use crate::{ combat::CombatEffect, comp::{ character_state::OutputEvents, projectile::ProjectileConstructor, Body, CharacterState, LightEmitter, Pos, StateUpdate, }, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, }; use serde::{Deserialize, Serialize}; use std::time::Duration; /// Separated out to condense update portions of character state #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How long the weapon needs to be prepared for pub buildup_duration: Duration, /// How long it takes to charge the weapon to max damage and knockback pub charge_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// How much energy is drained per second when charging pub energy_drain: f32, /// How much energy is gained with no charge pub initial_regen: f32, /// How much the energy gain scales as it is charged pub scaled_regen: f32, /// How much damage is dealt with no charge pub initial_damage: f32, /// How much the damage scales as it is charged pub scaled_damage: f32, /// How much knockback there is with no charge pub initial_knockback: f32, /// How much the knockback scales as it is charged pub scaled_knockback: f32, /// Projectile information pub projectile_body: Body, pub projectile_light: Option, pub initial_projectile_speed: f32, pub scaled_projectile_speed: f32, /// Move speed efficiency pub move_speed: f32, /// What key is used to press ability pub ability_info: AbilityInfo, /// Adds an effect onto the main damage of the attack pub damage_effect: Option, } #[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 Data { /// How complete the charge is, on a scale of 0.0 to 1.0 pub fn charge_frac(&self) -> f32 { if let StageSection::Charge = self.stage_section { (self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()).min(1.0) } else { 0.0 } } } 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, self.static_data.move_speed); handle_jump(data, output_events, &mut update, 1.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::ChargedRanged(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to swing section of stage update.character = CharacterState::ChargedRanged(Data { timer: Duration::default(), stage_section: StageSection::Charge, ..*self }); } }, StageSection::Charge => { if !input_is_pressed(data, self.static_data.ability_info.input) && !self.exhausted { let charge_frac = self.charge_frac(); let arrow = ProjectileConstructor::Arrow { damage: self.static_data.initial_damage + charge_frac * self.static_data.scaled_damage, knockback: self.static_data.initial_knockback + charge_frac * self.static_data.scaled_knockback, energy_regen: self.static_data.initial_regen + charge_frac * self.static_data.scaled_regen, }; // Fire let (crit_chance, crit_mult) = get_crit_data(data, self.static_data.ability_info); let tool_stats = get_tool_stats(data, self.static_data.ability_info); // Gets offsets let body_offsets = data .body .projectile_offsets(update.ori.look_vec(), data.scale.map_or(1.0, |s| s.0)); let pos = Pos(data.pos.0 + body_offsets); let projectile = arrow.create_projectile( Some(*data.uid), crit_chance, crit_mult, tool_stats, self.static_data.damage_effect, ); output_events.emit_server(ServerEvent::Shoot { entity: data.entity, pos, dir: data.inputs.look_dir, body: self.static_data.projectile_body, projectile, light: self.static_data.projectile_light, speed: self.static_data.initial_projectile_speed + charge_frac * self.static_data.scaled_projectile_speed, object: None, }); update.character = CharacterState::ChargedRanged(Data { timer: Duration::default(), stage_section: StageSection::Recover, exhausted: true, ..*self }); } else if self.timer < self.static_data.charge_duration && input_is_pressed(data, self.static_data.ability_info.input) { // Charges update.character = CharacterState::ChargedRanged(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); // Consumes energy if there's enough left and input 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) { // Holds charge update.character = CharacterState::ChargedRanged(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 * data.dt.0 / 5.0); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::ChargedRanged(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 } }