use crate::{ combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement}, comp::{CharacterState, EnergyChange, EnergySource, Melee, StateUpdate}, states::{ behavior::{CharacterBehavior, JoinData}, utils::{StageSection, *}, }, Damage, DamageSource, GroupTarget, Knockback, KnockbackDir, }; 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 much energy is drained per second when charging pub energy_drain: u32, /// Energy cost per attack pub energy_cost: u32, /// How much damage is dealt with no charge pub initial_damage: u32, /// How much the damage is scaled by pub scaled_damage: u32, /// How much poise damage is dealt with no charge pub initial_poise_damage: u32, /// How much poise damage is scaled by pub scaled_poise_damage: u32, /// How much knockback there is with no charge pub initial_knockback: f32, /// How much the knockback is scaled by pub scaled_knockback: f32, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// Speed stat of the weapon pub speed: f32, /// How long it takes to charge the weapon to max damage and knockback pub charge_duration: Duration, /// How long the weapon is swinging for pub swing_duration: Duration, /// At what fraction of the swing duration to apply the melee "hit" pub hit_timing: f32, /// How long the state has until exiting pub recover_duration: Duration, /// What key is used to press ability pub ability_key: AbilityKey, } #[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, /// Checks what section a stage is in pub stage_section: StageSection, /// Timer for each stage pub timer: Duration, /// Whether the attack fired already pub exhausted: bool, /// How much the attack charged by pub charge_amount: f32, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 0.7); handle_jump(data, &mut update); if !ability_key_is_pressed(data, self.static_data.ability_key) { handle_interrupt(data, &mut update, false); match update.character { CharacterState::ChargedMelee(_) => {}, _ => { return update; }, } } match self.stage_section { StageSection::Charge => { if ability_key_is_pressed(data, self.static_data.ability_key) && update.energy.current() >= self.static_data.energy_cost && self.timer < self.static_data.charge_duration { let charge = (self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()) .min(1.0); // Charge the attack update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32( data.dt.0 * self.static_data.speed, )) .unwrap_or_default(), charge_amount: charge, ..*self }); // Consumes energy if there's enough left and RMB is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_drain as f32 * data.dt.0 * self.static_data.speed) as i32, source: EnergySource::Ability, }); } else if ability_key_is_pressed(data, self.static_data.ability_key) && update.energy.current() >= self.static_data.energy_cost { // Maintains charge update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32( data.dt.0 * self.static_data.speed, )) .unwrap_or_default(), ..*self }); // Consumes energy if there's enough left and RMB is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_drain as f32 * data.dt.0 * self.static_data.speed / 5.0) as i32, source: EnergySource::Ability, }); } else { // Transitions to swing update.character = CharacterState::ChargedMelee(Data { stage_section: StageSection::Swing, timer: Duration::default(), ..*self }); } }, StageSection::Swing => { if self.timer.as_millis() as f32 > self.static_data.hit_timing * self.static_data.swing_duration.as_millis() as f32 && !self.exhausted { // Swing update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), exhausted: true, ..*self }); let poise = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Poise( self.static_data.initial_poise_damage as f32 + self.charge_amount * self.static_data.scaled_poise_damage as f32, ), ) .with_requirement(CombatRequirement::AnyDamage); let knockback = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Knockback(Knockback { strength: self.static_data.initial_knockback + self.charge_amount * self.static_data.scaled_knockback, direction: KnockbackDir::Away, }), ) .with_requirement(CombatRequirement::AnyDamage); let buff = CombatEffect::Buff(CombatBuff::default_physical()); let damage = AttackDamage::new( Damage { source: DamageSource::Melee, value: self.static_data.initial_damage as f32 + self.charge_amount * self.static_data.scaled_damage as f32, }, Some(GroupTarget::OutOfGroup), ) .with_effect(buff); let attack = Attack::default() .with_damage(damage) .with_crit(0.5, 1.3) .with_effect(poise) .with_effect(knockback); // Hit attempt data.updater.insert(data.entity, Melee { attack, range: self.static_data.range, max_angle: self.static_data.max_angle.to_radians(), applied: false, hit_count: 0, }); } else if self.timer < self.static_data.swing_duration { // Swings update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to recover update.character = CharacterState::ChargedMelee(Data { stage_section: StageSection::Recover, timer: Duration::default(), ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::ChargedMelee(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 } }