use crate::{ comp::{Energy, Loadout, Ori, Pos, Vel}, event::{LocalEvent, ServerEvent}, states::*, sys::character_behavior::JoinData, }; use serde::{Deserialize, Serialize}; use specs::{Component, FlaggedStorage, HashMapStorage, VecStorage}; use std::collections::VecDeque; /// Data returned from character behavior fn's to Character Behavior System. pub struct StateUpdate { pub character: CharacterState, pub pos: Pos, pub vel: Vel, pub ori: Ori, pub energy: Energy, pub loadout: Loadout, pub local_events: VecDeque, pub server_events: VecDeque, } impl From<&JoinData<'_>> for StateUpdate { fn from(data: &JoinData) -> Self { StateUpdate { pos: *data.pos, vel: *data.vel, ori: *data.ori, energy: *data.energy, loadout: data.loadout.clone(), character: data.character.clone(), local_events: VecDeque::new(), server_events: VecDeque::new(), } } } #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] pub enum CharacterState { Idle, Climb, Sit, Glide, /// A basic blocking state BasicBlock, /// Player is busy equipping or unequipping weapons Equipping(equipping::Data), /// Player is holding a weapon and can perform other actions Wielding, /// A dodge where player can roll Roll(roll::Data), /// A basic melee attack (e.g. sword) BasicMelee(basic_melee::Data), /// A basic ranged attack (e.g. bow) BasicRanged(basic_ranged::Data), /// A force will boost you into a direction for some duration Boost(boost::Data), /// Dash forward and then attack DashMelee(dash_melee::Data), /// A three-stage attack where play must click at appropriate times /// to continue attack chain. TimedCombo(timed_combo::Data), /// A three-stage attack where each attack pushes player forward /// and successive attacks increase in damage, while player holds button. TripleStrike(triple_strike::Data), } impl CharacterState { pub fn is_wield(&self) -> bool { match self { CharacterState::Wielding | CharacterState::BasicMelee(_) | CharacterState::BasicRanged(_) | CharacterState::DashMelee(_) | CharacterState::TripleStrike(_) | CharacterState::TimedCombo(_) | CharacterState::BasicBlock => true, _ => false, } } pub fn can_swap(&self) -> bool { match self { CharacterState::Wielding => true, _ => false, } } pub fn is_attack(&self) -> bool { match self { CharacterState::BasicMelee(_) | CharacterState::BasicRanged(_) | CharacterState::TimedCombo(_) | CharacterState::DashMelee(_) | CharacterState::TripleStrike(_) => true, _ => false, } } pub fn is_block(&self) -> bool { match self { CharacterState::BasicBlock => true, _ => false, } } pub fn is_dodge(&self) -> bool { match self { CharacterState::Roll(_) => true, _ => false, } } /// Compares for shallow equality (does not check internal struct equality) pub fn same_variant(&self, other: &Self) -> bool { // Check if state is the same without looking at the inner data std::mem::discriminant(self) == std::mem::discriminant(other) } } impl Default for CharacterState { fn default() -> Self { Self::Idle } } impl Component for CharacterState { type Storage = FlaggedStorage>; } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Attacking { pub base_damage: u32, pub range: f32, pub max_angle: f32, pub applied: bool, pub hit_count: u32, } impl Component for Attacking { type Storage = VecStorage; }