mirror of
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139 lines
5.9 KiB
Rust
139 lines
5.9 KiB
Rust
use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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sys::character_behavior::*,
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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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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data {
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/// How long until the state attacks
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pub buildup_duration: Duration,
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/// Allows for buildup_duration to be reset to default value
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pub buildup_duration_default: Duration,
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/// How long until state ends
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pub recover_duration: Duration,
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/// Allows for recover_duration to be reset to default value
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pub recover_duration_default: Duration,
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/// Base damage
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pub base_damage: u32,
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/// Whether the attack can deal more damage
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pub exhausted: bool,
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/// How many hits it can do before ending
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pub hits_remaining: u32,
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/// Allows for hits_remaining to be reset to default value
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pub hits_remaining_default: u32,
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/// Energy cost per attack
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pub energy_cost: u32,
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}
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const MOVE_SPEED: f32 = 5.0;
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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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if self.buildup_duration != Duration::default() {
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// Allows for moving
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update.vel.0 =
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Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * MOVE_SPEED;
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: self.exhausted,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if !self.exhausted {
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//Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -(self.base_damage as i32),
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range: 3.5,
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max_angle: 360_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: 0.0,
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});
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: true,
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hits_remaining: self.hits_remaining - 1,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if self.recover_duration != Duration::default() {
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// Allows for moving
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update.vel.0 =
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Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * MOVE_SPEED;
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: self.exhausted,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if self.hits_remaining != 0 {
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// Allows for one ability usage to have multiple hits
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// This isn't needed for it's continuous implementation, but is left in should
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// this skill be moved to the skillbar
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration_default,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration_default,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: false,
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hits_remaining: self.hits_remaining,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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} else if update.energy.current() >= self.energy_cost && data.inputs.secondary.is_pressed()
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{
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update.character = CharacterState::SpinMelee(Data {
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buildup_duration: self.buildup_duration_default,
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buildup_duration_default: self.buildup_duration_default,
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recover_duration: self.recover_duration_default,
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recover_duration_default: self.recover_duration_default,
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base_damage: self.base_damage,
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exhausted: false,
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hits_remaining: self.hits_remaining_default,
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hits_remaining_default: self.hits_remaining_default,
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energy_cost: self.energy_cost,
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});
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// Consumes energy if there's enough left and RMB is held down
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update
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.energy
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.change_by(-(self.energy_cost as i32), EnergySource::Ability);
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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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update
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}
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}
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