mirror of
https://gitlab.com/veloren/veloren.git
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194 lines
7.8 KiB
Rust
194 lines
7.8 KiB
Rust
use crate::{
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combat::{self, CombatEffect},
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comp::{
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character_state::OutputEvents, projectile::ProjectileConstructor, Body, CharacterState,
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LightEmitter, Pos, StateUpdate,
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},
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event::ServerEvent,
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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 the weapon needs to be prepared for
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pub buildup_duration: Duration,
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/// How long it takes to charge the weapon to max damage and knockback
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pub charge_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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/// How much energy is drained per second when charging
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pub energy_drain: f32,
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/// How much energy is gained with no charge
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pub initial_regen: f32,
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/// How much the energy gain scales as it is charged
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pub scaled_regen: f32,
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/// How much damage is dealt with no charge
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pub initial_damage: f32,
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/// How much the damage scales as it is charged
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pub scaled_damage: f32,
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/// How much knockback there is with no charge
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pub initial_knockback: f32,
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/// How much the knockback scales as it is charged
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pub scaled_knockback: f32,
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/// Projectile information
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pub projectile_body: Body,
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pub projectile_light: Option<LightEmitter>,
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pub initial_projectile_speed: f32,
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pub scaled_projectile_speed: f32,
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/// Move speed efficiency
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pub move_speed: f32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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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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}
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#[derive(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 fired already
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pub exhausted: bool,
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}
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impl Data {
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/// How complete the charge is, on a scale of 0.0 to 1.0
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pub fn charge_frac(&self) -> f32 {
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if let StageSection::Charge = self.stage_section {
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(self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()).min(1.0)
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} else {
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0.0
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}
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}
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, self.static_data.move_speed);
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handle_jump(data, output_events, &mut update, 1.0);
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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::ChargedRanged(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::ChargedRanged(Data {
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timer: Duration::default(),
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stage_section: StageSection::Charge,
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..*self
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});
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}
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},
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StageSection::Charge => {
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if !input_is_pressed(data, self.static_data.ability_info.input) && !self.exhausted {
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let charge_frac = self.charge_frac();
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let arrow = ProjectileConstructor::Arrow {
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damage: self.static_data.initial_damage
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+ charge_frac * self.static_data.scaled_damage,
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knockback: self.static_data.initial_knockback
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+ charge_frac * self.static_data.scaled_knockback,
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energy_regen: self.static_data.initial_regen
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+ charge_frac * self.static_data.scaled_regen,
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};
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// Fire
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let crit_mult = combat::compute_crit_mult(data.inventory, data.msm);
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let tool_stats = get_tool_stats(data, self.static_data.ability_info);
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// Gets offsets
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let body_offsets = data
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.body
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.projectile_offsets(update.ori.look_vec(), data.scale.map_or(1.0, |s| s.0));
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let pos = Pos(data.pos.0 + body_offsets);
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let projectile = arrow.create_projectile(
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Some(*data.uid),
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crit_mult,
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tool_stats,
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self.static_data.damage_effect,
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);
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output_events.emit_server(ServerEvent::Shoot {
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entity: data.entity,
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pos,
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dir: data.inputs.look_dir,
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body: self.static_data.projectile_body,
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projectile,
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light: self.static_data.projectile_light,
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speed: self.static_data.initial_projectile_speed
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+ charge_frac * self.static_data.scaled_projectile_speed,
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object: None,
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});
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update.character = CharacterState::ChargedRanged(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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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.charge_duration
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&& input_is_pressed(data, self.static_data.ability_info.input)
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{
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// Charges
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update.character = CharacterState::ChargedRanged(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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// Consumes energy if there's enough left and input is held down
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update
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.energy
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.change_by(-self.static_data.energy_drain * data.dt.0);
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} else if input_is_pressed(data, self.static_data.ability_info.input) {
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// Holds charge
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update.character = CharacterState::ChargedRanged(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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// 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.static_data.energy_drain * data.dt.0 / 5.0);
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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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// Recovers
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update.character = CharacterState::ChargedRanged(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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end_ability(data, &mut update);
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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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end_ability(data, &mut update);
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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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handle_interrupts(data, &mut update, output_events);
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update
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}
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}
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