use crate::{ combat::GroupTarget, comp::{ aura::{AuraBuffConstructor, AuraChange, AuraKind, AuraTarget, Specifier}, character_state::OutputEvents, CharacterState, StateUpdate, }, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, wielding, }, }; 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 create the aura pub buildup_duration: Duration, /// How long the state is creating an aura pub cast_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Determines how the aura selects its targets pub targets: GroupTarget, /// Has information used to construct the aura pub aura: AuraBuffConstructor, /// How long aura lasts pub aura_duration: Duration, /// Radius of aura pub range: f32, /// What key is used to press ability pub ability_info: AbilityInfo, /// Whether the aura's effect scales with the user's current combo pub scales_with_combo: bool, /// Combo at the time the aura is first cast pub combo_at_cast: u32, /// Used to specify aura to the frontend pub specifier: Specifier, } #[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, } 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, 0.8); handle_jump(data, output_events, &mut update, 1.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicAura(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Creates aura let targets = AuraTarget::from((Some(self.static_data.targets), Some(data.uid))); let mut aura = self.static_data.aura.to_aura( data.uid, self.static_data.range, Some(self.static_data.aura_duration), targets, ); if self.static_data.scales_with_combo { match aura.aura_kind { AuraKind::Buff { kind: _, ref mut data, category: _, source: _, } => { data.strength *= 1.0 + (self.static_data.combo_at_cast.max(1) as f32).log(2.0); }, } output_events.emit_server(ServerEvent::ComboChange { entity: data.entity, change: -(self.static_data.combo_at_cast as i32), }); } output_events.emit_server(ServerEvent::Aura { entity: data.entity, aura_change: AuraChange::Add(aura), }); // Build up update.character = CharacterState::BasicAura(Data { timer: Duration::default(), stage_section: StageSection::Action, ..*self }); } }, StageSection::Action => { if self.timer < self.static_data.cast_duration { // Cast update.character = CharacterState::BasicAura(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { update.character = CharacterState::BasicAura(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { update.character = CharacterState::BasicAura(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false }); } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false }); }, } // At end of state logic so an interrupt isn't overwritten if !input_is_pressed(data, self.static_data.ability_info.input) { handle_state_interrupt(data, &mut update, false); } update } }