use crate::{ comp::{ Body, CharacterState, Gravity, InputKind, LightEmitter, ProjectileConstructor, 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(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How much buildup is required before the attack pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Projectile variables pub projectile: ProjectileConstructor, pub projectile_body: Body, pub projectile_light: Option, pub projectile_gravity: Option, pub projectile_speed: f32, /// What key is used to press ability pub ability_info: AbilityInfo, } #[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, /// Whether or not the state should end pub end: 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); if !ability_key_is_pressed(data, self.static_data.ability_info.key) { handle_interrupt(data, &mut update, false); match update.character { CharacterState::BasicRanged(_) => {}, _ => { return update; }, } } match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicRanged(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::BasicRanged(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if !self.exhausted { // Fire let (crit_chance, crit_mult) = get_crit_data(data, self.static_data.ability_info); let projectile = self.static_data.projectile.create_projectile( Some(*data.uid), crit_chance, crit_mult, ); 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.projectile_speed, object: None, }); update.character = CharacterState::BasicRanged(Data { exhausted: true, ..*self }); } else if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::BasicRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Done if self.end || self.static_data.ability_info.input.is_none() { update.character = CharacterState::Wielding; } else { reset_state(self, data, &mut update); } } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding; }, } update } fn cancel_input(&self, data: &JoinData, input: InputKind) -> StateUpdate { let mut update = StateUpdate::from(data); update.removed_inputs.push(input); if Some(input) == self.static_data.ability_info.input { if let CharacterState::BasicRanged(c) = &mut update.character { c.end = true; } } update } } fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) { handle_input(join, update, data.static_data.ability_info.input.unwrap()); }