use crate::{ comp::{ Body, CharacterState, EnergySource, Gravity, Item, LightEmitter, Projectile, StateUpdate, }, states::*, sys::character_behavior::JoinData, }; use specs::{Component, FlaggedStorage}; use specs_idvs::IDVStorage; use std::time::Duration; #[derive(Clone, PartialEq, Debug, Serialize, Deserialize)] pub enum CharacterAbility { BasicMelee { energy_cost: u32, buildup_duration: Duration, recover_duration: Duration, base_healthchange: i32, range: f32, max_angle: f32, }, BasicRanged { energy_cost: u32, prepare_duration: Duration, recover_duration: Duration, projectile: Projectile, projectile_body: Body, projectile_light: Option, projectile_gravity: Option, }, Boost { duration: Duration, only_up: bool, }, DashMelee { buildup_duration: Duration, recover_duration: Duration, base_damage: u32, }, BasicBlock, Roll, TimedCombo { buildup_duration: Duration, recover_duration: Duration, base_damage: u32, }, TripleStrike { base_damage: u32, }, } impl CharacterAbility { /// Attempts to fulfill requirements, mutating `update` (taking energy) if /// applicable. pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool { match self { CharacterAbility::Roll => { data.physics.on_ground && data.body.is_humanoid() && update .energy .try_change_by(-150, EnergySource::Ability) .is_ok() }, CharacterAbility::DashMelee { .. } => update .energy .try_change_by(-700, EnergySource::Ability) .is_ok(), CharacterAbility::BasicMelee { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), CharacterAbility::BasicRanged { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), _ => true, } } } #[derive(Clone, PartialEq, Debug, Serialize, Deserialize)] pub struct ItemConfig { pub item: Item, pub ability1: Option, pub ability2: Option, pub ability3: Option, pub block_ability: Option, pub dodge_ability: Option, } #[derive(Clone, PartialEq, Default, Debug, Serialize, Deserialize)] pub struct Loadout { pub active_item: Option, pub second_item: Option, pub shoulder: Option, pub chest: Option, pub belt: Option, pub hand: Option, pub pants: Option, pub foot: Option, } impl From<&CharacterAbility> for CharacterState { fn from(ability: &CharacterAbility) -> Self { match ability { CharacterAbility::BasicMelee { buildup_duration, recover_duration, base_healthchange, range, max_angle, energy_cost: _, } => CharacterState::BasicMelee(basic_melee::Data { exhausted: false, buildup_duration: *buildup_duration, recover_duration: *recover_duration, base_healthchange: *base_healthchange, range: *range, max_angle: *max_angle, }), CharacterAbility::BasicRanged { prepare_duration, recover_duration, projectile, projectile_body, projectile_light, projectile_gravity, energy_cost: _, } => CharacterState::BasicRanged(basic_ranged::Data { exhausted: false, prepare_timer: Duration::default(), prepare_duration: *prepare_duration, recover_duration: *recover_duration, projectile: projectile.clone(), projectile_body: *projectile_body, projectile_light: *projectile_light, projectile_gravity: *projectile_gravity, }), CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data { duration: *duration, only_up: *only_up, }), CharacterAbility::DashMelee { buildup_duration, recover_duration, base_damage, } => CharacterState::DashMelee(dash_melee::Data { initialize: true, exhausted: false, buildup_duration: *buildup_duration, recover_duration: *recover_duration, base_damage: *base_damage, }), CharacterAbility::BasicBlock => CharacterState::BasicBlock, CharacterAbility::Roll => CharacterState::Roll(roll::Data { remaining_duration: Duration::from_millis(500), was_wielded: false, // false by default. utils might set it to true }), CharacterAbility::TimedCombo { buildup_duration, recover_duration, base_damage, } => CharacterState::TimedCombo(timed_combo::Data { buildup_duration: *buildup_duration, recover_duration: *recover_duration, stage: 0, stage_exhausted: false, stage_time_active: Duration::default(), base_damage: *base_damage, }), CharacterAbility::TripleStrike { base_damage } => { CharacterState::TripleStrike(triple_strike::Data { base_damage: *base_damage, stage: triple_strike::Stage::First, stage_exhausted: false, stage_time_active: Duration::default(), should_transition: true, initialized: false, }) }, } } } impl Component for Loadout { type Storage = FlaggedStorage>; }