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239 lines
10 KiB
Rust
239 lines
10 KiB
Rust
use crate::{
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comp::{Attacking, CharacterState, EnergyChange, EnergySource, StateUpdate},
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states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
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Damage, DamageSource, GroupTarget, Knockback,
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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(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: u32,
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/// How much damage the attack does at max charge distance
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pub max_damage: u32,
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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 knockback happens at max charge distance
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pub max_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: u32,
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/// How quickly dasher moves forward
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pub forward_speed: f32,
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/// Whether state keeps charging after reaching max charge duration
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pub infinite_charge: 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_key: AbilityKey,
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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 end
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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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/// Timer used to limit how often another attack will be applied
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pub refresh_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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}
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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_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.1);
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if !ability_key_is_pressed(data, self.static_data.ability_key) {
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handle_interrupt(data, &mut update, self.static_data.is_interruptible);
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match update.character {
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CharacterState::DashMelee(_) => {},
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_ => {
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return update;
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},
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}
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}
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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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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: !ability_key_is_pressed(data, self.static_data.ability_key),
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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.static_data.infinite_charge
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|| self.timer < self.static_data.charge_duration)
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&& (ability_key_is_pressed(data, self.static_data.ability_key)
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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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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,
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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 (also checks if player is moving)
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if update.vel.0.distance_squared(Vec3::zero()) > 1.0 {
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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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let mut damage = Damage {
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source: DamageSource::Melee,
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value: self.static_data.max_damage as f32,
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};
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damage.interpolate_damage(
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charge_frac,
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self.static_data.base_damage as f32,
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);
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let knockback = (self.static_data.max_knockback
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- self.static_data.base_knockback)
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* charge_frac
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+ self.static_data.base_knockback;
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data.updater.insert(data.entity, Attacking {
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damages: vec![(Some(GroupTarget::OutOfGroup), damage)],
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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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knockback: Knockback::Away(knockback),
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});
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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.refresh_timer < Duration::from_millis(50) {
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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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refresh_timer: self
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.refresh_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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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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refresh_timer: Duration::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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..*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.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::<Attacking>(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::<Attacking>(data.entity);
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},
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}
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update
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}
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}
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