use crate::{ combat::{Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement}, comp::{character_state::OutputEvents, tool::ToolKind, CharacterState, Melee, StateUpdate}, event::LocalEvent, outcome::Outcome, states::{ behavior::{CharacterBehavior, JoinData}, utils::{StageSection, *}, wielding, }, Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir, }; 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 much damage is dealt with no charge pub initial_damage: f32, /// How much the damage is scaled by pub scaled_damage: f32, /// How much poise damage is dealt with no charge pub initial_poise_damage: f32, /// How much poise damage is scaled by pub scaled_poise_damage: f32, /// How much knockback there is with no charge pub initial_knockback: f32, /// How much the knockback is scaled by pub scaled_knockback: f32, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: 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, /// Adds an effect onto the main damage of the attack pub damage_effect: Option, /// What key is used to press ability pub ability_info: AbilityInfo, /// Used to specify the melee attack to the frontend pub specifier: Option, /// What kind of damage the attack does pub damage_kind: DamageKind, } #[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 poise = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Poise( self.static_data.initial_poise_damage as f32 + self.charge_amount * self.static_data.scaled_poise_damage as f32, ), ) .with_requirement(CombatRequirement::AnyDamage); let knockback = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Knockback(Knockback { strength: self.static_data.initial_knockback + self.charge_amount * self.static_data.scaled_knockback, direction: KnockbackDir::Away, }), ) .with_requirement(CombatRequirement::AnyDamage); let mut damage = AttackDamage::new( Damage { source: DamageSource::Melee, kind: self.static_data.damage_kind, value: self.static_data.initial_damage as f32 + self.charge_amount * self.static_data.scaled_damage as f32, }, 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(poise) .with_effect(knockback) .with_combo_increment(); // Hit attempt data.updater.insert(data.entity, Melee { attack, range: self.static_data.range, max_angle: self.static_data.max_angle.to_radians(), applied: false, hit_count: 0, break_block: data .inputs .break_block_pos .map(|p| { ( p.map(|e| e.floor() as i32), self.static_data.ability_info.tool, ) }) .filter(|(_, tool)| tool == &Some(ToolKind::Pick)), }); 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.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, }