use crate::{ comp::{Body, CharacterState, Gravity, LightEmitter, Projectile, StateUpdate}, event::ServerEvent, states::utils::*, sys::character_behavior::*, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Data { /// How long the state is moving pub movement_duration: Duration, /// Can you hold the ability beyond the prepare duration pub holdable: bool, /// How long we have to prepare the weapon pub prepare_duration: Duration, /// How long we prepared the weapon already pub prepare_timer: Duration, /// How long the state has until exiting pub recover_duration: Duration, pub projectile: Projectile, pub projectile_body: Body, pub projectile_light: Option, pub projectile_gravity: Option, pub projectile_speed: f32, /// Whether the attack fired already pub exhausted: bool, /// How many times to repeat pub repetitions: u32, /// Current repetition pub current_rep: u32, pub initialize: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 1.0); handle_jump(data, &mut update); if !self.exhausted && if self.holdable { data.inputs.holding_ability_key() || self.prepare_timer < self.prepare_duration } else { self.prepare_timer < self.prepare_duration } { // Prepare (draw the bow) update.character = CharacterState::RepeaterRanged(Data { movement_duration: self.movement_duration, prepare_timer: self.prepare_timer + Duration::from_secs_f32(data.dt.0), holdable: self.holdable, prepare_duration: self.prepare_duration, recover_duration: self.recover_duration, projectile: self.projectile.clone(), projectile_body: self.projectile_body, projectile_light: self.projectile_light, projectile_gravity: self.projectile_gravity, projectile_speed: self.projectile_speed, exhausted: false, repetitions: self.repetitions, current_rep: self.current_rep, initialize: false, }); } else if self.movement_duration != Duration::default() { // Jumping update.vel.0 = Vec3::new(data.vel.0[0], data.vel.0[1], 10.0); update.character = CharacterState::RepeaterRanged(Data { movement_duration: self .movement_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), prepare_timer: self.prepare_timer, holdable: self.holdable, prepare_duration: self.prepare_duration, recover_duration: self.recover_duration, projectile: self.projectile.clone(), projectile_body: self.projectile_body, projectile_light: self.projectile_light, projectile_gravity: self.projectile_gravity, projectile_speed: self.projectile_speed, exhausted: false, repetitions: self.repetitions, current_rep: self.current_rep, initialize: false, }); } else if !self.exhausted && self.current_rep < self.repetitions { let mut projectile = self.projectile.clone(); projectile.owner = Some(*data.uid); update.server_events.push_front(ServerEvent::Shoot { entity: data.entity, dir: data.inputs.look_dir, body: self.projectile_body, projectile, light: self.projectile_light, gravity: self.projectile_gravity, speed: self.projectile_speed, }); update.character = CharacterState::RepeaterRanged(Data { movement_duration: self.movement_duration, prepare_timer: self.prepare_timer, holdable: self.holdable, prepare_duration: self.prepare_duration, //recover_duration: self.recover_duration, recover_duration: self .recover_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), projectile: self.projectile.clone(), projectile_body: self.projectile_body, projectile_light: self.projectile_light, projectile_gravity: self.projectile_gravity, projectile_speed: self.projectile_speed, exhausted: false, repetitions: self.repetitions, current_rep: self.current_rep + 1, initialize: false, }); } else if self.recover_duration != Duration::default() { // Recovery update.character = CharacterState::RepeaterRanged(Data { movement_duration: Duration::default(), prepare_timer: self.prepare_timer, holdable: self.holdable, prepare_duration: self.prepare_duration, recover_duration: self .recover_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), projectile: self.projectile.clone(), projectile_body: self.projectile_body, projectile_light: self.projectile_light, projectile_gravity: self.projectile_gravity, projectile_speed: self.projectile_speed, exhausted: true, repetitions: self.repetitions, current_rep: 0, initialize: false, }); return update; } else { // Done update.character = CharacterState::Wielding; } update } }