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https://gitlab.com/veloren/veloren.git
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e4cda4309e
- Tweak bow/staff M1 stats.
389 lines
18 KiB
Rust
389 lines
18 KiB
Rust
use crate::{
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combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
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comp::{tool::ToolKind, CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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},
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Damage, DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
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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 much damage the attack initially does
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pub base_damage: f32,
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/// How much the attack scales in damage
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pub scaled_damage: f32,
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/// Initial poise damage
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pub base_poise_damage: f32,
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/// How much the attac scales in poise damage
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pub scaled_poise_damage: f32,
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/// How much the attack knocks the target back initially
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pub base_knockback: f32,
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/// How much the attack scales in knockback
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pub scaled_knockback: f32,
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/// Range of the attack
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pub range: f32,
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/// Angle of the attack
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pub angle: f32,
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/// Rate of energy drain
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pub energy_drain: f32,
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/// How quickly dasher moves forward
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pub forward_speed: f32,
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/// Whether the state can charge through enemies and do a second hit
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pub charge_through: bool,
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/// How long until state should deal damage
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pub buildup_duration: Duration,
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/// How long the state charges for until it reaches max damage
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pub charge_duration: Duration,
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/// Suration of state spent in swing
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pub swing_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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/// Whether the state can be interrupted by other abilities
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pub is_interruptible: bool,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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/// What kind of damage the attack does
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pub damage_kind: DamageKind,
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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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/// Whether the charge should last a default amount of time or until the
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/// mouse is released
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pub auto_charge: bool,
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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 state should attempt attacking again
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pub exhausted: bool,
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/// Time that charge should end (used for charge through)
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pub charge_end_timer: Duration,
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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_move(data, &mut update, 0.1);
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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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handle_orientation(data, &mut update, 1.0);
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// Build up
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update.character = CharacterState::DashMelee(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 charge section of stage
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update.character = CharacterState::DashMelee(Data {
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auto_charge: !input_is_pressed(data, self.static_data.ability_info.input),
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timer: Duration::default(),
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stage_section: StageSection::Charge,
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..*self
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});
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}
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},
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StageSection::Charge => {
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if self.timer < self.charge_end_timer
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&& (input_is_pressed(data, self.static_data.ability_info.input)
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|| (self.auto_charge && self.timer < self.static_data.charge_duration))
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&& update.energy.current() > 0
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{
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// Forward movement
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let charge_frac = (self.timer.as_secs_f32()
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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handle_orientation(data, &mut update, 0.6);
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Forward {
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strength: self.static_data.forward_speed * charge_frac.sqrt(),
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},
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0.1,
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);
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// This logic basically just decides if a charge should end, and prevents the
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// character state spamming attacks while checking if it has hit something
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if !self.exhausted {
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// Hit attempt
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let poise = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Poise(
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self.static_data.base_poise_damage as f32
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+ charge_frac * self.static_data.scaled_poise_damage as f32,
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),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Knockback(Knockback {
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strength: self.static_data.base_knockback
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+ charge_frac * self.static_data.scaled_knockback,
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direction: KnockbackDir::Away,
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}),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let buff = CombatEffect::Buff(CombatBuff::default_physical());
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let damage = AttackDamage::new(
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Damage {
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source: DamageSource::Melee,
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kind: self.static_data.damage_kind,
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value: self.static_data.base_damage as f32
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+ charge_frac * self.static_data.scaled_damage as f32,
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},
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Some(GroupTarget::OutOfGroup),
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)
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.with_effect(buff);
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment();
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data.updater.insert(data.entity, Melee {
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attack,
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range: self.static_data.range,
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max_angle: self.static_data.angle.to_radians(),
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applied: false,
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hit_count: 0,
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break_block: data
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.inputs
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.select_pos
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.map(|p| {
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(
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p.map(|e| e.floor() as i32),
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self.static_data.ability_info.tool,
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)
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})
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.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
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});
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update.character = CharacterState::DashMelee(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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exhausted: true,
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..*self
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})
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} else if let Some(melee) = data.melee_attack {
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if !melee.applied {
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// If melee attack has not applied, just tick duration
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update.character = CharacterState::DashMelee(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 if melee.hit_count == 0 {
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// If melee attack has applied, but not hit anything, remove exhausted
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// so it can attack again
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update.character = CharacterState::DashMelee(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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exhausted: false,
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..*self
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});
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} else if self.static_data.charge_through {
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// If can charge through, set charge_end_timer to stop after a little
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// more time
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let charge_end_timer =
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if self.charge_end_timer != self.static_data.charge_duration {
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self.charge_end_timer
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} else {
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self.timer
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.checked_add(Duration::from_secs_f32(
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0.2 * self.static_data.range
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/ self.static_data.forward_speed,
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))
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.unwrap_or(self.static_data.charge_duration)
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.min(self.static_data.charge_duration)
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};
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update.character = CharacterState::DashMelee(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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charge_end_timer,
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..*self
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});
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} else {
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// Stop charging now and go to swing stage section
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update.character = CharacterState::DashMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Swing,
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exhausted: false,
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..*self
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});
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}
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} else {
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// If melee attack has not applied, just tick duration
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update.character = CharacterState::DashMelee(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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exhausted: false,
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..*self
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});
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}
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// Consumes energy if there's enough left and charge has not stopped
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update.energy.change_by(EnergyChange {
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amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32,
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source: EnergySource::Ability,
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});
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} else {
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// Transitions to swing section of stage
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update.character = CharacterState::DashMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Swing,
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exhausted: false,
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..*self
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});
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}
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},
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StageSection::Swing => {
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if self.static_data.charge_through && !self.exhausted {
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// If can charge through and not exhausted, do one more melee attack
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// Assumes charge got to charge_end_timer for damage calculations
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let charge_frac = (self.charge_end_timer.as_secs_f32()
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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let poise = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Poise(
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self.static_data.base_poise_damage as f32
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+ charge_frac * self.static_data.scaled_poise_damage as f32,
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),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Knockback(Knockback {
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strength: self.static_data.base_knockback
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+ charge_frac * self.static_data.scaled_knockback,
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direction: KnockbackDir::Away,
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}),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let buff = CombatEffect::Buff(CombatBuff::default_physical());
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let damage = AttackDamage::new(
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Damage {
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source: DamageSource::Melee,
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kind: self.static_data.damage_kind,
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value: self.static_data.base_damage as f32
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+ charge_frac * self.static_data.scaled_damage as f32,
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},
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Some(GroupTarget::OutOfGroup),
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)
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.with_effect(buff);
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment();
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data.updater.insert(data.entity, Melee {
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attack,
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range: self.static_data.range,
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max_angle: self.static_data.angle.to_radians(),
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applied: false,
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hit_count: 0,
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break_block: data
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.inputs
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.select_pos
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.map(|p| {
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(
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p.map(|e| e.floor() as i32),
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self.static_data.ability_info.tool,
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)
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})
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.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
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});
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update.character = CharacterState::DashMelee(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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exhausted: true,
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..*self
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})
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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update.character = CharacterState::DashMelee(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 recover section of stage
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update.character = CharacterState::DashMelee(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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// Recover
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update.character = CharacterState::DashMelee(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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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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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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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
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}
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// At end of state logic so an interrupt isn't overwritten
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if !input_is_pressed(data, self.static_data.ability_info.input) {
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handle_state_interrupt(data, &mut update, self.static_data.is_interruptible);
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}
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update
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}
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}
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