use crate::{ comp::{Body, CharacterState, Gravity, LightEmitter, ProjectileConstructor, StateUpdate}, event::ServerEvent, states::utils::{StageSection, *}, sys::character_behavior::*, util::dir::*, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] /// Separated out to condense update portions of character state pub struct StaticData { /// How long the state is in movement pub movement_duration: Duration, /// How long we've readied the weapon pub buildup_duration: Duration, /// How long the state is shooting pub shoot_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// Whether there should be a jump and how strong the leap is pub leap: Option, /// Projectile options 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_key: AbilityKey, } #[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, /// How many repetitions remaining pub reps_remaining: u32, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 1.0); handle_jump(data, &mut update); if !ability_key_is_pressed(data, self.static_data.ability_key) { handle_interrupt(data, &mut update, false); match update.character { CharacterState::RepeaterRanged(_) => {}, _ => { return update; }, } } match self.stage_section { StageSection::Movement => { // Jumping if let Some(leap_strength) = self.static_data.leap { let progress = 1.0 - self.timer.as_secs_f32() / self.static_data.movement_duration.as_secs_f32(); handle_forced_movement( data, &mut update, ForcedMovement::Leap { vertical: leap_strength, forward: 10.0, progress, }, 1.0, ); } if self.timer < self.static_data.movement_duration { // Do movement update.character = CharacterState::RepeaterRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transition to buildup update.character = CharacterState::RepeaterRanged(Data { timer: Duration::default(), stage_section: StageSection::Buildup, ..*self }); } }, StageSection::Buildup => { // Aim gliding if self.static_data.leap.is_some() { handle_forced_movement( data, &mut update, ForcedMovement::Hover { move_input: 0.1 }, 1.0, ); } if self.timer < self.static_data.buildup_duration { // Buildup to attack update.character = CharacterState::RepeaterRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transition to shoot update.character = CharacterState::RepeaterRanged(Data { timer: Duration::default(), stage_section: StageSection::Shoot, ..*self }); } }, StageSection::Shoot => { // Aim gliding if self.static_data.leap.is_some() { update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0); } if self.reps_remaining > 0 { // Fire let projectile = self .static_data .projectile .create_projectile(Some(*data.uid)); update.server_events.push_front(ServerEvent::Shoot { entity: data.entity, // Provides slight variation to projectile direction dir: Dir::from_unnormalized(Vec3::new( data.inputs.look_dir[0] + (if self.reps_remaining % 2 == 0 { self.reps_remaining as f32 / 400.0 } else { -1.0 * self.reps_remaining as f32 / 400.0 }), data.inputs.look_dir[1] + (if self.reps_remaining % 2 == 0 { -1.0 * self.reps_remaining as f32 / 400.0 } else { self.reps_remaining as f32 / 400.0 }), data.inputs.look_dir[2], )) .unwrap_or(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, }); // Shoot projectiles update.character = CharacterState::RepeaterRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), reps_remaining: self.reps_remaining - 1, ..*self }); } else if self.timer < self.static_data.shoot_duration { // Finish shooting update.character = CharacterState::RepeaterRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transition to recover update.character = CharacterState::RepeaterRanged(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.static_data.leap.is_some() && data.physics.on_ground { // Done update.character = CharacterState::Wielding; } else if self.timer < self.static_data.recover_duration { // Recover from attack update.character = CharacterState::RepeaterRanged(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Done update.character = CharacterState::Wielding; } }, _ => { // If it somehow ends up in an incorrect stage section update.character = CharacterState::Wielding; }, } update } }