mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
171 lines
6.7 KiB
Rust
171 lines
6.7 KiB
Rust
use crate::{
|
|
comp::{
|
|
Body, CharacterState, EnergyChange, EnergySource, LightEmitter, ProjectileConstructor,
|
|
StateUpdate,
|
|
},
|
|
event::ServerEvent,
|
|
states::{
|
|
behavior::{CharacterBehavior, JoinData},
|
|
utils::{StageSection, *},
|
|
},
|
|
};
|
|
use serde::{Deserialize, Serialize};
|
|
use std::time::Duration;
|
|
|
|
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
|
|
/// Separated out to condense update portions of character state
|
|
pub struct StaticData {
|
|
/// How long we've readied the weapon
|
|
pub buildup_duration: Duration,
|
|
/// How long the state is shooting
|
|
pub shoot_duration: Duration,
|
|
/// How long the state has until exiting
|
|
pub recover_duration: Duration,
|
|
/// Energy cost per projectile
|
|
pub energy_cost: f32,
|
|
/// Max speed that can be reached
|
|
pub max_speed: f32,
|
|
/// Projectiles required to reach half of max speed
|
|
pub half_speed_at: u32,
|
|
/// Projectile options
|
|
pub projectile: ProjectileConstructor,
|
|
pub projectile_body: Body,
|
|
pub projectile_light: Option<LightEmitter>,
|
|
pub projectile_speed: f32,
|
|
/// What key is used to press ability
|
|
pub ability_info: AbilityInfo,
|
|
}
|
|
|
|
#[derive(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,
|
|
/// Speed of the state while in shoot section
|
|
pub speed: f32,
|
|
/// Number of projectiles fired so far
|
|
pub projectiles_fired: u32,
|
|
}
|
|
|
|
impl CharacterBehavior for Data {
|
|
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
|
let mut update = StateUpdate::from(data);
|
|
handle_orientation(data, &mut update, 1.0);
|
|
handle_move(data, &mut update, 0.3);
|
|
|
|
match self.stage_section {
|
|
StageSection::Buildup => {
|
|
if self.timer < self.static_data.buildup_duration {
|
|
// Buildup to attack
|
|
update.character = CharacterState::RepeaterRanged(Data {
|
|
timer: self
|
|
.timer
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
.unwrap_or_default(),
|
|
..*self
|
|
});
|
|
} else {
|
|
// Transition to shoot
|
|
update.character = CharacterState::RepeaterRanged(Data {
|
|
timer: Duration::default(),
|
|
stage_section: StageSection::Shoot,
|
|
..*self
|
|
});
|
|
}
|
|
},
|
|
StageSection::Shoot => {
|
|
if self.timer < self.static_data.shoot_duration {
|
|
// Draw projectile
|
|
update.character = CharacterState::RepeaterRanged(Data {
|
|
timer: self
|
|
.timer
|
|
.checked_add(Duration::from_secs_f32(data.dt.0 * self.speed))
|
|
.unwrap_or_default(),
|
|
..*self
|
|
});
|
|
} else if input_is_pressed(data, self.static_data.ability_info.input)
|
|
&& update.energy.current() as f32 >= self.static_data.energy_cost
|
|
{
|
|
// Fire if input is pressed still
|
|
let (crit_chance, crit_mult) =
|
|
get_crit_data(data, self.static_data.ability_info);
|
|
let projectile = self.static_data.projectile.create_projectile(
|
|
Some(*data.uid),
|
|
crit_chance,
|
|
crit_mult,
|
|
);
|
|
update.server_events.push_front(ServerEvent::Shoot {
|
|
entity: data.entity,
|
|
dir: data.inputs.look_dir,
|
|
body: self.static_data.projectile_body,
|
|
projectile,
|
|
light: self.static_data.projectile_light,
|
|
speed: self.static_data.projectile_speed,
|
|
object: None,
|
|
});
|
|
|
|
// Removes energy from character when arrow is fired
|
|
update.server_events.push_front(ServerEvent::EnergyChange {
|
|
entity: data.entity,
|
|
change: EnergyChange {
|
|
amount: -self.static_data.energy_cost as i32,
|
|
source: EnergySource::Ability,
|
|
},
|
|
});
|
|
|
|
// Sets new speed of shoot. Scales based off of the number of projectiles fired.
|
|
let new_speed = 1.0
|
|
+ self.projectiles_fired as f32
|
|
/ (self.static_data.half_speed_at as f32
|
|
+ self.projectiles_fired as f32)
|
|
* self.static_data.max_speed;
|
|
|
|
update.character = CharacterState::RepeaterRanged(Data {
|
|
timer: Duration::default(),
|
|
speed: new_speed,
|
|
projectiles_fired: self.projectiles_fired + 1,
|
|
..*self
|
|
});
|
|
} else {
|
|
// Transition to recover
|
|
update.character = CharacterState::RepeaterRanged(Data {
|
|
timer: Duration::default(),
|
|
stage_section: StageSection::Recover,
|
|
..*self
|
|
});
|
|
}
|
|
},
|
|
StageSection::Recover => {
|
|
if self.timer < self.static_data.recover_duration {
|
|
// Recover from attack
|
|
update.character = CharacterState::RepeaterRanged(Data {
|
|
timer: self
|
|
.timer
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
.unwrap_or_default(),
|
|
..*self
|
|
});
|
|
} else {
|
|
// Done
|
|
update.character = CharacterState::Wielding;
|
|
}
|
|
},
|
|
_ => {
|
|
// If it somehow ends up in an incorrect stage section
|
|
update.character = CharacterState::Wielding;
|
|
},
|
|
}
|
|
|
|
// 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
|
|
}
|
|
}
|