use super::utils::*; use crate::{ combat::AttackSource, comp::{ character_state::{AttackFilters, OutputEvents}, CharacterState, StateUpdate, }, states::behavior::{CharacterBehavior, JoinData}, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)] pub struct ParryWindow { pub buildup: bool, pub recover: bool, } /// Separated out to condense update portions of character state #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How long until state should deal damage pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// What percentage incoming damage is reduced by pub block_strength: f32, /// What durations are considered a parry pub parry_window: ParryWindow, /// What key is used to press ability pub ability_info: AbilityInfo, /// Energy consumed to initiate the block pub energy_cost: f32, /// Whether block can be held pub can_hold: bool, /// What kinds of attacks the block applies to pub blocked_attacks: AttackFilters, } #[derive(Copy, 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, } 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, 0.4); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicBlock(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to swing section of stage update.character = CharacterState::BasicBlock(Data { timer: Duration::default(), stage_section: if self.static_data.can_hold { StageSection::Action } else { StageSection::Recover }, ..*self }); } }, StageSection::Action => { if self.static_data.can_hold && input_is_pressed(data, self.static_data.ability_info.input) { // Block update.character = CharacterState::BasicBlock(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to recover section of stage update.character = CharacterState::BasicBlock(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovery update.character = CharacterState::BasicBlock(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done end_ability(data, &mut update); } }, _ => { // If it somehow ends up in an incorrect stage section end_ability(data, &mut update); }, } // At end of state logic so an interrupt isn't overwritten handle_interrupts(data, &mut update, output_events); update } } impl Data { pub fn is_parry(&self, attack: AttackSource) -> bool { let could_block = self.static_data.blocked_attacks.applies(attack); let timed = match self.stage_section { StageSection::Buildup => self.static_data.parry_window.buildup, StageSection::Recover => self.static_data.parry_window.recover, _ => false, }; could_block && timed } }