use crate::{ comp::{ CharacterState, EnergyChange, EnergySource, MeleeAttack, PoiseChange, PoiseSource, StateUpdate, }, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, Damage, DamageSource, GroupTarget, Knockback, KnockbackDir, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub struct Stage { /// Specifies which stage the combo attack is in pub stage: u32, /// Initial damage of stage pub base_damage: u32, /// Damage scaling per combo pub damage_increase: u32, /// Initial poise damage of stage pub base_poise_damage: u32, /// Poise damage scaling per combo pub poise_damage_increase: u32, /// Knockback of stage pub knockback: f32, /// Range of attack pub range: f32, /// Angle of attack pub angle: f32, /// Initial buildup duration of stage (how long until state can deal damage) pub base_buildup_duration: T, /// Duration of stage spent in swing (controls animation stuff, and can also /// be used to handle movement separately to buildup) pub base_swing_duration: T, /// Initial recover duration of stage (how long until character exits state) pub base_recover_duration: T, /// How much forward movement there is in the swing portion of the stage pub forward_movement: f32, } impl Stage { pub fn to_duration(self) -> Stage { Stage:: { stage: self.stage, base_damage: self.base_damage, damage_increase: self.damage_increase, base_poise_damage: self.base_poise_damage, poise_damage_increase: self.poise_damage_increase, knockback: self.knockback, range: self.range, angle: self.angle, base_buildup_duration: Duration::from_millis(self.base_buildup_duration), base_swing_duration: Duration::from_millis(self.base_swing_duration), base_recover_duration: Duration::from_millis(self.base_recover_duration), forward_movement: self.forward_movement, } } pub fn adjusted_by_stats(mut self, power: f32, poise_strength: f32, speed: f32) -> Self { self.base_damage = (self.base_damage as f32 * power) as u32; self.damage_increase = (self.damage_increase as f32 * power) as u32; self.base_poise_damage = (self.base_poise_damage as f32 * poise_strength) as u32; self.poise_damage_increase = (self.poise_damage_increase as f32 * poise_strength) as u32; self.base_buildup_duration = (self.base_buildup_duration as f32 / speed) as u64; self.base_swing_duration = (self.base_swing_duration as f32 / speed) as u64; self.base_recover_duration = (self.base_recover_duration as f32 / speed) as u64; self } pub fn modify_strike(mut self, knockback_mult: f32) -> Self { self.knockback *= knockback_mult; self } } #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] /// Separated out to condense update portions of character state pub struct StaticData { /// Indicates number of stages in combo pub num_stages: u32, /// Data for each stage pub stage_data: Vec>, /// Initial energy gain per strike pub initial_energy_gain: u32, /// Max energy gain per strike pub max_energy_gain: u32, /// Energy gain increase per combo pub energy_increase: u32, /// (100% - speed_increase) is percentage speed increases from current to /// max per combo increase pub speed_increase: f32, /// This value is the highest percentage speed can increase from the base /// speed pub max_speed_increase: f32, /// Number of times damage scales with combo pub scales_from_combo: u32, /// Whether the state can be interrupted by other abilities pub is_interruptible: bool, /// What key is used to press ability pub ability_key: AbilityKey, } /// A sequence of attacks that can incrementally become faster and more /// damaging. #[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, /// Indicates what stage the combo is in pub stage: u32, /// Number of consecutive strikes pub combo: u32, /// Timer for each stage pub timer: Duration, /// Checks what section a stage is in pub stage_section: StageSection, /// Whether the state should go onto the next stage pub next_stage: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0); handle_move(data, &mut update, 0.3); if !ability_key_is_pressed(data, self.static_data.ability_key) { handle_interrupt(data, &mut update, self.static_data.is_interruptible); if let CharacterState::Roll(roll) = &mut update.character { roll.was_combo = Some((self.stage, self.combo)); } match update.character { CharacterState::ComboMelee(_) => {}, _ => { return update; }, } } let stage_index = (self.stage - 1) as usize; let speed_modifer = 1.0 + self.static_data.max_speed_increase * (1.0 - self.static_data.speed_increase.powi(self.combo as i32)); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.stage_data[stage_index].base_buildup_duration { // Build up update.character = CharacterState::ComboMelee(Data { static_data: self.static_data.clone(), timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer)) .unwrap_or_default(), ..*self }); } else { // Transitions to swing section of stage update.character = CharacterState::ComboMelee(Data { static_data: self.static_data.clone(), timer: Duration::default(), stage_section: StageSection::Swing, ..*self }); // Hit attempt let damage = self.static_data.stage_data[stage_index].base_damage + self .static_data .scales_from_combo .min(self.combo / self.static_data.num_stages) * self.static_data.stage_data[stage_index].damage_increase; let poise_damage = self.static_data.stage_data[stage_index].base_poise_damage + self .static_data .scales_from_combo .min(self.combo / self.static_data.num_stages) * self.static_data.stage_data[stage_index].poise_damage_increase; data.updater.insert(data.entity, MeleeAttack { effects: vec![( Some(GroupTarget::OutOfGroup), Damage { source: DamageSource::Melee, value: damage as f32, }, PoiseChange { amount: -(poise_damage as i32), source: PoiseSource::Attack, }, )], range: self.static_data.stage_data[stage_index].range, max_angle: self.static_data.stage_data[stage_index].angle.to_radians(), applied: false, hit_count: 0, knockback: Knockback { strength: self.static_data.stage_data[stage_index].knockback, direction: KnockbackDir::Away, }, }); } }, StageSection::Swing => { if self.timer < self.static_data.stage_data[stage_index].base_swing_duration { // Forward movement handle_forced_movement( data, &mut update, ForcedMovement::Forward { strength: self.static_data.stage_data[stage_index].forward_movement, }, 0.3, ); // Swings update.character = CharacterState::ComboMelee(Data { static_data: self.static_data.clone(), timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer)) .unwrap_or_default(), ..*self }); } else { // Transitions to recover section of stage update.character = CharacterState::ComboMelee(Data { static_data: self.static_data.clone(), timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.stage_data[stage_index].base_recover_duration { // Recovers if ability_key_is_pressed(data, self.static_data.ability_key) { // Checks if state will transition to next stage after recover update.character = CharacterState::ComboMelee(Data { static_data: self.static_data.clone(), timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer)) .unwrap_or_default(), next_stage: true, ..*self }); } else { update.character = CharacterState::ComboMelee(Data { static_data: self.static_data.clone(), timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer)) .unwrap_or_default(), ..*self }); } } else if self.next_stage { // Transitions to buildup section of next stage update.character = CharacterState::ComboMelee(Data { static_data: self.static_data.clone(), stage: (self.stage % self.static_data.num_stages) + 1, timer: Duration::default(), stage_section: StageSection::Buildup, next_stage: false, ..*self }); } else { // Done update.character = CharacterState::Wielding; // Make sure attack component is removed data.updater.remove::(data.entity); } }, _ => { // If it somehow ends up in an incorrect stage section 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.melee_attack { if attack.applied && attack.hit_count > 0 { let energy = self.static_data.max_energy_gain.min( self.static_data.initial_energy_gain + self.combo * self.static_data.energy_increase, ) as i32; update.character = CharacterState::ComboMelee(Data { static_data: self.static_data.clone(), stage: self.stage, combo: self.combo + 1, timer: self.timer, stage_section: self.stage_section, next_stage: self.next_stage, }); data.updater.remove::(data.entity); update.energy.change_by(EnergyChange { amount: energy, source: EnergySource::HitEnemy, }); } } update } }