use crate::{ comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate}, consts::GRAVITY, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::Vec3; /// Separated out to condense update portions of character state #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How long until the state attacks pub buildup_duration: Duration, /// How long the state is in the swing duration pub swing_duration: Duration, /// How long until state ends pub recover_duration: Duration, /// Used to construct the Melee attack pub melee_constructor: MeleeConstructor, /// Energy cost per attack pub energy_cost: f32, /// Whether spin state is infinite pub is_infinite: bool, /// Used to dictate how movement functions in this state pub movement_behavior: MovementBehavior, /// Used for forced forward movement pub forward_speed: f32, /// Number of spins pub num_spins: u32, /// What key is used to press ability pub ability_info: AbilityInfo, /// Used to specify the melee attack to the frontend pub specifier: Option, } #[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, /// How many spins it has done pub consecutive_spins: u32, /// What section the character stage is in pub stage_section: StageSection, /// Whether the state can deal damage pub exhausted: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); match self.static_data.movement_behavior { MovementBehavior::ForwardGround | MovementBehavior::Stationary => {}, MovementBehavior::AxeHover => { let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5; update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0; }, MovementBehavior::Walking => { handle_move(data, &mut update, 0.2); }, } match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::SpinMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Transitions to swing section of stage update.character = CharacterState::SpinMelee(Data { timer: Duration::default(), stage_section: StageSection::Action, ..*self }); } }, StageSection::Action => { if !self.exhausted { update.character = CharacterState::SpinMelee(Data { timer: Duration::default(), exhausted: true, ..*self }); let crit_data = get_crit_data(data, self.static_data.ability_info); let buff_strength = get_buff_strength(data, self.static_data.ability_info); data.updater.insert( data.entity, self.static_data .melee_constructor .create_melee(crit_data, buff_strength), ); } else if self.timer < self.static_data.swing_duration { if matches!( self.static_data.movement_behavior, MovementBehavior::ForwardGround ) { handle_forced_movement( data, &mut update, ForcedMovement::Forward(self.static_data.forward_speed), ); } // Swings update.character = CharacterState::SpinMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else if update.energy.current() >= self.static_data.energy_cost && (self.consecutive_spins < self.static_data.num_spins || (self.static_data.is_infinite && self.static_data.ability_info.input.map_or(false, |input| input_is_pressed(data, input)))) { update.character = CharacterState::SpinMelee(Data { timer: Duration::default(), consecutive_spins: self.consecutive_spins + 1, exhausted: false, ..*self }); // Consumes energy if there's enough left and RMB is held down update.energy.change_by(-self.static_data.energy_cost); } else { // Transitions to recover section of stage update.character = CharacterState::SpinMelee(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); // Remove melee attack component data.updater.remove::(data.entity); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recover update.character = CharacterState::SpinMelee(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done end_melee_ability(data, &mut update); } }, _ => { // If it somehow ends up in an incorrect stage section end_melee_ability(data, &mut update); }, } // At end of state logic so an interrupt isn't overwritten handle_interrupts(data, &mut update); update } } #[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)] pub enum MovementBehavior { Stationary, ForwardGround, AxeHover, Walking, } #[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)] pub enum FrontendSpecifier { CultistVortex, }