use crate::{ assets::{self, Asset}, comp::{ projectile::ProjectileConstructor, Body, CharacterState, EnergySource, Gravity, LightEmitter, StateUpdate, }, states::{ behavior::JoinData, utils::{AbilityKey, StageSection}, *, }, Knockback, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; #[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)] pub enum CharacterAbilityType { BasicMelee, BasicRanged, Boost, ChargedMelee(StageSection), ChargedRanged, DashMelee(StageSection), BasicBlock, ComboMelee(StageSection, u32), LeapMelee(StageSection), SpinMelee(StageSection), Shockwave, BasicBeam, RepeaterRanged, } impl From<&CharacterState> for CharacterAbilityType { fn from(state: &CharacterState) -> Self { match state { CharacterState::BasicMelee(_) => Self::BasicMelee, CharacterState::BasicRanged(_) => Self::BasicRanged, CharacterState::Boost(_) => Self::Boost, CharacterState::DashMelee(data) => Self::DashMelee(data.stage_section), CharacterState::BasicBlock => Self::BasicBlock, CharacterState::LeapMelee(data) => Self::LeapMelee(data.stage_section), CharacterState::ComboMelee(data) => Self::ComboMelee(data.stage_section, data.stage), CharacterState::SpinMelee(data) => Self::SpinMelee(data.stage_section), CharacterState::ChargedMelee(data) => Self::ChargedMelee(data.stage_section), CharacterState::ChargedRanged(_) => Self::ChargedRanged, CharacterState::Shockwave(_) => Self::Shockwave, CharacterState::BasicBeam(_) => Self::BasicBeam, CharacterState::RepeaterRanged(_) => Self::RepeaterRanged, _ => Self::BasicMelee, } } } #[derive(Clone, PartialEq, Debug, Serialize, Deserialize)] pub enum CharacterAbility { BasicMelee { energy_cost: u32, buildup_duration: u64, swing_duration: u64, recover_duration: u64, base_damage: u32, knockback: f32, range: f32, max_angle: f32, }, BasicRanged { energy_cost: u32, buildup_duration: u64, recover_duration: u64, projectile: ProjectileConstructor, projectile_body: Body, projectile_light: Option, projectile_gravity: Option, projectile_speed: f32, can_continue: bool, }, RepeaterRanged { energy_cost: u32, movement_duration: u64, buildup_duration: u64, shoot_duration: u64, recover_duration: u64, leap: Option, projectile: ProjectileConstructor, projectile_body: Body, projectile_light: Option, projectile_gravity: Option, projectile_speed: f32, reps_remaining: u32, }, Boost { movement_duration: u64, only_up: bool, }, DashMelee { energy_cost: u32, base_damage: u32, scaled_damage: u32, base_knockback: f32, scaled_knockback: f32, range: f32, angle: f32, energy_drain: u32, forward_speed: f32, buildup_duration: u64, charge_duration: u64, swing_duration: u64, recover_duration: u64, infinite_charge: bool, is_interruptible: bool, }, BasicBlock, Roll { energy_cost: u32, buildup_duration: u64, movement_duration: u64, recover_duration: u64, roll_strength: f32, }, ComboMelee { stage_data: Vec>, initial_energy_gain: u32, max_energy_gain: u32, energy_increase: u32, speed_increase: f32, max_speed_increase: f32, scales_from_combo: u32, is_interruptible: bool, }, LeapMelee { energy_cost: u32, buildup_duration: u64, movement_duration: u64, swing_duration: u64, recover_duration: u64, base_damage: u32, range: f32, max_angle: f32, knockback: f32, forward_leap_strength: f32, vertical_leap_strength: f32, }, SpinMelee { buildup_duration: u64, swing_duration: u64, recover_duration: u64, base_damage: u32, knockback: f32, range: f32, energy_cost: u32, is_infinite: bool, is_helicopter: bool, is_interruptible: bool, forward_speed: f32, num_spins: u32, }, ChargedMelee { energy_cost: u32, energy_drain: u32, initial_damage: u32, scaled_damage: u32, initial_knockback: f32, scaled_knockback: f32, range: f32, max_angle: f32, speed: f32, charge_duration: u64, swing_duration: u64, hit_timing: f32, recover_duration: u64, }, ChargedRanged { energy_cost: u32, energy_drain: u32, initial_damage: u32, scaled_damage: u32, initial_knockback: f32, scaled_knockback: f32, speed: f32, buildup_duration: u64, charge_duration: u64, recover_duration: u64, projectile_body: Body, projectile_light: Option, projectile_gravity: Option, initial_projectile_speed: f32, scaled_projectile_speed: f32, }, Shockwave { energy_cost: u32, buildup_duration: u64, swing_duration: u64, recover_duration: u64, damage: u32, knockback: Knockback, shockwave_angle: f32, shockwave_vertical_angle: f32, shockwave_speed: f32, shockwave_duration: u64, requires_ground: bool, move_efficiency: f32, }, BasicBeam { buildup_duration: u64, recover_duration: u64, beam_duration: u64, base_hps: u32, base_dps: u32, tick_rate: f32, range: f32, max_angle: f32, lifesteal_eff: f32, energy_regen: u32, energy_cost: u32, energy_drain: u32, }, } impl Default for CharacterAbility { fn default() -> Self { CharacterAbility::BasicMelee { energy_cost: 0, buildup_duration: 250, swing_duration: 250, recover_duration: 500, base_damage: 10, knockback: 0.0, range: 3.5, max_angle: 15.0, } } } impl Asset for CharacterAbility { type Loader = assets::RonLoader; const EXTENSION: &'static str = "ron"; } impl CharacterAbility { /// Attempts to fulfill requirements, mutating `update` (taking energy) if /// applicable. pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool { match self { CharacterAbility::Roll { energy_cost, .. } => { data.physics.on_ground && data.vel.0.xy().magnitude_squared() > 0.5 && update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok() }, CharacterAbility::DashMelee { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), CharacterAbility::BasicMelee { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), CharacterAbility::BasicRanged { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), CharacterAbility::LeapMelee { energy_cost, .. } => { update.vel.0.z >= 0.0 && update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok() }, CharacterAbility::SpinMelee { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), CharacterAbility::ChargedRanged { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), CharacterAbility::ChargedMelee { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), CharacterAbility::RepeaterRanged { energy_cost, leap, .. } => { (leap.is_none() || update.vel.0.z >= 0.0) && update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok() }, CharacterAbility::Shockwave { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), _ => true, } } pub fn default_roll() -> CharacterAbility { CharacterAbility::Roll { energy_cost: 100, buildup_duration: 100, movement_duration: 250, recover_duration: 150, roll_strength: 2.5, } } pub fn adjusted_by_stats(mut self, power: f32, speed: f32) -> Self { use CharacterAbility::*; match self { BasicMelee { ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, ref mut base_damage, .. } => { *buildup_duration = (*buildup_duration as f32 / speed) as u64; *swing_duration = (*swing_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; *base_damage = (*base_damage as f32 * power) as u32; }, BasicRanged { ref mut buildup_duration, ref mut recover_duration, ref mut projectile, .. } => { *buildup_duration = (*buildup_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; *projectile = projectile.modified_projectile(power); }, RepeaterRanged { ref mut movement_duration, ref mut buildup_duration, ref mut shoot_duration, ref mut recover_duration, ref mut projectile, .. } => { *movement_duration = (*movement_duration as f32 / speed) as u64; *buildup_duration = (*buildup_duration as f32 / speed) as u64; *shoot_duration = (*shoot_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; *projectile = projectile.modified_projectile(power); }, Boost { ref mut movement_duration, .. } => { *movement_duration = (*movement_duration as f32 / speed) as u64; }, DashMelee { ref mut base_damage, ref mut scaled_damage, ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, .. } => { *base_damage = (*base_damage as f32 * power) as u32; *scaled_damage = (*scaled_damage as f32 * power) as u32; *buildup_duration = (*buildup_duration as f32 / speed) as u64; *swing_duration = (*swing_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; }, BasicBlock => {}, Roll { ref mut buildup_duration, ref mut movement_duration, ref mut recover_duration, .. } => { *buildup_duration = (*buildup_duration as f32 / speed) as u64; *movement_duration = (*movement_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; }, ComboMelee { ref mut stage_data, .. } => { *stage_data = stage_data .iter_mut() .map(|s| s.adjusted_by_stats(power, speed)) .collect(); }, LeapMelee { ref mut buildup_duration, ref mut movement_duration, ref mut swing_duration, ref mut recover_duration, ref mut base_damage, .. } => { *buildup_duration = (*buildup_duration as f32 / speed) as u64; *movement_duration = (*movement_duration as f32 / speed) as u64; *swing_duration = (*swing_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; *base_damage = (*base_damage as f32 * power) as u32; }, SpinMelee { ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, ref mut base_damage, .. } => { *buildup_duration = (*buildup_duration as f32 / speed) as u64; *swing_duration = (*swing_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; *base_damage = (*base_damage as f32 * power) as u32; }, ChargedMelee { ref mut initial_damage, ref mut scaled_damage, speed: ref mut ability_speed, ref mut charge_duration, ref mut swing_duration, ref mut recover_duration, .. } => { *initial_damage = (*initial_damage as f32 * power) as u32; *scaled_damage = (*scaled_damage as f32 * power) as u32; *ability_speed *= speed; *charge_duration = (*charge_duration as f32 / speed) as u64; *swing_duration = (*swing_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; }, ChargedRanged { ref mut initial_damage, ref mut scaled_damage, speed: ref mut ability_speed, ref mut buildup_duration, ref mut charge_duration, ref mut recover_duration, .. } => { *initial_damage = (*initial_damage as f32 * power) as u32; *scaled_damage = (*scaled_damage as f32 * power) as u32; *ability_speed *= speed; *buildup_duration = (*buildup_duration as f32 / speed) as u64; *charge_duration = (*charge_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; }, Shockwave { ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, ref mut damage, .. } => { *buildup_duration = (*buildup_duration as f32 / speed) as u64; *swing_duration = (*swing_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; *damage = (*damage as f32 * power) as u32; }, BasicBeam { ref mut buildup_duration, ref mut recover_duration, ref mut base_hps, ref mut base_dps, ref mut tick_rate, .. } => { *buildup_duration = (*buildup_duration as f32 / speed) as u64; *recover_duration = (*recover_duration as f32 / speed) as u64; *base_hps = (*base_hps as f32 * power) as u32; *base_dps = (*base_dps as f32 * power) as u32; *tick_rate *= speed; }, } self } pub fn get_energy_cost(&self) -> u32 { use CharacterAbility::*; match self { BasicMelee { energy_cost, .. } | BasicRanged { energy_cost, .. } | RepeaterRanged { energy_cost, .. } | DashMelee { energy_cost, .. } | Roll { energy_cost, .. } | LeapMelee { energy_cost, .. } | SpinMelee { energy_cost, .. } | ChargedMelee { energy_cost, .. } | ChargedRanged { energy_cost, .. } | Shockwave { energy_cost, .. } | BasicBeam { energy_cost, .. } => *energy_cost, _ => 0, } } } impl From<(&CharacterAbility, AbilityKey)> for CharacterState { fn from((ability, key): (&CharacterAbility, AbilityKey)) -> Self { match ability { CharacterAbility::BasicMelee { buildup_duration, swing_duration, recover_duration, base_damage, knockback, range, max_angle, energy_cost: _, } => CharacterState::BasicMelee(basic_melee::Data { static_data: basic_melee::StaticData { buildup_duration: Duration::from_millis(*buildup_duration), swing_duration: Duration::from_millis(*swing_duration), recover_duration: Duration::from_millis(*recover_duration), base_damage: *base_damage, knockback: *knockback, range: *range, max_angle: *max_angle, ability_key: key, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::BasicRanged { buildup_duration, recover_duration, projectile, projectile_body, projectile_light, projectile_gravity, projectile_speed, can_continue, energy_cost: _, } => CharacterState::BasicRanged(basic_ranged::Data { static_data: basic_ranged::StaticData { buildup_duration: Duration::from_millis(*buildup_duration), recover_duration: Duration::from_millis(*recover_duration), projectile: *projectile, projectile_body: *projectile_body, projectile_light: *projectile_light, projectile_gravity: *projectile_gravity, projectile_speed: *projectile_speed, can_continue: *can_continue, ability_key: key, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, continue_next: false, }), CharacterAbility::Boost { movement_duration, only_up, } => CharacterState::Boost(boost::Data { static_data: boost::StaticData { movement_duration: Duration::from_millis(*movement_duration), only_up: *only_up, }, timer: Duration::default(), }), CharacterAbility::DashMelee { energy_cost: _, base_damage, scaled_damage, base_knockback, scaled_knockback, range, angle, energy_drain, forward_speed, buildup_duration, charge_duration, swing_duration, recover_duration, infinite_charge, is_interruptible, } => CharacterState::DashMelee(dash_melee::Data { static_data: dash_melee::StaticData { base_damage: *base_damage, scaled_damage: *scaled_damage, base_knockback: *base_knockback, scaled_knockback: *scaled_knockback, range: *range, angle: *angle, energy_drain: *energy_drain, forward_speed: *forward_speed, infinite_charge: *infinite_charge, buildup_duration: Duration::from_millis(*buildup_duration), charge_duration: Duration::from_millis(*charge_duration), swing_duration: Duration::from_millis(*swing_duration), recover_duration: Duration::from_millis(*recover_duration), is_interruptible: *is_interruptible, ability_key: key, }, auto_charge: false, timer: Duration::default(), refresh_timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::BasicBlock => CharacterState::BasicBlock, CharacterAbility::Roll { energy_cost: _, buildup_duration, movement_duration, recover_duration, roll_strength, } => CharacterState::Roll(roll::Data { static_data: roll::StaticData { buildup_duration: Duration::from_millis(*buildup_duration), movement_duration: Duration::from_millis(*movement_duration), recover_duration: Duration::from_millis(*recover_duration), roll_strength: *roll_strength, }, timer: Duration::default(), stage_section: StageSection::Buildup, was_wielded: false, // false by default. utils might set it to true was_sneak: false, was_combo: None, }), CharacterAbility::ComboMelee { stage_data, initial_energy_gain, max_energy_gain, energy_increase, speed_increase, max_speed_increase, scales_from_combo, is_interruptible, } => CharacterState::ComboMelee(combo_melee::Data { static_data: combo_melee::StaticData { num_stages: stage_data.len() as u32, stage_data: stage_data.iter().map(|stage| stage.to_duration()).collect(), initial_energy_gain: *initial_energy_gain, max_energy_gain: *max_energy_gain, energy_increase: *energy_increase, speed_increase: 1.0 - *speed_increase, max_speed_increase: *max_speed_increase - 1.0, scales_from_combo: *scales_from_combo, is_interruptible: *is_interruptible, ability_key: key, }, stage: 1, combo: 0, timer: Duration::default(), stage_section: StageSection::Buildup, next_stage: false, }), CharacterAbility::LeapMelee { energy_cost: _, buildup_duration, movement_duration, swing_duration, recover_duration, base_damage, knockback, range, max_angle, forward_leap_strength, vertical_leap_strength, } => CharacterState::LeapMelee(leap_melee::Data { static_data: leap_melee::StaticData { buildup_duration: Duration::from_millis(*buildup_duration), movement_duration: Duration::from_millis(*movement_duration), swing_duration: Duration::from_millis(*swing_duration), recover_duration: Duration::from_millis(*recover_duration), base_damage: *base_damage, knockback: *knockback, range: *range, max_angle: *max_angle, forward_leap_strength: *forward_leap_strength, vertical_leap_strength: *vertical_leap_strength, ability_key: key, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::SpinMelee { buildup_duration, swing_duration, recover_duration, base_damage, knockback, range, energy_cost, is_infinite, is_helicopter, is_interruptible, forward_speed, num_spins, } => CharacterState::SpinMelee(spin_melee::Data { static_data: spin_melee::StaticData { buildup_duration: Duration::from_millis(*buildup_duration), swing_duration: Duration::from_millis(*swing_duration), recover_duration: Duration::from_millis(*recover_duration), base_damage: *base_damage, knockback: *knockback, range: *range, energy_cost: *energy_cost, is_infinite: *is_infinite, is_helicopter: *is_helicopter, is_interruptible: *is_interruptible, forward_speed: *forward_speed, num_spins: *num_spins, ability_key: key, }, timer: Duration::default(), spins_remaining: *num_spins - 1, stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::ChargedMelee { energy_cost, energy_drain, initial_damage, scaled_damage, initial_knockback, scaled_knockback, speed, charge_duration, swing_duration, hit_timing, recover_duration, range, max_angle, } => CharacterState::ChargedMelee(charged_melee::Data { static_data: charged_melee::StaticData { energy_cost: *energy_cost, energy_drain: *energy_drain, initial_damage: *initial_damage, scaled_damage: *scaled_damage, initial_knockback: *initial_knockback, scaled_knockback: *scaled_knockback, speed: *speed, range: *range, max_angle: *max_angle, charge_duration: Duration::from_millis(*charge_duration), swing_duration: Duration::from_millis(*swing_duration), hit_timing: *hit_timing, recover_duration: Duration::from_millis(*recover_duration), ability_key: key, }, stage_section: StageSection::Charge, timer: Duration::default(), exhausted: false, charge_amount: 0.0, }), CharacterAbility::ChargedRanged { energy_cost: _, energy_drain, initial_damage, scaled_damage, initial_knockback, scaled_knockback, speed, buildup_duration, charge_duration, recover_duration, projectile_body, projectile_light, projectile_gravity, initial_projectile_speed, scaled_projectile_speed, } => CharacterState::ChargedRanged(charged_ranged::Data { static_data: charged_ranged::StaticData { buildup_duration: Duration::from_millis(*buildup_duration), charge_duration: Duration::from_millis(*charge_duration), recover_duration: Duration::from_millis(*recover_duration), energy_drain: *energy_drain, initial_damage: *initial_damage, scaled_damage: *scaled_damage, speed: *speed, initial_knockback: *initial_knockback, scaled_knockback: *scaled_knockback, projectile_body: *projectile_body, projectile_light: *projectile_light, projectile_gravity: *projectile_gravity, initial_projectile_speed: *initial_projectile_speed, scaled_projectile_speed: *scaled_projectile_speed, ability_key: key, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::RepeaterRanged { energy_cost: _, movement_duration, buildup_duration, shoot_duration, recover_duration, leap, projectile, projectile_body, projectile_light, projectile_gravity, projectile_speed, reps_remaining, } => CharacterState::RepeaterRanged(repeater_ranged::Data { static_data: repeater_ranged::StaticData { movement_duration: Duration::from_millis(*movement_duration), buildup_duration: Duration::from_millis(*buildup_duration), shoot_duration: Duration::from_millis(*shoot_duration), recover_duration: Duration::from_millis(*recover_duration), leap: *leap, projectile: *projectile, projectile_body: *projectile_body, projectile_light: *projectile_light, projectile_gravity: *projectile_gravity, projectile_speed: *projectile_speed, ability_key: key, }, timer: Duration::default(), stage_section: StageSection::Movement, reps_remaining: *reps_remaining, }), CharacterAbility::Shockwave { energy_cost: _, buildup_duration, swing_duration, recover_duration, damage, knockback, shockwave_angle, shockwave_vertical_angle, shockwave_speed, shockwave_duration, requires_ground, move_efficiency, } => CharacterState::Shockwave(shockwave::Data { static_data: shockwave::StaticData { buildup_duration: Duration::from_millis(*buildup_duration), swing_duration: Duration::from_millis(*swing_duration), recover_duration: Duration::from_millis(*recover_duration), damage: *damage, knockback: *knockback, shockwave_angle: *shockwave_angle, shockwave_vertical_angle: *shockwave_vertical_angle, shockwave_speed: *shockwave_speed, shockwave_duration: Duration::from_millis(*shockwave_duration), requires_ground: *requires_ground, move_efficiency: *move_efficiency, ability_key: key, }, timer: Duration::default(), stage_section: StageSection::Buildup, }), CharacterAbility::BasicBeam { buildup_duration, recover_duration, beam_duration, base_hps, base_dps, tick_rate, range, max_angle, lifesteal_eff, energy_regen, energy_cost, energy_drain, } => CharacterState::BasicBeam(basic_beam::Data { static_data: basic_beam::StaticData { buildup_duration: Duration::from_millis(*buildup_duration), recover_duration: Duration::from_millis(*recover_duration), beam_duration: Duration::from_millis(*beam_duration), base_hps: *base_hps, base_dps: *base_dps, tick_rate: *tick_rate, range: *range, max_angle: *max_angle, lifesteal_eff: *lifesteal_eff, energy_regen: *energy_regen, energy_cost: *energy_cost, energy_drain: *energy_drain, ability_key: key, }, timer: Duration::default(), stage_section: StageSection::Buildup, particle_ori: None::>, offset: Vec3::zero(), }), } } }