use crate::{ comp::{Body, CharacterState, LightEmitter, Pos, ProjectileConstructor, StateUpdate}, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, util::Dir, }; use rand::{thread_rng, Rng}; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::*; /// Separated out to condense update portions of character state #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How much buildup is required before the attack pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// How much spread there is when more than 1 projectile is created pub projectile_spread: f32, /// Projectile variables pub projectile: ProjectileConstructor, pub projectile_body: Body, pub projectile_light: Option, pub projectile_speed: f32, /// How many projectiles are simultaneously fired pub num_projectiles: u32, /// What key is used to press ability pub ability_info: AbilityInfo, } #[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, /// Timer for each stage pub timer: Duration, /// What section the character stage is in pub stage_section: StageSection, /// Whether the attack fired already pub exhausted: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0, None); handle_move(data, &mut update, 0.3); handle_jump(data, &mut update, 1.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicRanged(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to recover section of stage update.character = CharacterState::BasicRanged(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if !self.exhausted { // Fire let (crit_chance, crit_mult) = get_crit_data(data, self.static_data.ability_info); let buff_strength = get_buff_strength(data, self.static_data.ability_info); let projectile = self.static_data.projectile.create_projectile( Some(*data.uid), crit_chance, crit_mult, buff_strength, ); // Shoots all projectiles simultaneously for i in 0..self.static_data.num_projectiles { // Gets offsets let body_offsets = projectile_offsets(data.body, update.ori.look_vec()); let pos = Pos(data.pos.0 + body_offsets); // Adds a slight spread to the projectiles. First projectile has no spread, // and spread increases linearly with number of projectiles created. let dir = Dir::from_unnormalized(data.inputs.look_dir.map(|x| { let offset = (2.0 * thread_rng().gen::() - 1.0) * self.static_data.projectile_spread * i as f32; x + offset })) .unwrap_or(data.inputs.look_dir); // Tells server to create and shoot the projectile update.server_events.push_front(ServerEvent::Shoot { entity: data.entity, pos, dir, body: self.static_data.projectile_body, projectile: projectile.clone(), light: self.static_data.projectile_light, speed: self.static_data.projectile_speed, object: None, }); } update.character = CharacterState::BasicRanged(Data { exhausted: true, ..*self }); } else if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::BasicRanged(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done if input_is_pressed(data, self.static_data.ability_info.input) { reset_state(self, data, &mut update); } else { update.character = CharacterState::Wielding; } } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding; }, } // 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 } } fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) { handle_input(join, update, data.static_data.ability_info.input); } fn height_offset(body: &Body) -> f32 { match body { Body::Golem(_) => body.height() * 0.4, _ => body.eye_height(), } } pub fn projectile_offsets(body: &Body, ori: Vec3) -> Vec3 { let dim = body.dimensions(); // The width (shoulder to shoulder) and length (nose to tail) let (width, length) = (dim.x, dim.y); let body_radius = if length > width { // Dachshund-like body.max_radius() } else { // Cyclops-like body.min_radius() }; let body_offsets_z = height_offset(body); Vec3::new( body_radius * ori.x * 1.1, body_radius * ori.y * 1.1, body_offsets_z, ) }