mirror of
https://gitlab.com/veloren/veloren.git
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193 lines
7.7 KiB
Rust
193 lines
7.7 KiB
Rust
use crate::{
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comp::{Attacking, CharacterState, StateUpdate},
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states::utils::{StageSection, *},
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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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/// 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 long the state is moving
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pub movement_duration: Duration,
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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 weapon swings
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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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/// Base damage
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pub base_damage: u32,
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/// Knockback
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pub knockback: f32,
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/// Max range
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pub range: f32,
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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// Affects how far forward the player leaps
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pub forward_leap_strength: f32,
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/// Affects how high the player leaps
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pub vertical_leap_strength: f32,
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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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/// 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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/// Whether the attack can deal more damage
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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_move(data, &mut update, 0.3);
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handle_jump(data, &mut update);
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if !ability_key_is_pressed(data, self.static_data.ability_key) {
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handle_interrupt(data, &mut update, false);
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match update.character {
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CharacterState::LeapMelee(_) => {},
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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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// Delay before leaping into the air
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StageSection::Buildup => {
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// Wait for `buildup_duration` to expire
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if self.timer < self.static_data.buildup_duration {
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update.character = CharacterState::LeapMelee(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 leap portion of state after buildup delay
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update.character = CharacterState::LeapMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Movement,
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..*self
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});
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}
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},
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StageSection::Movement => {
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if self.timer < self.static_data.movement_duration {
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// Apply jumping force
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let progress = 1.0
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- self.timer.as_secs_f32()
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/ self.static_data.movement_duration.as_secs_f32();
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Leap {
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vertical: self.static_data.vertical_leap_strength,
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forward: self.static_data.forward_leap_strength,
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progress,
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},
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0.15,
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);
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// Increment duration
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// If we were to set a timeout for state, this would be
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// outside if block and have else check for > movement
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// duration * some multiplier
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update.character = CharacterState::LeapMelee(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 if data.physics.on_ground {
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// Transitions to swing portion of state upon hitting ground
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update.character = CharacterState::LeapMelee(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 weapons
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update.character = CharacterState::LeapMelee(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 portion
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update.character = CharacterState::LeapMelee(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.exhausted {
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// Hit attempt, when animation plays
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data.updater.insert(data.entity, Attacking {
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damages: vec![(Some(GroupTarget::OutOfGroup), Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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})],
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range: self.static_data.range,
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max_angle: self.static_data.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback::Away(self.static_data.knockback),
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});
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update.character = CharacterState::LeapMelee(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.timer < self.static_data.recover_duration {
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// Complete recovery delay before finishing state
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update.character = CharacterState::LeapMelee(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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