use crate::{ comp::{ beam, humanoid, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate, }, event::ServerEvent, states::utils::*, sync::Uid, sys::character_behavior::{CharacterBehavior, JoinData}, Damage, DamageSource, GroupTarget, }; 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 state should deal damage or heal pub buildup_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, /// How long each beam segment persists for pub beam_duration: Duration, /// Base healing per second pub base_hps: u32, /// Base damage per second pub base_dps: u32, /// Ticks of damage/healing per second pub tick_rate: f32, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// Lifesteal efficiency (0 gives 0% conversion of damage to health, 1 gives /// 100% conversion of damage to health) pub lifesteal_eff: f32, /// Energy regened per second for damage ticks pub energy_regen: u32, /// Energy consumed per second for heal ticks pub energy_cost: u32, /// Energy drained per pub energy_drain: u32, /// What key is used to press ability pub ability_key: AbilityKey, } #[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, /// What section the character stage is in pub stage_section: StageSection, /// Used for particle stuffs pub particle_ori: Option>, /// Used to offset beam and particles pub offset: f32, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 0.4); handle_jump(data, &mut update); if unwrap_tool_data(data).is_none() { update.character = CharacterState::Idle; return update; } match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::BasicBeam(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), particle_ori: Some(*data.inputs.look_dir), ..*self }); } else { // Creates beam data.updater.insert(data.entity, beam::Beam { hit_entities: Vec::::new(), tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate), timer: Duration::default(), }); // Gets offset let eye_height = match data.body { Body::Humanoid(body) => body.eye_height(), _ => humanoid::DEFAULT_HUMANOID_EYE_HEIGHT, }; // Build up update.character = CharacterState::BasicBeam(Data { timer: Duration::default(), stage_section: StageSection::Cast, particle_ori: Some(*data.inputs.look_dir), offset: eye_height * 0.55, ..*self }); } }, StageSection::Cast => { if ability_key_is_pressed(data, self.static_data.ability_key) && (self.static_data.energy_drain == 0 || update.energy.current() > 0) { let damage = Damage { source: DamageSource::Energy, value: self.static_data.base_dps as f32 / self.static_data.tick_rate, }; let heal = Damage { source: DamageSource::Healing, value: self.static_data.base_hps as f32 / self.static_data.tick_rate, }; let energy_regen = (self.static_data.energy_regen as f32 / self.static_data.tick_rate) as u32; let energy_cost = (self.static_data.energy_cost as f32 / self.static_data.tick_rate) as u32; let speed = self.static_data.range / self.static_data.beam_duration.as_secs_f32(); let properties = beam::Properties { angle: self.static_data.max_angle.to_radians(), speed, damages: vec![ (Some(GroupTarget::OutOfGroup), damage), (Some(GroupTarget::InGroup), heal), ], lifesteal_eff: self.static_data.lifesteal_eff, energy_regen, energy_cost, duration: self.static_data.beam_duration, owner: Some(*data.uid), }; let pos = Pos(data.pos.0 + Vec3::new(0.0, 0.0, self.offset)); // Create beam segment update.server_events.push_front(ServerEvent::BeamSegment { properties, pos, ori: Ori(data.inputs.look_dir), }); update.character = CharacterState::BasicBeam(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), particle_ori: Some(*data.inputs.look_dir), ..*self }); // Consumes energy if there's enough left and ability key is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32, source: EnergySource::Ability, }); } else { update.character = CharacterState::BasicBeam(Data { timer: Duration::default(), stage_section: StageSection::Recover, particle_ori: Some(*data.inputs.look_dir), ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { update.character = CharacterState::BasicBeam(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), particle_ori: Some(*data.inputs.look_dir), ..*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); }, } update } }