use crate::{ combat::{ Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage, DamageSource, GroupTarget, Knockback, }, comp::{tool::ToolKind, CharacterState, EnergyChange, EnergySource, Melee, StateUpdate}, consts::GRAVITY, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; /// Separated out to condense update portions of character state #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How long until the state attacks pub buildup_duration: Duration, /// How long the state is in the swing duration pub swing_duration: Duration, /// How long until state ends pub recover_duration: Duration, /// Base damage pub base_damage: f32, /// Base poise damage pub base_poise_damage: f32, /// Knockback pub knockback: Knockback, /// Range pub range: f32, /// Adds an effect onto the main damage of the attack pub damage_effect: Option, /// Energy cost per attack pub energy_cost: f32, /// Whether spin state is infinite pub is_infinite: bool, /// Used to dictate how movement functions in this state pub movement_behavior: MovementBehavior, /// Whether the state can be interrupted by other abilities pub is_interruptible: bool, /// Used for forced forward movement pub forward_speed: f32, /// Number of spins pub num_spins: u32, /// What key is used to press ability pub ability_info: AbilityInfo, /// Used to specify the beam to the frontend pub specifier: Option, } #[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, /// How many spins it can do before ending pub spins_remaining: u32, /// What section the character stage is in pub stage_section: StageSection, /// Whether the state can deal damage pub exhausted: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); match self.static_data.movement_behavior { MovementBehavior::ForwardGround | MovementBehavior::Stationary => {}, MovementBehavior::AxeHover => { let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5; update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0; }, MovementBehavior::GolemHover => { update.vel.0 = Vec3::new(0.0, 0.0, 20.0) + *data.inputs.look_dir * 25.0; }, } match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::SpinMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to swing section of stage update.character = CharacterState::SpinMelee(Data { timer: Duration::default(), stage_section: StageSection::Swing, ..*self }); } }, StageSection::Swing => { if !self.exhausted { update.character = CharacterState::SpinMelee(Data { timer: Duration::default(), exhausted: true, ..*self }); let poise = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Poise(self.static_data.base_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 mut damage = AttackDamage::new( Damage { source: DamageSource::Melee, value: self.static_data.base_damage as f32, }, Some(GroupTarget::OutOfGroup), ); match self.static_data.damage_effect { Some(effect) => damage = damage.with_effect(effect), None => { let buff = CombatEffect::Buff(CombatBuff::default_physical()); damage = damage.with_effect(buff); }, } 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(poise) .with_effect(knockback) .with_combo_increment(); // Hit attempt data.updater.insert(data.entity, Melee { attack, range: self.static_data.range, max_angle: 180_f32.to_radians(), applied: false, hit_count: 0, break_block: data .inputs .select_pos .map(|p| { ( p.map(|e| e.floor() as i32), self.static_data.ability_info.tool, ) }) .filter(|(_, tool)| tool == &Some(ToolKind::Pick)), }); } else if self.timer < self.static_data.swing_duration { if matches!( self.static_data.movement_behavior, MovementBehavior::ForwardGround ) { handle_forced_movement( data, &mut update, ForcedMovement::Forward { strength: self.static_data.forward_speed, }, 0.1, ); handle_orientation(data, &mut update, 1.0); } // Swings update.character = CharacterState::SpinMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else if update.energy.current() as f32 >= self.static_data.energy_cost && (self.spins_remaining != 0 || (self.static_data.is_infinite && input_is_pressed(data, self.static_data.ability_info.input))) { let new_spins_remaining = if self.static_data.is_infinite { self.spins_remaining } else { self.spins_remaining - 1 }; update.character = CharacterState::SpinMelee(Data { timer: Duration::default(), spins_remaining: new_spins_remaining, exhausted: false, ..*self }); // Consumes energy if there's enough left and RMB is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_cost as i32), source: EnergySource::Ability, }); } else { // Transitions to recover section of stage update.character = CharacterState::SpinMelee(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); // Remove melee attack component data.updater.remove::(data.entity); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recover update.character = CharacterState::SpinMelee(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); }, } // 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, self.static_data.is_interruptible); } update } } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub enum MovementBehavior { Stationary, ForwardGround, AxeHover, GolemHover, } #[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)] pub enum FrontendSpecifier { CultistVortex, }