use crate::{ combat::{CombatBuff, CombatEffect}, comp::{character_state::OutputEvents, CharacterState, MeleeConstructor, 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 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, /// Used to construct the Melee attack pub melee_constructor: MeleeConstructor, /// Used to determine if and how scaling of the melee attack should happen pub scaling: Option, /// Minimum amount of combo needed to activate ability pub minimum_combo: u32, /// Amount of combo when ability was activated pub combo_on_use: u32, /// 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); handle_move(data, &mut update, 0.7); handle_jump(data, output_events, &mut update, 1.0); handle_interrupts(data, &mut update, None); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up if let CharacterState::FinisherMelee(c) = &mut update.character { c.timer = tick_attack_or_default(data, self.timer, None); } } else { // Transitions to swing section of stage if let CharacterState::FinisherMelee(c) = &mut update.character { c.timer = Duration::default(); c.stage_section = StageSection::Action; } } }, StageSection::Action => { if !self.exhausted { if let CharacterState::FinisherMelee(c) = &mut update.character { c.exhausted = true; } // Consume combo output_events.emit_server(ServerEvent::ComboChange { entity: data.entity, change: -(self.static_data.combo_on_use as i32), }); let mut melee_constructor = self.static_data.melee_constructor; if let Some(scaling) = self.static_data.scaling { let scaled_by = match scaling.kind { ScalingKind::Linear => { self.static_data.combo_on_use as f32 / self.static_data.minimum_combo as f32 }, }; match scaling.target { ScalingTarget::Attack => { melee_constructor = melee_constructor.handle_scaling(scaled_by); }, ScalingTarget::Buff => { if let Some(CombatEffect::Buff(CombatBuff { strength, .. })) = &mut melee_constructor.damage_effect { *strength *= scaled_by; } }, } } let crit_data = get_crit_data(data, self.static_data.ability_info); let buff_strength = get_buff_strength(data, self.static_data.ability_info); data.updater.insert( data.entity, melee_constructor.create_melee(crit_data, buff_strength), ); } else if self.timer < self.static_data.swing_duration { // Swings if let CharacterState::FinisherMelee(c) = &mut update.character { c.timer = tick_attack_or_default(data, self.timer, None); } } else { // Transitions to recover section of stage if let CharacterState::FinisherMelee(c) = &mut update.character { c.timer = Duration::default(); c.stage_section = StageSection::Recover } } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovery if let CharacterState::FinisherMelee(c) = &mut update.character { c.timer = tick_attack_or_default(data, self.timer, None); } } else { // Done end_melee_ability(data, &mut update); } }, _ => { // If it somehow ends up in an incorrect stage section end_melee_ability(data, &mut update); }, } update } } #[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)] pub enum ScalingTarget { Attack, Buff, } #[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)] pub enum ScalingKind { // Reaches a scaling of 1 when at minimum combo, and a scaling of 2 when at double minimum // combo Linear, } #[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)] pub struct Scaling { pub target: ScalingTarget, pub kind: ScalingKind, }