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94 lines
3.3 KiB
Rust
94 lines
3.3 KiB
Rust
use super::utils::*;
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use crate::{
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comp::{CharacterState, PoiseState, StateUpdate},
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states::behavior::{CharacterBehavior, JoinData},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long until state begins to exit
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pub buildup_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// Fraction of normal movement speed allowed during the state
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pub movement_speed: f32,
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/// Poise state (used for determining animation in the client)
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pub poise_state: PoiseState,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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/// Whether the character was wielding or not
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pub was_wielded: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, self.static_data.movement_speed);
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::Stunned(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Transitions to recovery section of stage
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update.character = CharacterState::Stunned(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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..*self
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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// Recovery
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update.character = CharacterState::Stunned(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Done
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if self.was_wielded {
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update.character = CharacterState::Wielding;
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} else {
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update.character = CharacterState::Idle;
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}
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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if self.was_wielded {
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update.character = CharacterState::Wielding;
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} else {
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update.character = CharacterState::Idle;
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}
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},
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}
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update
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}
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}
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