mirror of
https://gitlab.com/veloren/veloren.git
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208 lines
8.2 KiB
Rust
208 lines
8.2 KiB
Rust
use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Stage {
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/// Specifies which stage the combo attack is in
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pub stage: u32,
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/// Initial damage of stage
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pub base_damage: u32,
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/// Max damage of stage
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pub max_damage: u32,
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/// Damage scaling per combo
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pub damage_increase: u32,
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/// Knockback of stage
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pub knockback: f32,
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/// Range of attack
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pub range: f32,
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/// Angle of attack
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pub angle: f32,
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/// Initial buildup duration of stage (how long until state can deal damage)
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pub base_buildup_duration: Duration,
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/// Initial recover duration of stage (how long until character exits state)
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pub base_recover_duration: Duration,
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}
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/// A sequence of attacks that can incrementally become faster and more
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/// damaging.
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Indicates what stage the combo is in
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pub stage: u32,
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/// Indicates number of stages in combo
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pub num_stages: u32,
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/// Number of consecutive strikes
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pub combo: u32,
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/// Data for first stage
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pub stage_data: Vec<Stage>,
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/// Initial energy gain per strike
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pub initial_energy_gain: u32,
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/// Max energy gain per strike
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pub max_energy_gain: u32,
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/// Energy gain increase per combo
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pub energy_increase: u32,
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/// Duration for the next stage to be activated
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pub combo_duration: Duration,
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/// Timer for each stage
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pub timer: Duration,
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/// Checks if state is in buildup duration
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pub in_buildup: bool,
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/// Checks if state is in recover duration
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pub in_recover: bool,
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/// Checks if state is in combo duration
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pub in_combo: 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, 5.0);
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handle_move(data, &mut update, 0.8);
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let stage_index = (self.stage - 1) as usize;
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if self.in_buildup && self.timer < self.stage_data[stage_index].base_buildup_duration {
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// Build up
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update.character = CharacterState::ComboMelee(Data {
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stage: self.stage,
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num_stages: self.num_stages,
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combo: self.combo,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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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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in_buildup: self.in_buildup,
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in_recover: self.in_recover,
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in_combo: self.in_combo,
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});
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} else if self.in_buildup {
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -((self.stage_data[stage_index].max_damage.min(
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self.stage_data[stage_index].base_damage
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+ self.combo / self.num_stages
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* self.stage_data[stage_index].damage_increase,
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)) as i32),
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range: self.stage_data[stage_index].range,
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max_angle: self.stage_data[stage_index].angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: self.stage_data[stage_index].knockback,
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});
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update.character = CharacterState::ComboMelee(Data {
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stage: self.stage,
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num_stages: self.num_stages,
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combo: self.combo,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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timer: Duration::default(),
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in_buildup: false,
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in_recover: true,
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in_combo: self.in_combo,
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});
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} else if self.in_recover && self.timer < self.stage_data[stage_index].base_recover_duration {
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update.character = CharacterState::ComboMelee(Data {
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stage: self.stage,
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num_stages: self.num_stages,
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combo: self.combo,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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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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in_buildup: self.in_buildup,
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in_recover: self.in_recover,
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in_combo: self.in_combo,
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});
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} else if self.in_recover {
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update.character = CharacterState::ComboMelee(Data {
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stage: self.stage,
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num_stages: self.num_stages,
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combo: self.combo,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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timer: Duration::default(),
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in_buildup: self.in_buildup,
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in_recover: false,
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in_combo: true,
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});
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} else if self.in_combo && self.timer < self.combo_duration {
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if data.inputs.primary.is_pressed() {
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update.character = CharacterState::ComboMelee(Data {
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stage: (self.stage % self.num_stages) + 1,
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num_stages: self.num_stages,
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combo: self.combo + 1,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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timer: Duration::default(),
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in_buildup: true,
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in_recover: self.in_recover,
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in_combo: false,
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});
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} else {
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update.character = CharacterState::ComboMelee(Data {
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stage: self.stage,
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num_stages: self.num_stages,
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combo: self.combo,
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stage_data: self.stage_data.clone(),
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initial_energy_gain: self.initial_energy_gain,
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max_energy_gain: self.max_energy_gain,
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energy_increase: self.energy_increase,
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combo_duration: self.combo_duration,
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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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in_buildup: self.in_buildup,
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in_recover: self.in_recover,
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in_combo: self.in_combo,
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});
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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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// Grant energy on successful hit
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if let Some(attack) = data.attacking {
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if attack.applied && attack.hit_count > 0 {
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let energy = self
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.max_energy_gain
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.min(self.initial_energy_gain + self.combo * self.energy_increase)
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as i32;
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data.updater.remove::<Attacking>(data.entity);
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update.energy.change_by(energy, EnergySource::HitEnemy);
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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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