use crate::{ combat::{ Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, 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::Vec3; /// 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 healing per second pub base_hps: f32, /// Base damage per second pub base_dps: f32, /// Ticks of damage/healing 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, /// Lifesteal efficiency (0 gives 0% conversion of damage to health, 1 gives /// 100% conversion of damage to health) pub lifesteal_eff: f32, /// Energy regened per second for damage ticks pub energy_regen: f32, /// Energy consumed per second for heal ticks pub energy_cost: f32, /// Energy drained per pub energy_drain: f32, /// What key is used to press ability pub ability_info: AbilityInfo, } #[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, /// Used for particle stuffs pub particle_ori: Option>, /// Used to offset beam and particles pub offset: Vec3, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 0.4); handle_jump(data, &mut update); if !ability_key_is_pressed(data, self.static_data.ability_info.key) { handle_interrupt(data, &mut update, false); match update.character { CharacterState::BasicBeam(_) => {}, _ => { return update; }, } } 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(), particle_ori: Some(*data.inputs.look_dir), ..*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(), }); // Gets offsets let body_offsets = Vec3::new( (data.body.radius() + 1.0) * data.inputs.look_dir.x, (data.body.radius() + 1.0) * data.inputs.look_dir.y, data.body.eye_height(), ) * 0.55; // Build up update.character = CharacterState::BasicBeam(Data { timer: Duration::default(), stage_section: StageSection::Cast, particle_ori: Some(*data.inputs.look_dir), offset: body_offsets, ..*self }); } }, StageSection::Cast => { if ability_key_is_pressed(data, self.static_data.ability_info.key) && (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 lifesteal = CombatEffect::Lifesteal(self.static_data.lifesteal_eff); let damage = AttackDamage::new( Damage { source: DamageSource::Energy, value: self.static_data.base_dps as f32 / self.static_data.tick_rate, }, Some(GroupTarget::OutOfGroup), ) .with_effect(lifesteal); let heal = AttackEffect::new( Some(GroupTarget::InGroup), CombatEffect::Heal( self.static_data.base_hps as f32 / self.static_data.tick_rate, ), ) .with_requirement(CombatRequirement::SufficientEnergy( self.static_data.energy_cost, )); let attack = Attack::default() .with_damage(damage) .with_effect(energy) .with_effect(heal); let properties = beam::Properties { attack, angle: self.static_data.max_angle.to_radians(), speed, duration: self.static_data.beam_duration, owner: Some(*data.uid), }; // Gets offsets let body_offsets = match data.body { Body::Humanoid(_) => { Vec3::new( data.body.radius() + 2.0 * data.inputs.look_dir.x, data.body.radius() + 2.0 * data.inputs.look_dir.y, data.body.eye_height(), ) * 0.55 }, _ => { Vec3::new( data.body.radius() * 3.0 * data.inputs.look_dir.x, data.body.radius() * 3.0 * data.inputs.look_dir.y, data.body.eye_height(), ) * 0.55 }, }; let pos = Pos(data.pos.0 + body_offsets); // Create beam segment update.server_events.push_front(ServerEvent::BeamSegment { properties, pos, ori: Ori::from(data.inputs.look_dir), }); update.character = CharacterState::BasicBeam(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), particle_ori: Some(*data.inputs.look_dir), offset: body_offsets, ..*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, particle_ori: Some(*data.inputs.look_dir), ..*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(), particle_ori: Some(*data.inputs.look_dir), ..*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); }, } update } }