use crate::{ comp::{CharacterState, InputKind, StateUpdate}, 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 until state should roll pub buildup_duration: Duration, /// How long state is rolling for pub movement_duration: Duration, /// How long it takes to recover from roll pub recover_duration: Duration, /// Affects the speed and distance of the roll pub roll_strength: f32, /// Affects whether you are immune to melee attacks while rolling pub immune_melee: bool, } #[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, /// Had weapon pub was_wielded: bool, /// Was sneaking pub was_sneak: bool, /// Was in state with combo pub was_combo: Option<(InputKind, u32)>, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); // Smooth orientation handle_orientation(data, &mut update, 1.0); match self.stage_section { StageSection::Buildup => { handle_move(data, &mut update, 1.0); if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::Roll(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to movement section of stage update.character = CharacterState::Roll(Data { timer: Duration::default(), stage_section: StageSection::Movement, ..*self }); } }, StageSection::Movement => { // Update velocity handle_forced_movement( data, &mut update, ForcedMovement::Forward { strength: self.static_data.roll_strength * ((1.0 - self.timer.as_secs_f32() / self.static_data.movement_duration.as_secs_f32()) / 2.0 + 0.5), }, 0.0, ); if self.timer < self.static_data.movement_duration { // Movement update.character = CharacterState::Roll(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to recover section of stage update.character = CharacterState::Roll(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Build up update.character = CharacterState::Roll(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Done if let Some((input, stage)) = self.was_combo { // if ability_key_is_pressed(data, key) { // handle_interrupt(data, &mut update, true); // // If other states are introduced that progress // through stages, add them // // here // if let CharacterState::ComboMelee(c) = &mut // update.character { // c.stage = stage; // } // } else { // update.character = CharacterState::Wielding; // } } else if self.was_wielded { update.character = CharacterState::Wielding; } else if self.was_sneak { update.character = CharacterState::Sneak; } else { update.character = CharacterState::Idle; } } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Idle; }, } update } }