veloren/common/src/states/shockwave.rs
Marcel Märtens add7922653 Move Systems out of common into common_sys
This requires to move `State` into a own crate called `common_state` which depends on `common` and `common_sys`
2020-12-01 13:44:07 +01:00

151 lines
5.6 KiB
Rust

use crate::{
comp::{shockwave, CharacterState, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
Damage, DamageSource, GroupTarget, Knockback,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub damage: u32,
/// Knockback
pub knockback: Knockback,
/// Angle of the shockwave
pub shockwave_angle: f32,
/// Vertical angle of the shockwave
pub shockwave_vertical_angle: f32,
/// Speed of the shockwave
pub shockwave_speed: f32,
/// How long the shockwave travels for
pub shockwave_duration: Duration,
/// Whether the shockwave requires the target to be on the ground
pub requires_ground: bool,
/// Movement speed efficiency
pub move_efficiency: f32,
/// What key is used to press ability
pub ability_key: AbilityKey,
}
#[derive(Copy, 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,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, self.static_data.move_efficiency);
if !ability_key_is_pressed(data, self.static_data.ability_key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::Shockwave(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::Shockwave(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Attack
let properties = shockwave::Properties {
angle: self.static_data.shockwave_angle,
vertical_angle: self.static_data.shockwave_vertical_angle,
speed: self.static_data.shockwave_speed,
duration: self.static_data.shockwave_duration,
damages: vec![(Some(GroupTarget::OutOfGroup), Damage {
source: DamageSource::Shockwave,
value: self.static_data.damage as f32,
})],
knockback: self.static_data.knockback,
requires_ground: self.static_data.requires_ground,
owner: Some(*data.uid),
};
update.server_events.push_front(ServerEvent::Shockwave {
properties,
pos: *data.pos,
ori: *data.ori,
});
// Transitions to swing
update.character = CharacterState::Shockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
..*self
});
}
},
StageSection::Swing => {
if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::Shockwave(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Transitions to recover
update.character = CharacterState::Shockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.swing_duration {
// Recovers
update.character = CharacterState::Shockwave(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;
},
}
update
}
}