use crate::{ comp::{Attacking, CharacterState, EnergySource, StateUpdate}, sys::character_behavior::*, util::safe_slerp, }; use std::time::Duration; use vek::Vec3; const DASH_SPEED: f32 = 19.0; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data { /// How long until state should deal damage pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Base damage pub base_damage: u32, /// Whether the attack can deal more damage pub exhausted: bool, pub initialize: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); if self.initialize { update.vel.0 = data.inputs.look_dir * 20.0; } if self.buildup_duration != Duration::default() && data.physics.touch_entity.is_none() { // Build up (this will move you forward) update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z) + (update.vel.0 * Vec3::new(1.0, 1.0, 0.0) + 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default()) .try_normalized() .unwrap_or_default() * DASH_SPEED; update.character = CharacterState::DashMelee(Data { buildup_duration: self .buildup_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), recover_duration: self.recover_duration, base_damage: self.base_damage, exhausted: false, initialize: false, }); } else if !self.exhausted { // Hit attempt data.updater.insert(data.entity, Attacking { base_damage: self.base_damage, max_angle: 180_f32.to_radians(), applied: false, hit_count: 0, }); update.character = CharacterState::DashMelee(Data { buildup_duration: Duration::default(), recover_duration: self.recover_duration, base_damage: self.base_damage, exhausted: true, initialize: false, }); } else if self.recover_duration != Duration::default() { // Recovery update.character = CharacterState::DashMelee(Data { buildup_duration: self.buildup_duration, recover_duration: self .recover_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), base_damage: self.base_damage, exhausted: true, initialize: false, }); } else { // Done update.character = CharacterState::Wielding; // Make sure attack component is removed data.updater.remove::(data.entity); } // Grant energy on successful hit if let Some(attack) = data.attacking { if attack.applied && attack.hit_count > 0 { data.updater.remove::(data.entity); update.energy.change_by(100, EnergySource::HitEnemy); } } update.ori.0 = safe_slerp(update.ori.0, update.vel.0, 9.0 * data.dt.0); update } }