use crate::{ comp::{Attacking, CharacterState, EnergyChange, EnergySource, StateUpdate}, states::utils::{StageSection, *}, sys::character_behavior::*, Damage, DamageSource, Damages, Knockback, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] /// Separated out to condense update portions of character state pub struct StaticData { /// How much energy is drained per second when charging pub energy_drain: u32, /// Energy cost per attack pub energy_cost: u32, /// How much damage is dealt with no charge pub initial_damage: u32, /// How much damage is dealt with max charge pub max_damage: u32, /// How much knockback there is with no charge pub initial_knockback: f32, /// How much knockback there is at max charge pub max_knockback: f32, /// Max range pub range: f32, /// Max angle (45.0 will give you a 90.0 angle window) pub max_angle: f32, /// How long it takes to charge the weapon to max damage and knockback pub charge_duration: Duration, /// How long the weapon is swinging for pub swing_duration: Duration, /// How long the state has until exiting pub recover_duration: Duration, } #[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, /// Checks what section a stage is in pub stage_section: StageSection, /// Timer for each stage pub timer: Duration, /// Whether the attack fired already pub exhausted: bool, /// How much the attack charged by pub charge_amount: f32, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); handle_move(data, &mut update, 0.7); handle_jump(data, &mut update); match self.stage_section { StageSection::Charge => { if data.inputs.secondary.is_pressed() && update.energy.current() >= self.static_data.energy_cost && self.timer < self.static_data.charge_duration { let charge = (self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()) .min(1.0); // Charge the attack update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), charge_amount: charge, ..*self }); // Consumes energy if there's enough left and RMB 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 if data.inputs.secondary.is_pressed() && update.energy.current() >= self.static_data.energy_cost { // Maintains charge update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); // Consumes energy if there's enough left and RMB is held down update.energy.change_by(EnergyChange { amount: -(self.static_data.energy_drain as f32 * data.dt.0 / 5.0) as i32, source: EnergySource::Ability, }); } else { // Transitions to swing update.character = CharacterState::ChargedMelee(Data { stage_section: StageSection::Swing, timer: Duration::default(), ..*self }); } }, StageSection::Swing => { if !self.exhausted { let mut damage = Damage { source: DamageSource::Melee, value: self.static_data.max_damage as f32, }; damage.interpolate_damage( self.charge_amount, self.static_data.initial_damage as f32, ); let knockback = self.static_data.initial_knockback + (self.static_data.max_knockback - self.static_data.initial_knockback) * self.charge_amount; // Hit attempt data.updater.insert(data.entity, Attacking { damages: Damages::new(Some(damage), None), range: self.static_data.range, max_angle: self.static_data.max_angle.to_radians(), applied: false, hit_count: 0, knockback: Knockback::Away(knockback), }); // Starts swinging update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), exhausted: true, ..*self }); } else if self.timer < self.static_data.swing_duration { // Swings update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { // Transitions to recover update.character = CharacterState::ChargedMelee(Data { stage_section: StageSection::Recover, timer: Duration::default(), ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { // Recovers update.character = CharacterState::ChargedMelee(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*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 } }