use crate::{ comp::{character_state::OutputEvents, CharacterState, Melee, StateUpdate}, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, wielding, }, }; 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 the state is playing for pub play_duration: Duration, /// Adjusts turning rate during the attack pub ori_modifier: f32, /// What key is used to press ability pub ability_info: AbilityInfo, } #[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, /// Whether the attack can deal more damage pub exhausted: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, self.static_data.ori_modifier, None); handle_move(data, &mut update, 0.7); handle_jump(data, output_events, &mut update, 1.0); match self.stage_section { StageSection::Action => { if !self.exhausted { update.character = CharacterState::Music(Data { timer: Duration::default(), exhausted: true, ..*self }); } else if self.timer < self.static_data.play_duration { // Play update.character = CharacterState::Music(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done if input_is_pressed(data, self.static_data.ability_info.input) { reset_state(self, data, output_events, &mut update); } else { update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false }); } } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false }); // 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 reset_state( data: &Data, join: &JoinData, output_events: &mut OutputEvents, update: &mut StateUpdate, ) { handle_input( join, output_events, update, data.static_data.ability_info.input, ); }