mirror of
https://gitlab.com/veloren/veloren.git
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170 lines
6.6 KiB
Rust
170 lines
6.6 KiB
Rust
use crate::{
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combat::{CombatBuff, CombatEffect},
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comp::{character_state::OutputEvents, CharacterState, MeleeConstructor, StateUpdate},
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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 until state should deal damage
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pub buildup_duration: Duration,
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/// How long the state is swinging for
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pub swing_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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/// Used to construct the Melee attack
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pub melee_constructor: MeleeConstructor,
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/// Used to determine if and how scaling of the melee attack should happen
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pub scaling: Option<Scaling>,
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/// Minimum amount of combo needed to activate ability
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pub minimum_combo: u32,
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/// Amount of combo when ability was activated
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pub combo_on_use: u32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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#[derive(Copy, 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 can deal more damage
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pub exhausted: bool,
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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_jump(data, output_events, &mut update, 1.0);
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handle_interrupts(data, &mut update, output_events);
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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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if let CharacterState::FinisherMelee(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::FinisherMelee(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 !self.exhausted {
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if let CharacterState::FinisherMelee(c) = &mut update.character {
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c.exhausted = true;
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}
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// Consume combo
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output_events.emit_server(ServerEvent::ComboChange {
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entity: data.entity,
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change: -(self.static_data.combo_on_use as i32),
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});
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let mut melee_constructor = self.static_data.melee_constructor;
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if let Some(scaling) = self.static_data.scaling {
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let scaled_by = match scaling.kind {
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ScalingKind::Linear => {
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self.static_data.combo_on_use as f32
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/ self.static_data.minimum_combo as f32
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},
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ScalingKind::Sqrt => (self.static_data.combo_on_use as f32
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/ self.static_data.minimum_combo as f32)
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.sqrt(),
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};
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match scaling.target {
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ScalingTarget::Attack => {
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melee_constructor = melee_constructor.handle_scaling(scaled_by);
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},
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ScalingTarget::Buff => {
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if let Some(CombatEffect::Buff(CombatBuff { strength, .. })) =
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&mut melee_constructor.damage_effect
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{
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*strength *= scaled_by;
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}
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},
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}
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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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melee_constructor.create_melee(crit_data, tool_stats),
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);
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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if let CharacterState::FinisherMelee(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 recover section of stage
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if let CharacterState::FinisherMelee(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 self.timer < self.static_data.recover_duration {
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// Recovery
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if let CharacterState::FinisherMelee(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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// Done
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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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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub enum ScalingTarget {
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Attack,
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Buff,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub enum ScalingKind {
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// Reaches a scaling of 1 when at minimum combo, and a scaling of 2 when at double minimum
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// combo
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Linear,
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// Reaches a scaling of 1 when at minimum combo, and a scaling of 2 when at 4x minimum combo
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Sqrt,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub struct Scaling {
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pub target: ScalingTarget,
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pub kind: ScalingKind,
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}
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