use crate::{ combat::{ Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageSource, GroupTarget, Knockback, }, comp::{shockwave, CharacterState, StateUpdate}, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, }; 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 state should deal damage pub buildup_duration: Duration, /// How long the state is swinging for pub swing_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Base damage pub damage: u32, /// Base poise damage pub poise_damage: u32, /// Knockback pub knockback: Knockback, /// Angle of the shockwave pub shockwave_angle: f32, /// Vertical angle of the shockwave pub shockwave_vertical_angle: f32, /// Speed of the shockwave pub shockwave_speed: f32, /// How long the shockwave travels for pub shockwave_duration: Duration, /// Whether the shockwave requires the target to be on the ground pub requires_ground: bool, /// Movement speed efficiency pub move_efficiency: f32, /// What key is used to press ability pub ability_key: AbilityKey, } #[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, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, self.static_data.move_efficiency); if !ability_key_is_pressed(data, self.static_data.ability_key) { handle_interrupt(data, &mut update, false); match update.character { CharacterState::Shockwave(_) => {}, _ => { return update; }, } } match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::Shockwave(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Attack let poise = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Poise(self.static_data.poise_damage as f32), ) .with_requirement(CombatRequirement::AnyDamage); let knockback = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Knockback(self.static_data.knockback), ) .with_requirement(CombatRequirement::AnyDamage); let damage = AttackDamage::new( Damage { source: DamageSource::Shockwave, value: self.static_data.damage as f32, }, Some(GroupTarget::OutOfGroup), ); let attack = Attack::default() .with_damage(damage) .with_effect(poise) .with_effect(knockback); let properties = shockwave::Properties { angle: self.static_data.shockwave_angle, vertical_angle: self.static_data.shockwave_vertical_angle, speed: self.static_data.shockwave_speed, duration: self.static_data.shockwave_duration, attack, requires_ground: self.static_data.requires_ground, owner: Some(*data.uid), }; update.server_events.push_front(ServerEvent::Shockwave { properties, pos: *data.pos, ori: *data.ori, }); // Transitions to swing update.character = CharacterState::Shockwave(Data { timer: Duration::default(), stage_section: StageSection::Swing, ..*self }); } }, StageSection::Swing => { if self.timer < self.static_data.swing_duration { // Swings update.character = CharacterState::Shockwave(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to recover update.character = CharacterState::Shockwave(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.swing_duration { // Recovers update.character = CharacterState::Shockwave(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Done update.character = CharacterState::Wielding; } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding; }, } update } }