use crate::{ combat::CombatEffect, comp::{ character_state::OutputEvents, object::Body::LaserBeam, Body, CharacterState, LightEmitter, Pos, ProjectileConstructor, StateUpdate, }, event::{LocalEvent, ServerEvent}, outcome::Outcome, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, util::Dir, }; use rand::{thread_rng, Rng}; use serde::{Deserialize, Serialize}; use std::time::Duration; /// Separated out to condense update portions of character state #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub struct StaticData { /// How much buildup is required before the attack pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// How much spread there is when more than 1 projectile is created pub projectile_spread: f32, /// Projectile variables pub projectile: ProjectileConstructor, pub projectile_body: Body, pub projectile_light: Option, pub projectile_speed: f32, /// How many projectiles are simultaneously fired pub num_projectiles: u32, /// What key is used to press ability pub ability_info: AbilityInfo, pub damage_effect: Option, pub move_efficiency: f32, } #[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, /// Whether the attack fired already pub exhausted: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate { let mut update = StateUpdate::from(data); handle_orientation(data, &mut update, 1.0, None); handle_move(data, &mut update, self.static_data.move_efficiency); handle_jump(data, output_events, &mut update, 1.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicRanged(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); if self.static_data.projectile_body == Body::Object(LaserBeam) { // Send local event used for frontend shenanigans output_events.emit_local(LocalEvent::CreateOutcome( Outcome::CyclopsCharge { pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()), }, )); } } else { // Transitions to recover section of stage update.character = CharacterState::BasicRanged(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if !self.exhausted { // Fire let (crit_chance, crit_mult) = get_crit_data(data, self.static_data.ability_info); let tool_stats = get_tool_stats(data, self.static_data.ability_info); let projectile = self.static_data.projectile.create_projectile( Some(*data.uid), crit_chance, crit_mult, tool_stats, self.static_data.damage_effect, ); // Shoots all projectiles simultaneously for i in 0..self.static_data.num_projectiles { // Gets offsets let body_offsets = data.body.projectile_offsets( update.ori.look_vec(), data.scale.map_or(1.0, |s| s.0), ); let pos = Pos(data.pos.0 + body_offsets); // Adds a slight spread to the projectiles. First projectile has no spread, // and spread increases linearly with number of projectiles created. let dir = Dir::from_unnormalized(data.inputs.look_dir.map(|x| { let offset = (2.0 * thread_rng().gen::() - 1.0) * self.static_data.projectile_spread * i as f32; x + offset })) .unwrap_or(data.inputs.look_dir); // Tells server to create and shoot the projectile output_events.emit_server(ServerEvent::Shoot { entity: data.entity, pos, dir, body: self.static_data.projectile_body, projectile: projectile.clone(), light: self.static_data.projectile_light, speed: self.static_data.projectile_speed, object: None, }); } update.character = CharacterState::BasicRanged(Data { exhausted: true, ..*self }); } else if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::BasicRanged(Data { timer: tick_attack_or_default(data, self.timer, None), ..*self }); } else { // Done if input_is_pressed(data, self.static_data.ability_info.input) { reset_state(self, data, output_events, &mut update); } else { end_ability(data, &mut update); } } }, _ => { // If it somehow ends up in an incorrect stage section end_ability(data, &mut update); }, } // At end of state logic so an interrupt isn't overwritten handle_interrupts(data, &mut update, output_events); update } } fn reset_state( data: &Data, join: &JoinData, output_events: &mut OutputEvents, update: &mut StateUpdate, ) { handle_input( join, output_events, update, data.static_data.ability_info.input, ); }