use crate::{ comp::{ Attacking, CharacterState, EnergyChange, EnergySource, PoiseChange, PoiseSource, StateUpdate, }, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, Damage, DamageSource, GroupTarget, Knockback, }; 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 until state should deal damage pub buildup_duration: Duration, /// How long the state is swinging for pub swing_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Base damage pub base_damage: u32, /// Base poise reduction pub base_poise_damage: u32, /// Knockback pub knockback: f32, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// What key is used to press ability pub ability_key: AbilityKey, } #[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) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 0.7); handle_jump(data, &mut update); if !ability_key_is_pressed(data, self.static_data.ability_key) { handle_interrupt(data, &mut update, false); match update.character { CharacterState::BasicMelee(_) => {}, _ => { return update; }, } } match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicMelee(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::BasicMelee(Data { timer: Duration::default(), stage_section: StageSection::Swing, ..*self }); } }, StageSection::Swing => { if !self.exhausted { update.character = CharacterState::BasicMelee(Data { timer: Duration::default(), exhausted: true, ..*self }); // Hit attempt data.updater.insert(data.entity, Attacking { effects: vec![( Some(GroupTarget::OutOfGroup), Damage { source: DamageSource::Melee, value: self.static_data.base_damage as f32, }, PoiseChange { amount: -(self.static_data.base_poise_damage as i32), source: PoiseSource::Melee, }, )], range: self.static_data.range, max_angle: 180_f32.to_radians(), applied: false, hit_count: 0, knockback: Knockback::Away(self.static_data.knockback), }); } else if self.timer < self.static_data.swing_duration { // Swings update.character = CharacterState::BasicMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to recover section of stage update.character = CharacterState::BasicMelee(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovery update.character = CharacterState::BasicMelee(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); }, } // 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(EnergyChange { amount: 50, source: EnergySource::HitEnemy, }); } } update } }