use crate::{ comp::{ buff::{BuffCategory, BuffData, BuffKind}, projectile, Body, CharacterState, EnergyChange, EnergySource, Gravity, LightEmitter, Projectile, StateUpdate, }, effect::BuffEffect, event::ServerEvent, states::utils::*, sys::character_behavior::{CharacterBehavior, JoinData}, Damage, DamageSource, GroupTarget, Knockback, }; 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: u32, /// How much damage is dealt with no charge pub initial_damage: u32, /// How much damage is dealt with max charge pub max_damage: u32, /// How much knockback there is with no charge pub initial_knockback: f32, /// How much knockback there is at max charge pub max_knockback: f32, /// Speed stat of the weapon pub speed: f32, /// Projectile information pub projectile_body: Body, pub projectile_light: Option, pub projectile_gravity: Option, pub initial_projectile_speed: f32, pub max_projectile_speed: f32, /// What key is used to press ability pub ability_key: AbilityKey, } #[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_move(data, &mut update, 0.3); handle_jump(data, &mut update); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::ChargedRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to swing section of stage update.character = CharacterState::ChargedRanged(Data { timer: Duration::default(), stage_section: StageSection::Charge, ..*self }); } }, StageSection::Charge => { if !ability_key_is_pressed(data, self.static_data.ability_key) && !self.exhausted { let charge_frac = (self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()) .min(1.0); let mut damage = Damage { source: DamageSource::Projectile, value: self.static_data.max_damage as f32, }; damage.interpolate_damage(charge_frac, self.static_data.initial_damage as f32); let knockback = self.static_data.initial_knockback as f32 + (charge_frac * (self.static_data.max_knockback - self.static_data.initial_knockback) as f32); // Fire let mut projectile = Projectile { hit_solid: vec![projectile::Effect::Stick], hit_entity: vec![ projectile::Effect::Damage(Some(GroupTarget::OutOfGroup), damage), projectile::Effect::Knockback(Knockback::Away(knockback)), projectile::Effect::Vanish, projectile::Effect::Buff { buff: BuffEffect { kind: BuffKind::Bleeding, data: BuffData { strength: damage.value / 5.0, duration: Some(Duration::from_secs(5)), }, cat_ids: vec![BuffCategory::Physical], }, chance: Some(0.10), }, ], time_left: Duration::from_secs(15), owner: None, ignore_group: true, }; projectile.owner = Some(*data.uid); update.server_events.push_front(ServerEvent::Shoot { entity: data.entity, dir: data.inputs.look_dir, body: self.static_data.projectile_body, projectile, light: self.static_data.projectile_light, gravity: self.static_data.projectile_gravity, speed: self.static_data.initial_projectile_speed + charge_frac * (self.static_data.max_projectile_speed - self.static_data.initial_projectile_speed), }); update.character = CharacterState::ChargedRanged(Data { timer: Duration::default(), stage_section: StageSection::Recover, exhausted: true, ..*self }); } else if self.timer < self.static_data.charge_duration && ability_key_is_pressed(data, self.static_data.ability_key) { // Charges update.character = CharacterState::ChargedRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32( data.dt.0 * self.static_data.speed, )) .unwrap_or_default(), ..*self }); // Consumes energy if there's enough left and RMB is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_drain as f32 * data.dt.0 * self.static_data.speed) as i32, source: EnergySource::Ability, }); } else if ability_key_is_pressed(data, self.static_data.ability_key) { // Holds charge update.character = CharacterState::ChargedRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32( data.dt.0 * self.static_data.speed, )) .unwrap_or_default(), ..*self }); // Consumes energy if there's enough left and RMB is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_drain as f32 * data.dt.0 * self.static_data.speed / 5.0) as i32, source: EnergySource::Ability, }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::ChargedRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Done update.character = CharacterState::Wielding; } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding; }, } update } }