mirror of
https://gitlab.com/veloren/veloren.git
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235 lines
9.0 KiB
Rust
235 lines
9.0 KiB
Rust
use super::utils::*;
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use crate::{
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comp::{
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character_state::OutputEvents, controller::InputKind, item::ItemDefinitionIdOwned,
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slot::InvSlotId, CharacterState, InventoryManip, StateUpdate,
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},
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event::{LocalEvent, ServerEvent},
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outcome::Outcome,
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states::behavior::{CharacterBehavior, JoinData},
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terrain::SpriteKind,
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util::Dir,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::Vec3;
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/// Separated out to condense update portions of character state
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// Buildup to sprite interaction
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pub buildup_duration: Duration,
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/// Duration of sprite interaction
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pub use_duration: Duration,
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/// Recovery after sprite interaction
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pub recover_duration: Duration,
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/// Position sprite is located at
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pub sprite_pos: Vec3<i32>,
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/// Kind of sprite interacted with
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pub sprite_kind: SpriteInteractKind,
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/// Had weapon wielded
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pub was_wielded: bool,
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/// Was sneaking
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pub was_sneak: bool,
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/// The item required to interact with the sprite, if one was required
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///
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/// The second field is the slot that the required item was in when this
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/// state was created. If it isn't in this slot anymore the interaction will
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/// fail.
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///
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/// If third field is true, item should be consumed on collection
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pub required_item: Option<(ItemDefinitionIdOwned, InvSlotId, bool)>,
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}
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#[derive(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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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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let ori_dir = Dir::from_unnormalized(Vec3::from(
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(self.static_data.sprite_pos.map(|x| x as f32 + 0.5) - data.pos.0).xy(),
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));
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handle_orientation(data, &mut update, 1.0, ori_dir);
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handle_move(data, &mut update, 0.0);
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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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if let CharacterState::SpriteInteract(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Transitions to use section of stage
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if let CharacterState::SpriteInteract(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Action;
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}
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}
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},
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StageSection::Action => {
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if self.timer < self.static_data.use_duration {
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// sprite interaction
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if let CharacterState::SpriteInteract(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Transitions to recover section of stage
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if let CharacterState::SpriteInteract(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Recover;
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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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if let CharacterState::SpriteInteract(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Create inventory manipulation event
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let (has_required_item, inv_slot) = self
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.static_data
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.required_item
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.as_ref()
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.map_or((true, None), |&(ref item_def_id, slot, consume)| {
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// Check that required item is still in expected slot
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let has_item = data
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.inventory
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.and_then(|inv| inv.get(slot))
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.map_or(false, |item| item.item_definition_id() == *item_def_id);
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(has_item, has_item.then_some((slot, consume)))
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});
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if has_required_item {
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let inv_manip = InventoryManip::Collect {
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sprite_pos: self.static_data.sprite_pos,
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required_item: inv_slot,
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};
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output_events
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.emit_server(ServerEvent::InventoryManip(data.entity, inv_manip));
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if matches!(self.static_data.sprite_kind, SpriteInteractKind::Unlock) {
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output_events.emit_local(LocalEvent::CreateOutcome(
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Outcome::SpriteUnlocked {
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pos: self.static_data.sprite_pos,
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},
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));
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}
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}
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// Done
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end_ability(data, &mut update);
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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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end_ability(data, &mut update);
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},
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}
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// Allow attacks and abilities to interrupt
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handle_wield(data, &mut update);
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// At end of state logic so an interrupt isn't overwritten
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if input_is_pressed(data, InputKind::Roll) {
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handle_input(data, output_events, &mut update, InputKind::Roll);
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}
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update
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}
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}
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/// Used to control effects based off of the type of sprite interacted with
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub enum SpriteInteractKind {
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Chest,
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Harvestable,
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Collectible,
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Unlock,
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Fallback,
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}
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impl From<SpriteKind> for Option<SpriteInteractKind> {
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fn from(sprite_kind: SpriteKind) -> Self {
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match sprite_kind {
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SpriteKind::Apple
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| SpriteKind::Mushroom
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| SpriteKind::RedFlower
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| SpriteKind::Sunflower
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| SpriteKind::Coconut
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| SpriteKind::Beehive
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| SpriteKind::Cotton
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| SpriteKind::Moonbell
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| SpriteKind::Pyrebloom
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| SpriteKind::WildFlax
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| SpriteKind::RoundCactus
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| SpriteKind::ShortFlatCactus
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| SpriteKind::MedFlatCactus
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| SpriteKind::Wood
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| SpriteKind::Bamboo
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| SpriteKind::Hardwood
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| SpriteKind::Ironwood
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| SpriteKind::Frostwood
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| SpriteKind::Eldwood => Some(SpriteInteractKind::Harvestable),
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SpriteKind::Stones
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| SpriteKind::Twigs
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| SpriteKind::VialEmpty
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| SpriteKind::Bowl
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| SpriteKind::PotionMinor
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| SpriteKind::Seashells
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| SpriteKind::Bomb => Some(SpriteInteractKind::Collectible),
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SpriteKind::Keyhole => Some(SpriteInteractKind::Unlock),
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// Collectible checked in addition to container for case that sprite requires a tool to
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// collect and cannot be collected by hand, yet still meets the container check
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_ if sprite_kind.is_container() && sprite_kind.is_collectible() => {
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Some(SpriteInteractKind::Chest)
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},
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_ if sprite_kind.is_collectible() => Some(SpriteInteractKind::Fallback),
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_ => None,
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}
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}
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}
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impl SpriteInteractKind {
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/// Returns (buildup, use, recover)
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pub fn durations(&self) -> (Duration, Duration, Duration) {
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match self {
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Self::Chest => (
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Duration::from_secs_f32(0.5),
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Duration::from_secs_f32(2.0),
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Duration::from_secs_f32(0.5),
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),
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Self::Collectible => (
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Duration::from_secs_f32(0.1),
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Duration::from_secs_f32(0.3),
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Duration::from_secs_f32(0.1),
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),
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Self::Harvestable => (
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Duration::from_secs_f32(0.3),
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Duration::from_secs_f32(0.5),
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Duration::from_secs_f32(0.2),
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),
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Self::Fallback => (
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Duration::from_secs_f32(5.0),
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Duration::from_secs_f32(5.0),
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Duration::from_secs_f32(5.0),
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),
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Self::Unlock => (
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Duration::from_secs_f32(0.8),
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Duration::from_secs_f32(0.5),
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Duration::from_secs_f32(0.3),
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),
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}
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}
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}
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