use crate::{ comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate}, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, wielding, }, }; 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 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, /// Used to construct the Melee attack pub melee_constructor: MeleeConstructor, /// Energy cost per attack pub energy_cost: f32, /// Maximum number of consecutive strikes pub max_strikes: u32, /// 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, /// How many spins it has done pub current_strike: 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, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0, None); handle_move(data, &mut update, 0.7); handle_interrupts(data, &mut update, None); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up if let CharacterState::RapidMelee(c) = &mut update.character { c.timer = tick_attack_or_default(data, self.timer, None); } } else { // Transitions to swing section of stage if let CharacterState::RapidMelee(c) = &mut update.character { c.timer = Duration::default(); c.stage_section = StageSection::Action; } } }, StageSection::Action => { if !self.exhausted { if let CharacterState::RapidMelee(c) = &mut update.character { c.timer = Duration::default(); c.exhausted = true; } let crit_data = get_crit_data(data, self.static_data.ability_info); let buff_strength = get_buff_strength(data, self.static_data.ability_info); data.updater.insert( data.entity, self.static_data .melee_constructor .create_melee(crit_data, buff_strength), ); } else if self.timer < self.static_data.swing_duration { // Swings if let CharacterState::RapidMelee(c) = &mut update.character { c.timer = tick_attack_or_default(data, self.timer, None); } } else if self.current_strike < self.static_data.max_strikes && update .energy .try_change_by(-self.static_data.energy_cost) .is_ok() { if let CharacterState::RapidMelee(c) = &mut update.character { c.timer = Duration::default(); c.current_strike += 1; c.exhausted = false; } } else { // Transitions to recover section of stage if let CharacterState::RapidMelee(c) = &mut update.character { c.timer = Duration::default(); c.stage_section = StageSection::Recover; } } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recover if let CharacterState::RapidMelee(c) = &mut update.character { c.timer = tick_attack_or_default(data, self.timer, None); } } else { // Done update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false }); // Make sure attack component is removed data.updater.remove::(data.entity); } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false }); // Make sure attack component is removed data.updater.remove::(data.entity); }, } update } }