use crate::{ comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate}, event::LocalEvent, outcome::Outcome, states::{ behavior::{CharacterBehavior, JoinData}, utils::{StageSection, *}, wielding, }, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] /// Separated out to condense update portions of character state pub struct StaticData { /// How much energy is drained per second when charging pub energy_drain: f32, /// Energy cost per attack pub energy_cost: f32, /// How long it takes to charge the weapon to max damage and knockback pub charge_duration: Duration, /// How long the weapon is swinging for pub swing_duration: Duration, /// At what fraction of the swing duration to apply the melee "hit" pub hit_timing: f32, /// How long the state has until exiting pub recover_duration: Duration, /// Used to construct the Melee attack pub melee_constructor: MeleeConstructor, /// What key is used to press ability pub ability_info: AbilityInfo, /// Used to specify the melee attack to the frontend pub specifier: Option, } #[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, /// Checks what section a stage is in pub stage_section: StageSection, /// Timer for each stage pub timer: Duration, /// Whether the attack executed already pub exhausted: bool, /// How much the attack charged by pub charge_amount: f32, } 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, 0.7); handle_jump(data, output_events, &mut update, 1.0); match self.stage_section { StageSection::Charge => { if input_is_pressed(data, self.static_data.ability_info.input) && update.energy.current() >= self.static_data.energy_cost && self.timer < self.static_data.charge_duration { let charge = (self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()) .min(1.0); // Charge the attack update.character = CharacterState::ChargedMelee(Data { timer: tick_attack_or_default(data, self.timer, None), charge_amount: charge, ..*self }); // Consumes energy if there's enough left and RMB is held down update .energy .change_by(-self.static_data.energy_drain * data.dt.0); } else if input_is_pressed(data, self.static_data.ability_info.input) && update.energy.current() >= self.static_data.energy_cost { // Maintains charge update.character = CharacterState::ChargedMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); // Consumes energy if there's enough left and RMB is held down update .energy .change_by(-self.static_data.energy_drain as f32 * data.dt.0 / 5.0); } else { // Transitions to swing update.character = CharacterState::ChargedMelee(Data { stage_section: StageSection::Action, timer: Duration::default(), ..*self }); } }, StageSection::Action => { if self.timer.as_millis() as f32 > self.static_data.hit_timing * self.static_data.swing_duration.as_millis() as f32 && !self.exhausted { // Swing update.character = CharacterState::ChargedMelee(Data { timer: tick_attack_or_default(data, self.timer, None), exhausted: true, ..*self }); let crit_data = get_crit_data(data, self.static_data.ability_info); let buff_strength = get_buff_strength(data, self.static_data.ability_info); data.updater.insert( data.entity, self.static_data .melee_constructor .handle_scaling(self.charge_amount) .create_melee(crit_data, buff_strength), ); if let Some(FrontendSpecifier::GroundCleave) = self.static_data.specifier { // Send local event used for frontend shenanigans output_events.emit_local(LocalEvent::CreateOutcome(Outcome::GroundSlam { pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius() + self.static_data.melee_constructor.range), })); } } else if self.timer < self.static_data.swing_duration { // Swings update.character = CharacterState::ChargedMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to recover update.character = CharacterState::ChargedMelee(Data { stage_section: StageSection::Recover, timer: Duration::default(), ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::ChargedMelee(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 } } /// Used to specify a particular effect for frontend purposes #[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)] pub enum FrontendSpecifier { GroundCleave, }