use crate::{ comp::{Attacking, CharacterState, EnergySource, StateUpdate}, states::utils::{StageSection, *}, sys::character_behavior::*, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Data { /// How much damage the attack initially does pub base_damage: u32, /// How much damage the attack does at max charge distance pub max_damage: u32, /// How much the attack knocks the target back initially pub base_knockback: f32, /// How much knockback happens at max charge distance pub max_knockback: f32, /// Range of the attack pub range: f32, /// Angle of the attack pub angle: f32, /// Rate of energy drain pub energy_drain: u32, /// How quickly dasher moves forward pub forward_speed: f32, /// How long until state should deal damage pub buildup_duration: Duration, /// How long the state charges for until it reaches max damage pub charge_duration: Duration, /// How high timer got while in charge potion pub charge_duration_attained: Duration, /// Whether state keeps charging after reaching max charge duration pub infinite_charge: bool, /// How long the state swings for pub swing_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Timer for each stage pub timer: Duration, /// What section the character stage is in pub stage_section: StageSection, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0); handle_move(data, &mut update, 0.1); if self.stage_section == StageSection::Buildup && self.timer < self.buildup_duration { // Build up update.character = CharacterState::DashMelee(Data { base_damage: self.base_damage, max_damage: self.max_damage, base_knockback: self.base_knockback, max_knockback: self.max_knockback, range: self.range, angle: self.angle, energy_drain: self.energy_drain, forward_speed: self.forward_speed, buildup_duration: self.buildup_duration, charge_duration: self.charge_duration, charge_duration_attained: self.charge_duration_attained, infinite_charge: self.infinite_charge, swing_duration: self.swing_duration, recover_duration: self.recover_duration, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), stage_section: self.stage_section, }) } else if self.stage_section == StageSection::Buildup { // Transitions to charge section of stage update.character = CharacterState::DashMelee(Data { base_damage: self.base_damage, max_damage: self.max_damage, base_knockback: self.base_knockback, max_knockback: self.max_knockback, range: self.range, angle: self.angle, energy_drain: self.energy_drain, forward_speed: self.forward_speed, buildup_duration: self.buildup_duration, charge_duration: self.charge_duration, charge_duration_attained: self.charge_duration_attained, infinite_charge: self.infinite_charge, swing_duration: self.swing_duration, recover_duration: self.recover_duration, timer: Duration::default(), stage_section: StageSection::Charge, }) } else if self.stage_section == StageSection::Charge && data.physics.touch_entities.is_empty() && ((self.timer < self.charge_duration && !self.infinite_charge) || (data.inputs.secondary.is_pressed() && self.infinite_charge)) && update.energy.current() > 0 { // Forward movement forward_move(data, &mut update, 0.1, self.forward_speed); // Checks how much a charge has built up let charge_attained = if self.timer > self.charge_duration_attained { if self.timer > self.charge_duration_attained { self.charge_duration } else { self.timer } } else { self.charge_duration_attained }; // Charges update.character = CharacterState::DashMelee(Data { base_damage: self.base_damage, max_damage: self.max_damage, base_knockback: self.base_knockback, max_knockback: self.max_knockback, range: self.range, angle: self.angle, energy_drain: self.energy_drain, forward_speed: self.forward_speed, buildup_duration: self.buildup_duration, charge_duration: self.charge_duration, charge_duration_attained: charge_attained, infinite_charge: self.infinite_charge, swing_duration: self.swing_duration, recover_duration: self.recover_duration, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), stage_section: self.stage_section, }); // Consumes energy if there's enough left and charge has not stopped update.energy.change_by( -(self.energy_drain as f32 * data.dt.0) as i32, EnergySource::Ability, ); } else if self.stage_section == StageSection::Charge { // Transitions to swing section of stage update.character = CharacterState::DashMelee(Data { base_damage: self.base_damage, max_damage: self.max_damage, base_knockback: self.base_knockback, max_knockback: self.max_knockback, range: self.range, angle: self.angle, energy_drain: self.energy_drain, forward_speed: self.forward_speed, buildup_duration: self.buildup_duration, charge_duration: self.charge_duration, charge_duration_attained: self.charge_duration_attained, infinite_charge: self.infinite_charge, swing_duration: self.swing_duration, recover_duration: self.recover_duration, timer: Duration::default(), stage_section: StageSection::Swing, }) } else if self.stage_section == StageSection::Swing && self.timer < self.swing_duration { // Swings update.character = CharacterState::DashMelee(Data { base_damage: self.base_damage, max_damage: self.max_damage, base_knockback: self.base_knockback, max_knockback: self.max_knockback, range: self.range, angle: self.angle, energy_drain: self.energy_drain, forward_speed: self.forward_speed, buildup_duration: self.buildup_duration, charge_duration: self.charge_duration, charge_duration_attained: self.charge_duration_attained, infinite_charge: self.infinite_charge, swing_duration: self.swing_duration, recover_duration: self.recover_duration, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), stage_section: self.stage_section, }) } else if self.stage_section == StageSection::Swing { // Hit attempt let charge_frac = (self.charge_duration_attained.as_secs_f32() / self.charge_duration.as_secs_f32()).min(1.0); let damage = (self.max_damage as f32 - self.base_damage as f32) * charge_frac + self.base_damage as f32; let knockback = (self.max_knockback - self.base_knockback) * charge_frac + self.base_knockback; data.updater.insert(data.entity, Attacking { base_healthchange: -damage as i32, range: self.range, max_angle: self.angle.to_radians(), applied: false, hit_count: 0, knockback, }); // Transitions to recover section of stage update.character = CharacterState::DashMelee(Data { base_damage: self.base_damage, max_damage: self.max_damage, base_knockback: self.base_knockback, max_knockback: self.max_knockback, range: self.range, angle: self.angle, energy_drain: self.energy_drain, forward_speed: self.forward_speed, buildup_duration: self.buildup_duration, charge_duration: self.charge_duration, charge_duration_attained: self.charge_duration_attained, infinite_charge: self.infinite_charge, swing_duration: self.swing_duration, recover_duration: self.recover_duration, timer: Duration::default(), stage_section: StageSection::Recover, }) } else if self.stage_section == StageSection::Recover && self.timer < self.recover_duration { // Recover update.character = CharacterState::DashMelee(Data { base_damage: self.base_damage, max_damage: self.max_damage, base_knockback: self.base_knockback, max_knockback: self.max_knockback, range: self.range, angle: self.angle, energy_drain: self.energy_drain, forward_speed: self.forward_speed, buildup_duration: self.buildup_duration, charge_duration: self.charge_duration, charge_duration_attained: self.charge_duration_attained, infinite_charge: self.infinite_charge, swing_duration: self.swing_duration, recover_duration: self.recover_duration, timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), stage_section: self.stage_section, }) } else { // Done update.character = CharacterState::Wielding; // Make sure attack component is removed data.updater.remove::(data.entity); } update } }