, LoadoutBuilder}, Behavior, BehaviorCapability, CharacterState, Projectile, StateUpdate, }, event::{LocalEvent, ServerEvent}, outcome::Outcome, skillset_builder::{self, SkillSetBuilder}, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, terrain::Block, vol::ReadVol, }; use rand::Rng; use serde::{Deserialize, Serialize}; use std::{f32::consts::PI, ops::Sub, time::Duration}; use vek::*; /// Separated out to condense update portions of character state #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How long the state builds up for pub buildup_duration: Duration, /// How long the state is casting for pub cast_duration: Duration, /// How long the state recovers for pub recover_duration: Duration, /// How many creatures the state should summon pub summon_amount: u32, /// Range of the summons relative to the summonner pub summon_distance: (f32, f32), /// Information about the summoned creature pub summon_info: SummonInfo, /// Miscellaneous information about the ability pub ability_info: AbilityInfo, /// Duration of the summoned entity pub duration: Option, } #[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, /// How many creatures have been summoned pub summon_count: u32, /// 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); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicSummon(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to recover section of stage update.character = CharacterState::BasicSummon(Data { timer: Duration::default(), stage_section: StageSection::Action, ..*self }); } }, StageSection::Action => { if self.timer < self.static_data.cast_duration || self.summon_count < self.static_data.summon_amount { if self.timer > self.static_data.cast_duration * self.summon_count / self.static_data.summon_amount { let SummonInfo { body, loadout_config, skillset_config, .. } = self.static_data.summon_info; let loadout = { let loadout_builder = LoadoutBuilder::empty().with_default_maintool(&body); // If preset is none, use default equipment if let Some(preset) = loadout_config { loadout_builder.with_preset(preset).build() } else { loadout_builder.with_default_equipment(&body).build() } }; let skill_set = { let skillset_builder = SkillSetBuilder::default(); if let Some(preset) = skillset_config { skillset_builder.with_preset(preset).build() } else { skillset_builder.build() } }; let stats = comp::Stats::new("Summon".to_string()); let health_scaling = self .static_data .summon_info .health_scaling .map(|health_scaling| comp::Health::new(body, health_scaling)); // Ray cast to check where summon should happen let summon_frac = self.summon_count as f32 / self.static_data.summon_amount as f32; let length = rand::thread_rng().gen_range( self.static_data.summon_distance.0..=self.static_data.summon_distance.1, ); // Summon in a clockwise fashion let ray_vector = Vec3::new( (summon_frac * 2.0 * PI).sin() * length, (summon_frac * 2.0 * PI).cos() * length, 0.0, ); // Check for collision on the xy plane, subtract 1 to get point before block let obstacle_xy = data .terrain .ray(data.pos.0, data.pos.0 + length * ray_vector) .until(Block::is_solid) .cast() .0 .sub(1.0); let collision_vector = Vec3::new( data.pos.0.x + (summon_frac * 2.0 * PI).sin() * obstacle_xy, data.pos.0.y + (summon_frac * 2.0 * PI).cos() * obstacle_xy, data.pos.0.z + data.body.eye_height(), ); // Check for collision in z up to 50 blocks let obstacle_z = data .terrain .ray(collision_vector, collision_vector - Vec3::unit_z() * 50.0) .until(Block::is_solid) .cast() .0; // If a duration is specified, create a projectile componenent for the npc let projectile = self.static_data.duration.map(|duration| Projectile { hit_solid: Vec::new(), hit_entity: Vec::new(), time_left: duration, owner: Some(*data.uid), ignore_group: true, is_sticky: false, is_point: false, }); // Send server event to create npc update.server_events.push_front(ServerEvent::CreateNpc { pos: comp::Pos(collision_vector - Vec3::unit_z() * obstacle_z), stats, skill_set, health: health_scaling, poise: comp::Poise::new(body), loadout, body, agent: Some( comp::Agent::from_body(&body) .with_behavior(Behavior::from(BehaviorCapability::SPEAK)) .with_no_flee(true), ), alignment: comp::Alignment::Owned(*data.uid), scale: self .static_data .summon_info .scale .unwrap_or(comp::Scale(1.0)), anchor: None, drop_item: None, rtsim_entity: None, projectile, }); // Send local event used for frontend shenanigans update.local_events.push_front(LocalEvent::CreateOutcome( Outcome::SummonedCreature { pos: data.pos.0, body, }, )); update.character = CharacterState::BasicSummon(Data { timer: tick_attack_or_default(data, self.timer, None), summon_count: self.summon_count + 1, ..*self }); } else { // Cast update.character = CharacterState::BasicSummon(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } } else { // Transitions to recover section of stage update.character = CharacterState::BasicSummon(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovery update.character = CharacterState::BasicSummon(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done update.character = CharacterState::Wielding; } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding; }, } update } } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct SummonInfo { body: comp::Body, scale: Option, health_scaling: Option, // TODO: use assets for specifying skills and loadout? loadout_config: Option, skillset_config: Option, }