use crate::{ comp::{Body, CharacterState, Gravity, LightEmitter, ProjectileConstructor, StateUpdate}, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, }; use serde::{Deserialize, Serialize}; use std::time::Duration; /// Separated out to condense update portions of character state #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How much buildup is required before the attack pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Projectile variables pub projectile: ProjectileConstructor, pub projectile_body: Body, pub projectile_light: Option, pub projectile_gravity: Option, pub projectile_speed: f32, /// What key is used to press ability pub ability_key: AbilityKey, /// Whether or not the ability can auto continue pub can_continue: bool, } #[derive(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 fired already pub exhausted: bool, /// If in buildup, whether the attack has continued form previous attack; if /// in recover, whether the attack will continue to a new attack pub continue_next: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 0.3); 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::BasicRanged(_) => {}, _ => { return update; }, } } match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicRanged(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::BasicRanged(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if !self.exhausted { // Fire let projectile = self .static_data .projectile .create_projectile(Some(*data.uid)); update.server_events.push_front(ServerEvent::Shoot { entity: data.entity, dir: data.inputs.look_dir, body: self.static_data.projectile_body, projectile, light: self.static_data.projectile_light, gravity: self.static_data.projectile_gravity, speed: self.static_data.projectile_speed, }); update.character = CharacterState::BasicRanged(Data { exhausted: true, continue_next: false, ..*self }); } else if self.timer < self.static_data.recover_duration { if ability_key_is_pressed(data, self.static_data.ability_key) { // Recovers update.character = CharacterState::BasicRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), continue_next: self.static_data.can_continue, ..*self }); } else { // Recovers update.character = CharacterState::BasicRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } } else if self.continue_next { // Restarts character state update.character = CharacterState::BasicRanged(Data { timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, ..*self }) } else { // Done update.character = CharacterState::Wielding; } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding; }, } update } }