use crate::{ comp::{Attacking, CharacterState, EnergySource, StateUpdate}, states::utils::*, sys::character_behavior::*, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; const LEAP_SPEED: f32 = 16.0; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data { /// How long the state is moving pub movement_duration: Duration, /// How long until state should deal damage pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Base damage pub base_damage: u32, /// Whether the attack can deal more damage pub exhausted: bool, pub initialize: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); if self.initialize { update.vel.0 = *data.inputs.look_dir * 20.0; if let Some(dir) = Vec3::from(data.inputs.look_dir.xy()).try_normalized() { update.ori.0 = dir.into(); } } if self.movement_duration != Duration::default() { // Jumping update.vel.0 = Vec3::new(data.inputs.look_dir.x, data.inputs.look_dir.y, 8.0) * ((self.movement_duration.as_millis() as f32) / 250.0) + (update.vel.0 * Vec3::new(2.0, 2.0, 0.0) + 0.25 * data.inputs.move_dir.try_normalized().unwrap_or_default()) .try_normalized() .unwrap_or_default() * LEAP_SPEED; update.character = CharacterState::LeapMelee(Data { movement_duration: self .movement_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), buildup_duration: self.buildup_duration, recover_duration: self.recover_duration, base_damage: self.base_damage, exhausted: false, initialize: false, }); } else if self.buildup_duration != Duration::default() && !data.physics.on_ground { // Falling update.character = CharacterState::LeapMelee(Data { movement_duration: Duration::default(), buildup_duration: self .buildup_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), recover_duration: self.recover_duration, base_damage: self.base_damage, exhausted: false, initialize: false, }); } else if !self.exhausted { // Hit attempt data.updater.insert(data.entity, Attacking { base_healthchange: -(self.base_damage as i32), range: 4.5, max_angle: 360_f32.to_radians(), applied: false, hit_count: 0, knockback: 25.0, }); update.character = CharacterState::LeapMelee(Data { movement_duration: self.movement_duration, buildup_duration: Duration::default(), recover_duration: self.recover_duration, base_damage: self.base_damage, exhausted: true, initialize: false, }); } else if self.recover_duration != Duration::default() { // Recovery handle_move(data, &mut update, 0.7); update.character = CharacterState::LeapMelee(Data { movement_duration: self.movement_duration, buildup_duration: self.buildup_duration, recover_duration: self .recover_duration .checked_sub(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), base_damage: self.base_damage, exhausted: true, initialize: false, }); } 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 { data.updater.remove::(data.entity); update.energy.change_by(100, EnergySource::HitEnemy); } } update } }