mirror of
https://gitlab.com/veloren/veloren.git
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235 lines
9.1 KiB
Rust
235 lines
9.1 KiB
Rust
use crate::{
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comp::{
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character_state::OutputEvents, tool::Stats, CharacterState, MeleeConstructor, StateUpdate,
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},
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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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use vek::*;
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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#[serde(deny_unknown_fields)]
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pub struct Strike<T> {
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/// Used to construct the Melee attack
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pub melee_constructor: MeleeConstructor,
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/// Initial buildup duration of stage (how long until state can deal damage)
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pub buildup_duration: T,
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/// Duration of stage spent in swing (controls animation stuff, and can also
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/// be used to handle movement separately to buildup)
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pub swing_duration: T,
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/// At what fraction of the swing duration to apply the melee "hit"
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pub hit_timing: f32,
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/// Initial recover duration of stage (how long until character exits state)
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pub recover_duration: T,
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/// How much forward movement there is in the swing portion of the stage
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#[serde(default)]
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pub movement: StrikeMovement,
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/// Adjusts turning rate during the attack
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pub ori_modifier: f32,
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}
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impl Strike<f32> {
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pub fn to_duration(self) -> Strike<Duration> {
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Strike::<Duration> {
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melee_constructor: self.melee_constructor,
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buildup_duration: Duration::from_secs_f32(self.buildup_duration),
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swing_duration: Duration::from_secs_f32(self.swing_duration),
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hit_timing: self.hit_timing,
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recover_duration: Duration::from_secs_f32(self.recover_duration),
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movement: self.movement,
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ori_modifier: self.ori_modifier,
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}
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}
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#[must_use]
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pub fn adjusted_by_stats(self, stats: Stats) -> Self {
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Self {
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melee_constructor: self.melee_constructor.adjusted_by_stats(stats),
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buildup_duration: self.buildup_duration / stats.speed,
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swing_duration: self.swing_duration / stats.speed,
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hit_timing: self.hit_timing,
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recover_duration: self.recover_duration / stats.speed,
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movement: self.movement,
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ori_modifier: self.ori_modifier,
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}
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}
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}
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize, Default)]
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#[serde(deny_unknown_fields)]
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pub struct StrikeMovement {
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pub buildup: Option<ForcedMovement>,
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pub swing: Option<ForcedMovement>,
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pub recover: Option<ForcedMovement>,
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}
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// TODO: Completely rewrite this with skill tree rework. Don't bother converting
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// to melee constructor.
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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/// Separated out to condense update portions of character state
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pub struct StaticData {
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/// Data for each stage
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pub strikes: Vec<Strike<Duration>>,
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/// The amount of energy consumed with each swing
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pub energy_cost_per_strike: f32,
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/// Whether or not the state should progress through all strikes
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/// automatically once the state is entered
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pub auto_progress: bool,
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pub ability_info: AbilityInfo,
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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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/// 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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/// Whether the attack was executed already
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pub exhausted: bool,
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/// Whether the strike should skip recover
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pub start_next_strike: bool,
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/// Timer for each stage
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pub timer: Duration,
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/// Checks what section a strike is in, if a strike is currently being
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/// performed
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pub stage_section: StageSection,
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/// Index of the strike that is currently in progress, or if not in a strike
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/// currently the next strike that will occur
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pub completed_strikes: usize,
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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, 0.7);
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handle_interrupts(data, &mut update, output_events);
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let strike_data = self.strike_data();
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match self.stage_section {
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StageSection::Buildup => {
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if let Some(movement) = strike_data.movement.buildup {
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handle_forced_movement(data, &mut update, movement);
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}
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if self.timer < strike_data.buildup_duration {
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// Build up
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Transitions to swing section of stage
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Action;
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}
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}
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},
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StageSection::Action => {
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if let Some(movement) = strike_data.movement.swing {
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handle_forced_movement(data, &mut update, movement);
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}
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if input_is_pressed(data, self.static_data.ability_info.input)
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|| self.static_data.auto_progress
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{
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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// Only have the next strike skip the recover period of this strike if not
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// every strike in the combo is complete yet
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c.start_next_strike =
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(c.completed_strikes + 1) < c.static_data.strikes.len();
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}
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}
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if self.timer.as_secs_f32()
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> strike_data.hit_timing * strike_data.swing_duration.as_secs_f32()
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&& !self.exhausted
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{
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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c.exhausted = true;
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}
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let crit_data = get_crit_data(data, self.static_data.ability_info);
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let tool_stats = get_tool_stats(data, self.static_data.ability_info);
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data.updater.insert(
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data.entity,
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strike_data
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.melee_constructor
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.create_melee(crit_data, tool_stats),
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);
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} else if self.timer < strike_data.swing_duration {
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// Swings
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else if self.start_next_strike {
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.completed_strikes += 1;
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}
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next_strike(data, &mut update);
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} else {
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// Transitions to recover section of stage
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Recover;
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}
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}
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},
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StageSection::Recover => {
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if let Some(movement) = strike_data.movement.recover {
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handle_forced_movement(data, &mut update, movement);
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}
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if self.timer < strike_data.recover_duration {
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// Recovery
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Return to wielding
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end_melee_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_melee_ability(data, &mut update);
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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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impl Data {
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pub fn strike_data(&self) -> &Strike<Duration> {
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&self.static_data.strikes[self.completed_strikes % self.static_data.strikes.len()]
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}
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}
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fn next_strike(data: &JoinData, update: &mut StateUpdate) {
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let revert_to_wield = if let CharacterState::ComboMelee2(c) = &mut update.character {
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if update
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.energy
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.try_change_by(-c.static_data.energy_cost_per_strike)
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.is_ok()
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{
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c.exhausted = false;
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c.start_next_strike = false;
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c.timer = Duration::default();
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c.stage_section = StageSection::Buildup;
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false
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} else {
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true
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}
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} else {
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false
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};
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if revert_to_wield {
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end_melee_ability(data, update)
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}
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}
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