use crate::{ combat::{Attack, AttackEffect, CombatEffect, CombatRequirement, GroupTarget}, comp::{beam, CharacterState, Ori, Pos, StateUpdate}, event::ServerEvent, states::{ behavior::{CharacterBehavior, JoinData}, utils::*, }, uid::Uid, }; use serde::{Deserialize, Serialize}; use std::time::Duration; use vek::*; /// 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 tick pub heal: f32, /// Ticks of 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, /// Energy consumed per second for heal ticks pub energy_cost: f32, /// What key is used to press ability pub ability_info: AbilityInfo, /// Used to specify the beam to the frontend pub specifier: beam::FrontendSpecifier, } #[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, } 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, 1.0); match self.stage_section { StageSection::Buildup => { if self.timer < self.static_data.buildup_duration { // Build up update.character = CharacterState::HealingBeam(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*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(), }); // Build up update.character = CharacterState::HealingBeam(Data { timer: Duration::default(), stage_section: StageSection::Cast, ..*self }); } }, StageSection::Cast => { if input_is_pressed(data, self.static_data.ability_info.input) { let speed = self.static_data.range / self.static_data.beam_duration.as_secs_f32(); let heal = AttackEffect::new( Some(GroupTarget::InGroup), CombatEffect::Heal(self.static_data.heal), ) .with_requirement(CombatRequirement::Energy(self.static_data.energy_cost)) .with_requirement(CombatRequirement::Combo(1)); let attack = Attack::default().with_effect(heal); let properties = beam::Properties { attack, angle: self.static_data.max_angle.to_radians(), speed, duration: self.static_data.beam_duration, owner: Some(*data.uid), specifier: self.static_data.specifier, }; // Gets offsets let body_offsets = Vec3::new( (data.body.radius() + 1.0) * data.inputs.look_dir.x, (data.body.radius() + 1.0) * data.inputs.look_dir.y, data.body.eye_height() * 0.6, ); let pos = Pos(data.pos.0 + body_offsets); // Create beam segment update.server_events.push_front(ServerEvent::BeamSegment { properties, pos, ori: Ori::from(data.inputs.look_dir), }); update.character = CharacterState::HealingBeam(Data { timer: self .timer .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or_default(), ..*self }); } else { update.character = CharacterState::HealingBeam(Data { timer: Duration::default(), stage_section: StageSection::Recover, ..*self }); } }, StageSection::Recover => { if self.timer < self.static_data.recover_duration { update.character = CharacterState::HealingBeam(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); }, } // At end of state logic so an interrupt isn't overwritten if !input_is_pressed(data, self.static_data.ability_info.input) { handle_state_interrupt(data, &mut update, false); } update } }