veloren/common/src/states/basic_ranged.rs
Sam ecff675cc4 Wielding now works again
Rolling now resumes combo states correctly again
Cleanup
2021-03-14 17:26:55 -04:00

130 lines
4.8 KiB
Rust

use crate::{
comp::{Body, CharacterState, Gravity, LightEmitter, ProjectileConstructor, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How much buildup is required before the attack
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Projectile variables
pub projectile: ProjectileConstructor,
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_gravity: Option<Gravity>,
pub projectile_speed: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[derive(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 fired already
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);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if !self.exhausted {
// Fire
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
let projectile = self.static_data.projectile.create_projectile(
Some(*data.uid),
crit_chance,
crit_mult,
);
update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity,
dir: data.inputs.look_dir,
body: self.static_data.projectile_body,
projectile,
light: self.static_data.projectile_light,
gravity: self.static_data.projectile_gravity,
speed: self.static_data.projectile_speed,
object: None,
});
update.character = CharacterState::BasicRanged(Data {
exhausted: true,
..*self
});
} else if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::BasicRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Done
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, &mut update);
} else {
update.character = CharacterState::Wielding;
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}
fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
handle_input(join, update, data.static_data.ability_info.input);
}