use crate::{ comp::{Attacking, CharacterState, StateUpdate}, states::utils::*, sys::character_behavior::{CharacterBehavior, JoinData}, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] //#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data { /// How long the state is moving pub movement_duration: Duration, /// How long until state should deal damage pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Base damage pub base_damage: u32, /// Whether the attack can deal more damage pub exhausted: bool, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// Knockback pub knockback: f32, /// Leap speed pub leap_speed: f32, /// Leap vertical speed? pub leap_vert_speed: f32, pub initialize: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); if self.initialize { update.vel.0 = *data.inputs.look_dir * 20.0; if let Some(dir) = Vec3::from(data.inputs.look_dir.xy()).try_normalized() { update.ori.0 = dir.into(); } } if self.movement_duration != Duration::default() { // Jumping update.vel.0 = Vec3::new( data.inputs.look_dir.x, data.inputs.look_dir.y, self.leap_vert_speed, ) * (2.0) + (update.vel.0 * Vec3::new(2.0, 2.0, 0.0) + 0.25 * data.inputs.move_dir.try_normalized().unwrap_or_default()) .try_normalized() .unwrap_or_default() * self.leap_speed * (1.0 - data.inputs.look_dir.z.abs()); update.character = CharacterState::LeapMelee(Data { movement_duration: self .movement_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), buildup_duration: self.buildup_duration, recover_duration: self.recover_duration, base_damage: self.base_damage, exhausted: false, range: self.range, max_angle: self.max_angle, knockback: self.knockback, leap_speed: self.leap_speed, leap_vert_speed: self.leap_vert_speed, initialize: false, }); } else if self.buildup_duration != Duration::default() && !data.physics.on_ground { // Falling update.character = CharacterState::LeapMelee(Data { movement_duration: Duration::default(), buildup_duration: self .buildup_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), recover_duration: self.recover_duration, base_damage: self.base_damage, exhausted: false, range: self.range, max_angle: self.max_angle, knockback: self.knockback, leap_speed: self.leap_speed, leap_vert_speed: self.leap_vert_speed, initialize: false, }); } else if !self.exhausted { // Hit attempt data.updater.insert(data.entity, Attacking { base_damage: self.base_damage, base_heal: 0, range: self.range, max_angle: self.max_angle.to_radians(), applied: false, hit_count: 0, knockback: self.knockback, }); update.character = CharacterState::LeapMelee(Data { movement_duration: self.movement_duration, buildup_duration: Duration::default(), recover_duration: self.recover_duration, base_damage: self.base_damage, exhausted: true, range: self.range, max_angle: self.max_angle, knockback: self.knockback, leap_speed: self.leap_speed, leap_vert_speed: self.leap_vert_speed, initialize: false, }); } else if self.recover_duration != Duration::default() { // Recovery handle_move(data, &mut update, 0.7); update.character = CharacterState::LeapMelee(Data { movement_duration: self.movement_duration, buildup_duration: self.buildup_duration, recover_duration: self .recover_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), base_damage: self.base_damage, exhausted: true, range: self.range, max_angle: self.max_angle, knockback: self.knockback, leap_speed: self.leap_speed, leap_vert_speed: self.leap_vert_speed, initialize: false, }); } else { // Done update.character = CharacterState::Wielding; // Make sure attack component is removed data.updater.remove::(data.entity); } update } }