use crate::{ comp::{Attacking, CharacterState, EnergySource, StateUpdate}, states::utils::*, sys::character_behavior::{CharacterBehavior, JoinData}, }; use std::time::Duration; use vek::vec::{Vec2, Vec3}; // In millis const STAGE_DURATION: u64 = 600; const INITIAL_ACCEL: f32 = 200.0; const BASE_SPEED: f32 = 25.0; /// ### A sequence of 3 incrementally increasing attacks. /// /// While holding down the `primary` button, perform a series of 3 attacks, /// each one pushes the player forward as the character steps into the swings. /// The player can let go of the left mouse button at any time /// and stop their attacks by interrupting the attack animation. #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] pub struct Data { /// The tool this state will read to handle damage, etc. pub base_damage: u32, /// `int` denoting what stage (of 3) the attack is in. pub stage: i8, /// How long current stage has been active pub stage_time_active: Duration, /// Whether current stage has exhausted its attack pub stage_exhausted: bool, /// Whether to go to next stage pub should_transition: bool, /// Whether state has performed intialization logic pub initialized: bool, } impl CharacterBehavior for Data { fn behavior(&self, data: &JoinData) -> StateUpdate { let mut update = StateUpdate::from(data); let stage_time_active = self .stage_time_active .checked_add(Duration::from_secs_f32(data.dt.0)) .unwrap_or(Duration::default()); let mut should_transition = self.should_transition; let mut initialized = self.initialized; // If player stops holding input, if !data.inputs.primary.is_pressed() { should_transition = false; } if !initialized { update.ori.0 = data.inputs.look_dir.normalized(); update.vel.0 = Vec3::zero(); initialized = true; } // Handling movement if self.stage == 0 { if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) { let adjusted_accel = if data.physics.touch_entity.is_none() { INITIAL_ACCEL } else { 0.0 }; // Move player forward while in first third of each stage if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) { update.vel.0 = update.vel.0 + Vec2::broadcast(data.dt.0) * data.ori.0 * adjusted_accel; let mag2 = update.vel.0.magnitude_squared(); if mag2 > BASE_SPEED.powf(2.0) { update.vel.0 = update.vel.0.normalized() * BASE_SPEED; } }; } else { handle_orientation(data, &mut update, 10.0); } } else { handle_move(data, &mut update); } // Handling attacking if stage_time_active > Duration::from_millis(STAGE_DURATION / 2) && !self.stage_exhausted { let dmg = match self.stage { 1 => self.base_damage, 2 => (self.base_damage as f32 * 1.5) as u32, _ => self.base_damage / 2, }; // Try to deal damage in second half of stage data.updater.insert(data.entity, Attacking { base_damage: dmg, max_angle: 180_f32.to_radians(), applied: false, hit_count: 0, }); update.character = CharacterState::TripleStrike(Data { base_damage: self.base_damage, stage: self.stage, stage_time_active, stage_exhausted: true, should_transition, initialized, }); } else if stage_time_active > Duration::from_millis(STAGE_DURATION) { if should_transition { update.character = CharacterState::TripleStrike(Data { base_damage: self.base_damage, stage: self.stage + 1, stage_time_active: Duration::default(), stage_exhausted: false, should_transition, initialized, }); } else { // Done update.character = CharacterState::Wielding; // Make sure attack component is removed data.updater.remove::(data.entity); } } else { update.character = CharacterState::TripleStrike(Data { base_damage: self.base_damage, stage: self.stage, stage_time_active, stage_exhausted: self.stage_exhausted, should_transition, initialized, }); } // Grant energy on successful hit if let Some(attack) = data.attacking { if attack.applied && attack.hit_count > 0 { data.updater.remove::(data.entity); update.energy.change_by(100, EnergySource::HitEnemy); } } update } }