use crate::{ combat::{ Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageKind, DamageSource, GroupTarget, }, comp::{beam, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate}, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, uid::Uid, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::*; /// 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 or heal pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// How long each beam segment persists for pub beam_duration: Duration, /// Base damage per tick pub damage: f32, /// Ticks per second pub tick_rate: f32, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// Adds an effect onto the main damage of the attack pub damage_effect: Option, /// Energy regenerated per tick pub energy_regen: f32, /// Energy drained per second pub energy_drain: f32, /// Used to dictate how orientation functions in this state pub orientation_behavior: OrientationBehavior, /// What key is used to press ability pub ability_info: AbilityInfo, /// Used to specify the beam to the frontend pub specifier: beam::FrontendSpecifier, } #[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, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); let ori_rate = match self.static_data.orientation_behavior { OrientationBehavior::Normal => 0.6, OrientationBehavior::Turret => { update.ori = Ori::from(data.inputs.look_dir); 0.6 }, OrientationBehavior::FromOri => 0.1, }; handle_orientation(data, &mut update, ori_rate); handle_move(data, &mut update, 0.4); handle_jump(data, &mut update, 1.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicBeam(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Creates beam data.updater.insert(data.entity, beam::Beam { hit_entities: Vec::::new(), tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate), timer: Duration::default(), }); // Build up update.character = CharacterState::BasicBeam(Data { timer: Duration::default(), stage_section: StageSection::Cast, ..*self }); } }, StageSection::Cast => { if input_is_pressed(data, self.static_data.ability_info.input) && (self.static_data.energy_drain <= f32::EPSILON || update.energy.current() > 0) { let speed = self.static_data.range / self.static_data.beam_duration.as_secs_f32(); let energy = AttackEffect::new( None, CombatEffect::EnergyReward(self.static_data.energy_regen), ) .with_requirement(CombatRequirement::AnyDamage); let mut damage = AttackDamage::new( Damage { source: DamageSource::Energy, kind: DamageKind::Energy, value: self.static_data.damage, }, 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(energy) .with_combo_increment(); let properties = beam::Properties { attack, angle: self.static_data.max_angle.to_radians(), speed, duration: self.static_data.beam_duration, owner: Some(*data.uid), specifier: self.static_data.specifier, }; let body_offsets_z = match data.body { Body::BirdLarge(_) | Body::Golem(_) => data.body.height() * 0.8, _ => data.body.height() * 0.5, }; // Gets offsets let (body_offsets, ori) = match self.static_data.orientation_behavior { OrientationBehavior::Normal | OrientationBehavior::Turret => ( Vec3::new( (data.body.radius() + 1.0) * data.inputs.look_dir.x, (data.body.radius() + 1.0) * data.inputs.look_dir.y, body_offsets_z, ), Ori::from(data.inputs.look_dir), ), OrientationBehavior::FromOri => ( Vec3::new( (data.body.radius() + 1.0) * update.ori.look_vec().x, (data.body.radius() + 1.0) * update.ori.look_vec().y, body_offsets_z, ), Ori::from(Vec3::new( update.ori.look_vec().x, update.ori.look_vec().y, data.inputs.look_dir.z, )), ), }; let pos = Pos(data.pos.0 + body_offsets); // Create beam segment update.server_events.push_front(ServerEvent::BeamSegment { properties, pos, ori, }); update.character = CharacterState::BasicBeam(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); // Consumes energy if there's enough left and ability key is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32, source: EnergySource::Ability, }); } else { update.character = CharacterState::BasicBeam(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { update.character = CharacterState::BasicBeam(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); }, } // 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 } } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub enum OrientationBehavior { /// Uses look_dir as direction of beam Normal, /// Uses look_dir as direction of beam, sets orientation to same direction /// as look_dir Turret, /// Uses orientation x and y and look_dir z as direction of beam (z from /// look_dir as orientation will only go through 2d rotations naturally) FromOri, }