mirror of
https://gitlab.com/veloren/veloren.git
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195 lines
7.8 KiB
Rust
195 lines
7.8 KiB
Rust
use crate::{
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combat::{
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Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage,
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DamageKind, DamageSource, GroupTarget, Knockback,
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},
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comp::{tool::ToolKind, CharacterState, Melee, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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},
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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 until state should deal damage
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pub buildup_duration: Duration,
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/// How long the state is swinging for
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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: f32,
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/// Base poise reduction
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pub base_poise_damage: f32,
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/// Knockback
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pub knockback: Knockback,
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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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/// Adds an effect onto the main damage of the attack
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pub damage_effect: Option<CombatEffect>,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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/// Which kind of damage does this attack deal
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pub damage_kind: DamageKind,
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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_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.7);
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handle_jump(data, &mut update, 1.0);
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handle_orientation(data, &mut update, 0.35);
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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::BasicMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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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::BasicMelee(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.exhausted {
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update.character = CharacterState::BasicMelee(Data {
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timer: Duration::default(),
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exhausted: true,
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..*self
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});
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let poise = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Poise(self.static_data.base_poise_damage as f32),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Knockback(self.static_data.knockback),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let energy = AttackEffect::new(None, CombatEffect::EnergyReward(50.0))
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.with_requirement(CombatRequirement::AnyDamage);
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let mut damage = AttackDamage::new(
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Damage {
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source: DamageSource::Melee,
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kind: self.static_data.damage_kind,
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value: self.static_data.base_damage as f32,
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},
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Some(GroupTarget::OutOfGroup),
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);
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match self.static_data.damage_effect {
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Some(effect) => damage = damage.with_effect(effect),
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None => {
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let buff = CombatEffect::Buff(CombatBuff::default_physical());
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damage = damage.with_effect(buff);
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},
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}
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(energy)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment();
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// Hit attempt
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data.updater.insert(data.entity, Melee {
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attack,
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range: self.static_data.range,
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max_angle: self.static_data.max_angle,
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applied: false,
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hit_count: 0,
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break_block: data
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.inputs
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.select_pos
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.map(|p| {
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(
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p.map(|e| e.floor() as i32),
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self.static_data.ability_info.tool,
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)
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})
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.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
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});
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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update.character = CharacterState::BasicMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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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::BasicMelee(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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// Recovery
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update.character = CharacterState::BasicMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Done
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if input_is_pressed(data, self.static_data.ability_info.input) {
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reset_state(self, data, &mut update);
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} else {
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update.character = CharacterState::Wielding;
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}
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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::<Melee>(data.entity);
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},
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}
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// At end of state logic so an interrupt isn't overwritten
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if !input_is_pressed(data, self.static_data.ability_info.input) {
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handle_state_interrupt(data, &mut update, false);
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}
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update
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}
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}
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fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
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handle_input(join, update, data.static_data.ability_info.input);
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}
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