use crate::{ comp::{Attacking, CharacterState, StateUpdate}, states::utils::{StageSection, *}, sys::character_behavior::{CharacterBehavior, JoinData}, Damage, Damages, }; 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 the state is moving pub movement_duration: Duration, /// How long until state should deal damage pub buildup_duration: Duration, /// How long the weapon swings pub swing_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Base damage pub base_damage: u32, /// Knockback pub knockback: f32, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// Affects how far forward the player leaps pub forward_leap_strength: f32, /// Affects how high the player leaps pub vertical_leap_strength: f32, } #[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, /// Whether the attack can deal more damage pub exhausted: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 0.3); handle_jump(data, &mut update); match self.stage_section { // Delay before leaping into the air StageSection::Buildup => { // Wait for `buildup_duration` to expire if self.timer < self.static_data.buildup_duration { update.character = CharacterState::LeapMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to leap portion of state after buildup delay update.character = CharacterState::LeapMelee(Data { timer: Duration::default(), stage_section: StageSection::Movement, ..*self }); } }, StageSection::Movement => { if self.timer < self.static_data.movement_duration { // Apply jumping force while in Movement portion of state update.vel.0 = Vec3::new( data.inputs.look_dir.x, data.inputs.look_dir.y, self.static_data.vertical_leap_strength, ) * 2.0 // Multiply decreasing amount linearly over time of // movement duration * (1.0 - self.timer.as_secs_f32() / self.static_data.movement_duration.as_secs_f32()) // Apply inputted movement directions at 0.25 strength + (update.vel.0 * Vec3::new(2.0, 2.0, 0.0) + 0.25 * data.inputs.move_dir.try_normalized().unwrap_or_default()) .try_normalized() .unwrap_or_default() // Multiply by forward leap strength * self.static_data.forward_leap_strength // Control forward movement based on look direction. // This allows players to stop moving forward when they // look downward at target * (1.0 - data.inputs.look_dir.z.abs()); // Increment duration // If we were to set a timeout for state, this would be // outside if block and have else check for > movement // duration * some multiplier update.character = CharacterState::LeapMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else if data.physics.on_ground { // Transitions to swing portion of state upon hitting ground update.character = CharacterState::LeapMelee(Data { timer: Duration::default(), stage_section: StageSection::Swing, ..*self }); } }, StageSection::Swing => { if self.timer < self.static_data.swing_duration { // Swings weapons update.character = CharacterState::LeapMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to recover portion update.character = CharacterState::LeapMelee(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if !self.exhausted { // Hit attempt, when animation plays data.updater.insert(data.entity, Attacking { damages: Damages::new( Some(Damage::Melee(self.static_data.base_damage as f32)), None, ), range: self.static_data.range, max_angle: self.static_data.max_angle.to_radians(), applied: false, hit_count: 0, knockback: self.static_data.knockback, }); update.character = CharacterState::LeapMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), exhausted: true, ..*self }); } else if self.timer < self.static_data.recover_duration { // Complete recovery delay before finishing state update.character = CharacterState::LeapMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Done update.character = CharacterState::Wielding; // 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; // Make sure attack component is removed data.updater.remove::(data.entity); }, } update } }