use crate::{ combat::{ Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageKind, DamageSource, GroupTarget, }, comp::{ beam, body::biped_large, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate, }, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, terrain::Block, uid::Uid, util::Dir, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::*; /// 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 or heal pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// How long each beam segment persists for pub beam_duration: Duration, /// Base damage per tick pub damage: f32, /// Ticks per second pub tick_rate: f32, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// Adds an effect onto the main damage of the attack pub damage_effect: Option, /// Energy regenerated per tick pub energy_regen: f32, /// Energy drained per second pub energy_drain: f32, /// How fast enemy can rotate with beam pub ori_rate: f32, /// What key is used to press ability pub ability_info: AbilityInfo, /// Used to specify the beam to the frontend pub specifier: beam::FrontendSpecifier, } #[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); let ori_rate = self.static_data.ori_rate; handle_orientation(data, &mut update, ori_rate, None); handle_move(data, &mut update, 0.4); handle_jump(data, &mut update, 1.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicBeam(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Creates beam data.updater.insert(data.entity, beam::Beam { hit_entities: Vec::::new(), tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate), timer: Duration::default(), }); // Build up update.character = CharacterState::BasicBeam(Data { timer: Duration::default(), stage_section: StageSection::Action, ..*self }); } }, StageSection::Action => { if input_is_pressed(data, self.static_data.ability_info.input) && (self.static_data.energy_drain <= f32::EPSILON || update.energy.current() > 0) { let speed = self.static_data.range / self.static_data.beam_duration.as_secs_f32(); let energy = AttackEffect::new( None, CombatEffect::EnergyReward(self.static_data.energy_regen), ) .with_requirement(CombatRequirement::AnyDamage); let mut damage = AttackDamage::new( Damage { source: DamageSource::Energy, kind: DamageKind::Energy, value: self.static_data.damage, }, Some(GroupTarget::OutOfGroup), ); if let Some(effect) = self.static_data.damage_effect { damage = damage.with_effect(effect); } let (crit_chance, crit_mult) = get_crit_data(data, self.static_data.ability_info); let attack = Attack::default() .with_damage(damage) .with_crit(crit_chance, crit_mult) .with_effect(energy) .with_combo_increment(); let properties = beam::Properties { attack, angle: self.static_data.max_angle.to_radians(), speed, duration: self.static_data.beam_duration, owner: Some(*data.uid), specifier: self.static_data.specifier, }; let beam_ori = { // We want Beam to use Ori of owner. // But we also want beam to use Z part of where owner looks. // This means that we need to merge this data to one Ori. // // This code just gets look_dir without Z part // and normalizes it. This is what `xy_dir is`. // // Then we find rotation between xy_dir and look_dir // which gives us quaternion how of what rotation we need // to do to get Z part we want. // // Then we construct Ori without Z part // and applying `pitch` to get needed orientation. let look_dir = data.inputs.look_dir; let xy_dir = Dir::from_unnormalized(Vec3::new(look_dir.x, look_dir.y, 0.0)) .unwrap_or_else(Dir::default); let pitch = xy_dir.rotation_between(look_dir); Ori::from(Vec3::new( update.ori.look_vec().x, update.ori.look_vec().y, 0.0, )) .prerotated(pitch) }; // Velocity relative to the current ground let rel_vel = data.vel.0 - data.physics.ground_vel; // Gets offsets let body_offsets = beam_offsets( data.body, data.inputs.look_dir, update.ori.look_vec(), rel_vel, data.physics.on_ground, ); let pos = Pos(data.pos.0 + body_offsets); // Create beam segment update.server_events.push_front(ServerEvent::BeamSegment { properties, pos, ori: beam_ori, }); update.character = CharacterState::BasicBeam(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); // Consumes energy if there's enough left and ability key is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32, source: EnergySource::Ability, }); } else { update.character = CharacterState::BasicBeam(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { update.character = CharacterState::BasicBeam(Data { timer: tick_attack_or_default(data, self.timer, None), ..*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); }, } // At end of state logic so an interrupt isn't overwritten if !input_is_pressed(data, self.static_data.ability_info.input) { handle_state_interrupt(data, &mut update, false); } update } } fn height_offset(body: &Body, look_dir: Dir, velocity: Vec3, on_ground: Option) -> f32 { match body { // Hack to make the beam offset correspond to the animation Body::BirdLarge(_) => { body.height() * 0.3 + if on_ground.is_none() { (2.0 - velocity.xy().magnitude() * 0.25).max(-1.0) } else { 0.0 } }, Body::Golem(_) => { const DIR_COEFF: f32 = 2.0; body.height() * 0.9 + look_dir.z * DIR_COEFF }, Body::BipedLarge(b) => match b.species { biped_large::Species::Mindflayer => body.height() * 0.6, _ => body.height() * 0.5, }, _ => body.height() * 0.5, } } pub fn beam_offsets( body: &Body, look_dir: Dir, ori: Vec3, velocity: Vec3, on_ground: Option, ) -> Vec3 { let dim = body.dimensions(); // The width (shoulder to shoulder) and length (nose to tail) let (width, length) = (dim.x, dim.y); let body_radius = if length > width { // Dachshund-like body.max_radius() } else { // Cyclops-like body.min_radius() }; let body_offsets_z = height_offset(body, look_dir, velocity, on_ground); Vec3::new( body_radius * ori.x * 1.1, body_radius * ori.y * 1.1, body_offsets_z, ) }