use crate::{ comp::{ character_state::OutputEvents, Body, CharacterState, LightEmitter, Pos, ProjectileConstructor, StateUpdate, }, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::{StageSection, *}, }, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] /// Separated out to condense update portions of character state pub struct StaticData { /// How long we've readied the weapon pub buildup_duration: Duration, /// How long the state is shooting pub shoot_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Energy cost per projectile pub energy_cost: f32, /// Max speed that can be reached pub max_speed: f32, /// Projectiles required to reach half of max speed pub half_speed_at: u32, /// Projectile options pub projectile: ProjectileConstructor, pub projectile_body: Body, pub projectile_light: Option, pub projectile_speed: f32, /// What key is used to press ability pub ability_info: AbilityInfo, } #[derive(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, /// Speed of the state while in shoot section pub speed: f32, /// Number of projectiles fired so far pub projectiles_fired: u32, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0, None); handle_move(data, &mut update, 0.3); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Buildup to attack update.character = CharacterState::RepeaterRanged(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transition to shoot update.character = CharacterState::RepeaterRanged(Data { timer: Duration::default(), stage_section: StageSection::Action, ..*self }); } }, StageSection::Action => { if self.timer < self.static_data.shoot_duration { // Draw projectile update.character = CharacterState::RepeaterRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0 * self.speed)) .unwrap_or_default(), ..*self }); } else if input_is_pressed(data, self.static_data.ability_info.input) && update.energy.current() >= self.static_data.energy_cost { // Fire if input is pressed still let (crit_chance, crit_mult) = get_crit_data(data, self.static_data.ability_info); let buff_strength = get_buff_strength(data, self.static_data.ability_info); // Gets offsets let body_offsets = data.body.projectile_offsets(update.ori.look_vec()); let pos = Pos(data.pos.0 + body_offsets); let projectile = self.static_data.projectile.create_projectile( Some(*data.uid), crit_chance, crit_mult, buff_strength, ); output_events.emit_server(ServerEvent::Shoot { entity: data.entity, pos, dir: data.inputs.look_dir, body: self.static_data.projectile_body, projectile, light: self.static_data.projectile_light, speed: self.static_data.projectile_speed, object: None, }); // Removes energy from character when arrow is fired output_events.emit_server(ServerEvent::EnergyChange { entity: data.entity, change: -self.static_data.energy_cost, }); // Sets new speed of shoot. Scales based off of the number of projectiles fired. let new_speed = 1.0 + self.projectiles_fired as f32 / (self.static_data.half_speed_at as f32 + self.projectiles_fired as f32) * self.static_data.max_speed; update.character = CharacterState::RepeaterRanged(Data { timer: Duration::default(), speed: new_speed, projectiles_fired: self.projectiles_fired + 1, ..*self }); } else { // Transition to recover update.character = CharacterState::RepeaterRanged(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recover from attack update.character = CharacterState::RepeaterRanged(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done end_ability(data, &mut update); } }, _ => { // If it somehow ends up in an incorrect stage section end_ability(data, &mut update); }, } // At end of state logic so an interrupt isn't overwritten handle_interrupts(data, &mut update, None); update } }