use crate::{ combat::{ Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageKind, DamageSource, GroupTarget, Knockback, }, comp::{character_state::OutputEvents, shockwave, CharacterState, StateUpdate}, event::{LocalEvent, ServerEvent}, outcome::Outcome, states::{ behavior::{CharacterBehavior, JoinData}, utils::{StageSection, *}, }, }; 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 state is moving pub movement_duration: Duration, /// How long until state should deal damage pub buildup_duration: Duration, /// How long the state is swinging for pub swing_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Base damage pub damage: f32, /// Base poise damage pub poise_damage: f32, /// Knockback pub knockback: Knockback, /// Angle of the shockwave pub shockwave_angle: f32, /// Vertical angle of the shockwave pub shockwave_vertical_angle: f32, /// Speed of the shockwave pub shockwave_speed: f32, /// How long the shockwave travels for pub shockwave_duration: Duration, /// Whether the shockwave requires the target to be on the ground pub requires_ground: bool, /// Movement speed efficiency pub move_efficiency: f32, /// Adds an effect onto the main damage of the attack pub damage_effect: Option, /// What kind of damage the attack does pub damage_kind: DamageKind, /// Used to specify the shockwave to the frontend pub specifier: shockwave::FrontendSpecifier, /// Affects how far forward the player leaps pub forward_leap_strength: f32, /// Affects how high the player leaps pub vertical_leap_strength: f32, /// What key is used to press ability pub ability_info: AbilityInfo, } #[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, /// Whether the attack can deal more damage pub exhausted: bool, } 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); match self.stage_section { // Delay before leaping into the air StageSection::Buildup => { handle_move(data, &mut update, 0.3); handle_jump(data, output_events, &mut update, 1.0); // Wait for `buildup_duration` to expire if self.timer < self.static_data.buildup_duration { update.character = CharacterState::LeapShockwave(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to leap portion of state after buildup delay update.character = CharacterState::LeapShockwave(Data { timer: Duration::default(), stage_section: StageSection::Movement, ..*self }); } }, StageSection::Movement => { if self.timer < self.static_data.movement_duration { // Apply jumping force let progress = 1.0 - self.timer.as_secs_f32() / self.static_data.movement_duration.as_secs_f32(); handle_forced_movement(data, &mut update, ForcedMovement::Leap { vertical: self.static_data.vertical_leap_strength, forward: self.static_data.forward_leap_strength, progress, direction: MovementDirection::Look, }); // Increment duration // If we were to set a timeout for state, this would be // outside if block and have else check for > movement // duration * some multiplier update.character = CharacterState::LeapShockwave(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else if data.physics.on_ground.is_some() | data.physics.in_liquid().is_some() { // Transitions to swing portion of state upon hitting ground update.character = CharacterState::LeapShockwave(Data { timer: Duration::default(), stage_section: StageSection::Action, ..*self }); } }, StageSection::Action => { handle_move(data, &mut update, 0.3); handle_jump(data, output_events, &mut update, 1.0); if self.timer < self.static_data.swing_duration { // Swings update.character = CharacterState::LeapShockwave(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); // Attack let poise = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Poise(self.static_data.poise_damage), ) .with_requirement(CombatRequirement::AnyDamage); let knockback = AttackEffect::new( Some(GroupTarget::OutOfGroup), CombatEffect::Knockback(self.static_data.knockback), ) .with_requirement(CombatRequirement::AnyDamage); let mut damage = AttackDamage::new( Damage { source: DamageSource::Shockwave, kind: self.static_data.damage_kind, value: self.static_data.damage, }, Some(GroupTarget::OutOfGroup), rand::random(), ); 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(); let properties = shockwave::Properties { angle: self.static_data.shockwave_angle, vertical_angle: self.static_data.shockwave_vertical_angle, speed: self.static_data.shockwave_speed, duration: self.static_data.shockwave_duration, attack, requires_ground: self.static_data.requires_ground, owner: Some(*data.uid), specifier: self.static_data.specifier, }; output_events.emit_server(ServerEvent::Shockwave { properties, pos: *data.pos, ori: *data.ori, }); // Send local event used for frontend shenanigans output_events.emit_local(LocalEvent::CreateOutcome(Outcome::IceSpikes { pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()), })); } else { // Transitions to recover update.character = CharacterState::LeapShockwave(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { handle_move(data, &mut update, 0.3); handle_jump(data, output_events, &mut update, 1.0); if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::LeapShockwave(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 } }