use crate::{ combat::Attack, comp::{tool::ToolKind, Density, Energy, InputAttr, InputKind, Ori, Pos, Vel}, event::{LocalEvent, ServerEvent}, states::{behavior::JoinData, utils::StageSection, *}, }; use serde::{Deserialize, Serialize}; use specs::{Component, DerefFlaggedStorage, VecStorage}; use specs_idvs::IdvStorage; use std::collections::{BTreeMap, VecDeque}; use vek::*; /// Data returned from character behavior fn's to Character Behavior System. pub struct StateUpdate { pub character: CharacterState, pub pos: Pos, pub vel: Vel, pub ori: Ori, pub density: Density, pub energy: Energy, pub swap_equipped_weapons: bool, pub should_strafe: bool, pub queued_inputs: BTreeMap, pub removed_inputs: Vec, pub local_events: VecDeque, pub server_events: VecDeque, } impl From<&JoinData<'_>> for StateUpdate { fn from(data: &JoinData) -> Self { StateUpdate { pos: *data.pos, vel: *data.vel, ori: *data.ori, density: *data.density, energy: *data.energy, swap_equipped_weapons: false, should_strafe: data.inputs.strafing, character: data.character.clone(), queued_inputs: BTreeMap::new(), removed_inputs: Vec::new(), local_events: VecDeque::new(), server_events: VecDeque::new(), } } } #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] pub enum CharacterState { Idle, Climb(climb::Data), Sit, Dance, Talk, Sneak, Glide(glide::Data), GlideWield, /// A stunned state Stunned(stunned::Data), /// A basic blocking state BasicBlock(basic_block::Data), /// Player is busy equipping or unequipping weapons Equipping(equipping::Data), /// Player is holding a weapon and can perform other actions Wielding, /// A dodge where player can roll Roll(roll::Data), /// A basic melee attack (e.g. sword) BasicMelee(basic_melee::Data), /// A basic ranged attack (e.g. bow) BasicRanged(basic_ranged::Data), /// A force will boost you into a direction for some duration Boost(boost::Data), /// Dash forward and then attack DashMelee(dash_melee::Data), /// A three-stage attack where each attack pushes player forward /// and successive attacks increase in damage, while player holds button. ComboMelee(combo_melee::Data), /// A leap followed by a small aoe ground attack LeapMelee(leap_melee::Data), /// Spin around, dealing damage to enemies surrounding you SpinMelee(spin_melee::Data), /// A charged ranged attack (e.g. bow) ChargedRanged(charged_ranged::Data), /// A charged melee attack ChargedMelee(charged_melee::Data), /// A repeating ranged attack RepeaterRanged(repeater_ranged::Data), /// A ground shockwave attack Shockwave(shockwave::Data), /// A continuous attack that affects all creatures in a cone originating /// from the source BasicBeam(basic_beam::Data), /// Creates an aura that persists as long as you are actively casting BasicAura(basic_aura::Data), /// A directed beam that heals targets in range. This is separate from basic /// beam as a large amount of functionality needed to be special cased /// specifically for the healing beam. There was also functionality present /// on basic beam which was unnecessary for the healing beam. HealingBeam(healing_beam::Data), /// A short teleport that targets either a position or entity Blink(blink::Data), /// Summons creatures that fight for the caster BasicSummon(basic_summon::Data), /// Inserts a buff on the caster SelfBuff(self_buff::Data), /// Creates sprites around the caster SpriteSummon(sprite_summon::Data), /// Handles logic for using an item so it is not simply instant UseItem(use_item::Data), } impl CharacterState { pub fn is_wield(&self) -> bool { matches!( self, CharacterState::Wielding | CharacterState::BasicMelee(_) | CharacterState::BasicRanged(_) | CharacterState::DashMelee(_) | CharacterState::ComboMelee(_) | CharacterState::BasicBlock(_) | CharacterState::LeapMelee(_) | CharacterState::SpinMelee(_) | CharacterState::ChargedMelee(_) | CharacterState::ChargedRanged(_) | CharacterState::RepeaterRanged(_) | CharacterState::Shockwave(_) | CharacterState::BasicBeam(_) | CharacterState::BasicAura(_) | CharacterState::HealingBeam(_) | CharacterState::SelfBuff(_) | CharacterState::Blink(_) | CharacterState::BasicSummon(_) | CharacterState::SpriteSummon(_) ) } pub fn is_stealthy(&self) -> bool { matches!(self, CharacterState::Sneak | CharacterState::Roll(_)) } pub fn is_attack(&self) -> bool { matches!( self, CharacterState::BasicMelee(_) | CharacterState::BasicRanged(_) | CharacterState::DashMelee(_) | CharacterState::ComboMelee(_) | CharacterState::LeapMelee(_) | CharacterState::SpinMelee(_) | CharacterState::ChargedMelee(_) | CharacterState::ChargedRanged(_) | CharacterState::RepeaterRanged(_) | CharacterState::Shockwave(_) | CharacterState::BasicBeam(_) | CharacterState::BasicAura(_) | CharacterState::HealingBeam(_) | CharacterState::SelfBuff(_) | CharacterState::Blink(_) | CharacterState::BasicSummon(_) | CharacterState::SpriteSummon(_) ) } pub fn is_aimed(&self) -> bool { matches!( self, CharacterState::BasicMelee(_) | CharacterState::BasicRanged(_) | CharacterState::DashMelee(_) | CharacterState::ComboMelee(_) | CharacterState::BasicBlock(_) | CharacterState::LeapMelee(_) | CharacterState::ChargedMelee(_) | CharacterState::ChargedRanged(_) | CharacterState::RepeaterRanged(_) | CharacterState::Shockwave(_) | CharacterState::BasicBeam(_) | CharacterState::Stunned(_) | CharacterState::UseItem(_) | CharacterState::Wielding | CharacterState::Talk | CharacterState::HealingBeam(_) ) } pub fn is_using_hands(&self) -> bool { matches!( self, CharacterState::Climb(_) | CharacterState::Equipping(_) | CharacterState::Dance | CharacterState::Glide(_) | CharacterState::GlideWield | CharacterState::Talk | CharacterState::Roll(_), ) } pub fn is_block(&self) -> bool { matches!(self, CharacterState::BasicBlock(_)) } pub fn is_dodge(&self) -> bool { matches!(self, CharacterState::Roll(_)) } pub fn is_glide(&self) -> bool { matches!(self, CharacterState::Glide(_)) } pub fn is_melee_dodge(&self) -> bool { matches!(self, CharacterState::Roll(d) if d.static_data.immune_melee) } pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) } pub fn is_forced_movement(&self) -> bool { matches!(self, CharacterState::ComboMelee(s) if s.stage_section == StageSection::Swing) || matches!(self, CharacterState::DashMelee(s) if s.stage_section == StageSection::Charge) || matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement) || matches!(self, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Swing) || matches!(self, CharacterState::Roll(s) if s.stage_section == StageSection::Movement) } /// Compares for shallow equality (does not check internal struct equality) pub fn same_variant(&self, other: &Self) -> bool { // Check if state is the same without looking at the inner data std::mem::discriminant(self) == std::mem::discriminant(other) } } impl Default for CharacterState { fn default() -> Self { Self::Idle } } impl Component for CharacterState { type Storage = DerefFlaggedStorage>; } #[derive(Debug, Serialize, Deserialize)] pub struct Melee { pub attack: Attack, pub range: f32, pub max_angle: f32, pub applied: bool, pub hit_count: u32, pub break_block: Option<(Vec3, Option)>, } impl Component for Melee { type Storage = VecStorage; }