use crate::{ comp::{StateUpdate, ToolData}, states::utils::*, sys::character_behavior::{CharacterBehavior, JoinData}, }; use std::{collections::VecDeque, time::Duration}; // In millis const STAGE_DURATION: u64 = 600; /// ### A sequence of 3 incrementally increasing attacks. /// /// While holding down the `primary` button, perform a series of 3 attacks, /// each one pushes the player forward as the character steps into the swings. /// The player can let go of the left mouse button at any time /// and stop their attacks by interrupting the attack animation. #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data { /// The tool this state will read to handle damage, etc. pub tool: ToolData, /// `int` denoting what stage (of 3) the attack is in. pub stage: i8, /// How long current stage has been active pub stage_time_active: Duration, /// Whether current stage has exhausted its attack stage_exhausted: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate { pos: *data.pos, vel: *data.vel, ori: *data.ori, energy: *data.energy, character: data.character.clone(), local_events: VecDeque::new(), server_events: VecDeque::new(), }; let new_stage_exhausted = self.stage_exhausted; let new_stage_time_active = self .stage_time_active .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or(Duration::default()); // If player stops holding input, if !data.inputs.primary.is_pressed() { attempt_wield(data, &mut update); return update; } if self.stage < 3 { if new_stage_time_active < Duration::from_millis(STAGE_DURATION / 3) { // Move player forward while in first third of each stage handle_move(data, &mut update); } else if new_stage_time_active > Duration::from_millis(STAGE_DURATION / 2) && !new_stage_exhausted { // Try to deal damage in second half of stage // TODO: deal damage } } update } }