use crate::{ comp::{Attacking, CharacterState, EnergySource, StateUpdate}, states::utils::{StageSection, *}, sys::character_behavior::{CharacterBehavior, JoinData}, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Stage { /// Specifies which stage the combo attack is in pub stage: u32, /// Initial damage of stage pub base_damage: u32, /// Max damage of stage pub max_damage: u32, /// Damage scaling per combo pub damage_increase: u32, /// Knockback of stage pub knockback: f32, /// Range of attack pub range: f32, /// Angle of attack pub angle: f32, /// Initial buildup duration of stage (how long until state can deal damage) pub base_buildup_duration: Duration, /// Duration of stage spent in swing (controls animation stuff, and can also /// be used to handle movement separately to buildup) pub base_swing_duration: Duration, /// Initial recover duration of stage (how long until character exits state) pub base_recover_duration: Duration, /// How much forward movement there is in the swing portion of the stage pub forward_movement: f32, } /// A sequence of attacks that can incrementally become faster and more /// damaging. #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Data { /// Indicates what stage the combo is in pub stage: u32, /// Indicates number of stages in combo pub num_stages: u32, /// Number of consecutive strikes pub combo: u32, /// Data for each stage pub stage_data: Vec, /// Initial energy gain per strike pub initial_energy_gain: u32, /// Max energy gain per strike pub max_energy_gain: u32, /// Energy gain increase per combo pub energy_increase: u32, /// Timer for each stage pub timer: Duration, /// Checks what section a stage is in pub stage_section: StageSection, /// Whether the state should go onto the next stage pub next_stage: bool, /// (100% - speed_increase) is percentage speed increases from current to /// max when combo increases pub speed_increase: f32, /// (100% + max_speed_increase) is the max attack speed pub max_speed_increase: f32, /// Whether the state can be interrupted by other abilities pub is_interruptible: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0); handle_move(data, &mut update, 0.3); let stage_index = (self.stage - 1) as usize; // Allows for other states to interrupt this state if self.is_interruptible && !data.inputs.primary.is_pressed() { if data.inputs.roll.is_pressed() { handle_dodge_input(data, &mut update); return update; } if data.inputs.secondary.is_pressed() { handle_ability2_input(data, &mut update); return update; } } if self.stage_section == StageSection::Buildup && self.timer < self.stage_data[stage_index].base_buildup_duration { // Build up update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, timer: self .timer .checked_add(Duration::from_secs_f32( (1.0 + self.max_speed_increase * (1.0 - self.speed_increase.powi(self.combo as i32))) * data.dt.0, )) .unwrap_or_default(), stage_section: self.stage_section, next_stage: self.next_stage, speed_increase: self.speed_increase, max_speed_increase: self.max_speed_increase, is_interruptible: self.is_interruptible, }); } else if self.stage_section == StageSection::Buildup { // Transitions to swing section of stage update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, timer: Duration::default(), stage_section: StageSection::Swing, next_stage: self.next_stage, speed_increase: self.speed_increase, max_speed_increase: self.max_speed_increase, is_interruptible: self.is_interruptible, }); // Hit attempt data.updater.insert(data.entity, Attacking { base_healthchange: -((self.stage_data[stage_index].max_damage.min( self.stage_data[stage_index].base_damage + self.combo / self.num_stages * self.stage_data[stage_index].damage_increase, )) as i32), range: self.stage_data[stage_index].range, max_angle: self.stage_data[stage_index].angle.to_radians(), applied: false, hit_count: 0, knockback: self.stage_data[stage_index].knockback, }); } else if self.stage_section == StageSection::Swing && self.timer < self.stage_data[stage_index].base_swing_duration { // Forward movement forward_move( data, &mut update, 0.3, self.stage_data[stage_index].forward_movement, ); // Swings update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, timer: self .timer .checked_add(Duration::from_secs_f32( (1.0 + self.max_speed_increase * (1.0 - self.speed_increase.powi(self.combo as i32))) * data.dt.0, )) .unwrap_or_default(), stage_section: self.stage_section, next_stage: self.next_stage, speed_increase: self.speed_increase, max_speed_increase: self.max_speed_increase, is_interruptible: self.is_interruptible, }); } else if self.stage_section == StageSection::Swing { // Transitions to recover section of stage update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, timer: Duration::default(), stage_section: StageSection::Recover, next_stage: self.next_stage, speed_increase: self.speed_increase, max_speed_increase: self.max_speed_increase, is_interruptible: self.is_interruptible, }); } else if self.stage_section == StageSection::Recover && self.timer < self.stage_data[stage_index].base_recover_duration { // Recovers if data.inputs.primary.is_pressed() { // Checks if state will transition to next stage after recover update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, timer: self .timer .checked_add(Duration::from_secs_f32( (1.0 + self.max_speed_increase * (1.0 - self.speed_increase.powi(self.combo as i32))) * data.dt.0, )) .unwrap_or_default(), stage_section: self.stage_section, next_stage: true, speed_increase: self.speed_increase, max_speed_increase: self.max_speed_increase, is_interruptible: self.is_interruptible, }); } else { update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, timer: self .timer .checked_add(Duration::from_secs_f32( (1.0 + self.max_speed_increase * (1.0 - self.speed_increase.powi(self.combo as i32))) * data.dt.0, )) .unwrap_or_default(), stage_section: self.stage_section, next_stage: self.next_stage, speed_increase: self.speed_increase, max_speed_increase: self.max_speed_increase, is_interruptible: self.is_interruptible, }); } } else if self.next_stage { // Transitions to buildup section of next stage update.character = CharacterState::ComboMelee(Data { stage: (self.stage % self.num_stages) + 1, num_stages: self.num_stages, combo: self.combo, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, timer: Duration::default(), stage_section: StageSection::Buildup, next_stage: false, speed_increase: self.speed_increase, max_speed_increase: self.max_speed_increase, is_interruptible: self.is_interruptible, }); } else { // Done update.character = CharacterState::Wielding; // Make sure attack component is removed data.updater.remove::(data.entity); } // Grant energy on successful hit if let Some(attack) = data.attacking { if attack.applied && attack.hit_count > 0 { let energy = self .max_energy_gain .min(self.initial_energy_gain + self.combo * self.energy_increase) as i32; update.character = CharacterState::ComboMelee(Data { stage: self.stage, num_stages: self.num_stages, combo: self.combo + 1, stage_data: self.stage_data.clone(), initial_energy_gain: self.initial_energy_gain, max_energy_gain: self.max_energy_gain, energy_increase: self.energy_increase, timer: self.timer, stage_section: self.stage_section, next_stage: self.next_stage, speed_increase: self.speed_increase, max_speed_increase: self.max_speed_increase, is_interruptible: self.is_interruptible, }); data.updater.remove::(data.entity); update.energy.change_by(energy, EnergySource::HitEnemy); } } update } }