veloren/common/src/states/triple_strike.rs
2020-03-20 15:03:29 -07:00

141 lines
5.3 KiB
Rust

use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::{CharacterBehavior, JoinData},
};
use std::{collections::VecDeque, time::Duration};
use vek::vec::Vec2;
// In millis
const STAGE_DURATION: u64 = 600;
const BASE_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,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
character: data.character.clone(),
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
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;
// If player stops holding input,
if !data.inputs.primary.is_pressed() {
// // Done
// update.character = CharacterState::Wielding;
// // Make sure attack component is removed
// data.updater.remove::<Attacking>(data.entity);
// return update;
should_transition = false;
}
if self.stage < 3 {
// Handling movement
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
// 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 * BASE_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);
}
// Handling attacking
if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
&& !self.stage_exhausted
{
// Try to deal damage in second half of stage
data.updater.insert(data.entity, Attacking {
base_damage: self.base_damage * (self.stage as u32 + 1),
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,
});
} 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,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(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,
});
}
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
// Grant energy on successful hit
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(100, EnergySource::HitEnemy);
}
}
update
}
}