veloren/common/src/states/leap_melee.rs

193 lines
7.7 KiB
Rust

use crate::{
comp::{Attacking, CharacterState, StateUpdate},
states::utils::{StageSection, *},
sys::character_behavior::{CharacterBehavior, JoinData},
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 the state is moving
pub movement_duration: Duration,
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the weapon swings
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub base_damage: u32,
/// Knockback
pub knockback: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Affects how far forward the player leaps
pub forward_leap_strength: f32,
/// Affects how high the player leaps
pub vertical_leap_strength: 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,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.3);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::LeapMelee(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
// Delay before leaping into the air
StageSection::Buildup => {
// Wait for `buildup_duration` to expire
if self.timer < self.static_data.buildup_duration {
update.character = CharacterState::LeapMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Transitions to leap portion of state after buildup delay
update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Movement,
..*self
});
}
},
StageSection::Movement => {
if self.timer < self.static_data.movement_duration {
// Apply jumping force
let progress = 1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32();
handle_forced_movement(
data,
&mut update,
ForcedMovement::Leap {
vertical: self.static_data.vertical_leap_strength,
forward: self.static_data.forward_leap_strength,
progress,
},
0.15,
);
// Increment duration
// If we were to set a timeout for state, this would be
// outside if block and have else check for > movement
// duration * some multiplier
update.character = CharacterState::LeapMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else if data.physics.on_ground {
// Transitions to swing portion of state upon hitting ground
update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Swing,
..*self
});
}
},
StageSection::Swing => {
if self.timer < self.static_data.swing_duration {
// Swings weapons
update.character = CharacterState::LeapMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Transitions to recover portion
update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if !self.exhausted {
// Hit attempt, when animation plays
data.updater.insert(data.entity, Attacking {
damages: vec![(Some(GroupTarget::OutOfGroup), Damage {
source: DamageSource::Melee,
value: self.static_data.base_damage as f32,
})],
range: self.static_data.range,
max_angle: self.static_data.max_angle.to_radians(),
applied: false,
hit_count: 0,
knockback: Knockback::Away(self.static_data.knockback),
});
update.character = CharacterState::LeapMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: true,
..*self
});
} else if self.timer < self.static_data.recover_duration {
// Complete recovery delay before finishing state
update.character = CharacterState::LeapMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
},
}
update
}
}