veloren/common/src/states/repeater_ranged.rs
2021-05-23 11:41:09 -05:00

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
}
}