use crate::{ combat::{Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement}, comp::{character_state::OutputEvents, tool::ToolKind, CharacterState, Melee, StateUpdate}, states::{ behavior::{CharacterBehavior, JoinData}, utils::{StageSection, *}, wielding, }, Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir, }; 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 moving pub movement_duration: Duration, /// How long until state should deal damage pub buildup_duration: Duration, /// How long the weapon swings pub swing_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Base damage pub base_damage: f32, /// Base poise damage pub base_poise_damage: f32, /// 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, /// Affects how far forward the player leaps pub forward_leap_strength: f32, /// Affects how high the player leaps pub vertical_leap_strength: f32, /// Adds an effect onto the main damage of the attack pub damage_effect: Option, /// What key is used to press ability pub ability_info: AbilityInfo, /// What kind of damage the attack does pub damage_kind: DamageKind, } #[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, 1.0, None); handle_move(data, &mut update, 0.3); handle_jump(data, output_events, &mut update, 1.0); match self.stage_section { // Delay before leaping into the air StageSection::Buildup => { // Wait for `buildup_duration` to expire if self.timer < self.static_data.buildup_duration { update.character = CharacterState::LeapMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to leap portion of state after buildup delay update.character = CharacterState::LeapMelee(Data { timer: Duration::default(), stage_section: StageSection::Movement, ..*self }); } }, StageSection::Movement => { if self.timer < self.static_data.movement_duration { // Apply jumping force let progress = 1.0 - self.timer.as_secs_f32() / self.static_data.movement_duration.as_secs_f32(); handle_forced_movement(data, &mut update, ForcedMovement::Leap { vertical: self.static_data.vertical_leap_strength, forward: self.static_data.forward_leap_strength, progress, direction: MovementDirection::Look, }); // Increment duration // If we were to set a timeout for state, this would be // outside if block and have else check for > movement // duration * some multiplier update.character = CharacterState::LeapMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else if data.physics.on_ground.is_some() | data.physics.in_liquid().is_some() { // Transitions to swing portion of state upon hitting ground update.character = CharacterState::LeapMelee(Data { timer: Duration::default(), stage_section: StageSection::Action, ..*self }); } }, StageSection::Action => { if self.timer < self.static_data.swing_duration { // Swings weapons update.character = CharacterState::LeapMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to recover portion update.character = CharacterState::LeapMelee(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if !self.exhausted { let poise = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Poise(self.static_data.base_poise_damage as f32), ) .with_requirement(CombatRequirement::AnyDamage); let knockback = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Knockback(Knockback { strength: self.static_data.knockback, direction: KnockbackDir::Away, }), ) .with_requirement(CombatRequirement::AnyDamage); let mut damage = AttackDamage::new( Damage { source: DamageSource::Melee, kind: self.static_data.damage_kind, value: self.static_data.base_damage as f32, }, Some(GroupTarget::OutOfGroup), ); if let Some(effect) = self.static_data.damage_effect { damage = damage.with_effect(effect); } let (crit_chance, crit_mult) = get_crit_data(data, self.static_data.ability_info); let attack = Attack::default() .with_damage(damage) .with_crit(crit_chance, crit_mult) .with_effect(poise) .with_effect(knockback) .with_combo_increment(); // Hit attempt, when animation plays data.updater.insert(data.entity, Melee { attack, range: self.static_data.range, max_angle: self.static_data.max_angle.to_radians(), applied: false, hit_count: 0, break_block: data .inputs .break_block_pos .map(|p| { ( p.map(|e| e.floor() as i32), self.static_data.ability_info.tool, ) }) .filter(|(_, tool)| tool == &Some(ToolKind::Pick)), }); update.character = CharacterState::LeapMelee(Data { timer: tick_attack_or_default(data, self.timer, None), exhausted: true, ..*self }); } else if self.timer < self.static_data.recover_duration { // Complete recovery delay before finishing state update.character = CharacterState::LeapMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false }); // 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(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 } }