veloren/common/src/states/basic_summon.rs
2021-12-07 20:18:03 -06:00

258 lines
11 KiB
Rust

use crate::{
comp::{
self,
character_state::OutputEvents,
inventory::loadout_builder::{self, LoadoutBuilder},
Behavior, BehaviorCapability, CharacterState, Projectile, StateUpdate,
},
event::{LocalEvent, ServerEvent},
outcome::Outcome,
skillset_builder::{self, SkillSetBuilder},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
terrain::Block,
vol::ReadVol,
};
use rand::Rng;
use serde::{Deserialize, Serialize};
use std::{f32::consts::PI, ops::Sub, time::Duration};
use vek::*;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long the state builds up for
pub buildup_duration: Duration,
/// How long the state is casting for
pub cast_duration: Duration,
/// How long the state recovers for
pub recover_duration: Duration,
/// How many creatures the state should summon
pub summon_amount: u32,
/// Range of the summons relative to the summonner
pub summon_distance: (f32, f32),
/// Information about the summoned creature
pub summon_info: SummonInfo,
/// Miscellaneous information about the ability
pub ability_info: AbilityInfo,
/// Duration of the summoned entity
pub duration: Option<Duration>,
}
#[derive(Copy, 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,
/// How many creatures have been summoned
pub summon_count: u32,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicSummon(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicSummon(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.cast_duration
|| self.summon_count < self.static_data.summon_amount
{
if self.timer
> self.static_data.cast_duration * self.summon_count
/ self.static_data.summon_amount
{
let SummonInfo {
body,
loadout_config,
skillset_config,
..
} = self.static_data.summon_info;
let loadout = {
let loadout_builder =
LoadoutBuilder::empty().with_default_maintool(&body);
// If preset is none, use default equipment
if let Some(preset) = loadout_config {
loadout_builder.with_preset(preset).build()
} else {
loadout_builder.with_default_equipment(&body).build()
}
};
let skill_set = {
let skillset_builder = SkillSetBuilder::default();
if let Some(preset) = skillset_config {
skillset_builder.with_preset(preset).build()
} else {
skillset_builder.build()
}
};
let stats = comp::Stats::new("Summon".to_string());
let health_scaling = self
.static_data
.summon_info
.health_scaling
.map(|health_scaling| comp::Health::new(body, health_scaling));
// Ray cast to check where summon should happen
let summon_frac =
self.summon_count as f32 / self.static_data.summon_amount as f32;
let length = rand::thread_rng().gen_range(
self.static_data.summon_distance.0..=self.static_data.summon_distance.1,
);
// Summon in a clockwise fashion
let ray_vector = Vec3::new(
(summon_frac * 2.0 * PI).sin() * length,
(summon_frac * 2.0 * PI).cos() * length,
0.0,
);
// Check for collision on the xy plane, subtract 1 to get point before block
let obstacle_xy = data
.terrain
.ray(data.pos.0, data.pos.0 + length * ray_vector)
.until(Block::is_solid)
.cast()
.0
.sub(1.0);
let collision_vector = Vec3::new(
data.pos.0.x + (summon_frac * 2.0 * PI).sin() * obstacle_xy,
data.pos.0.y + (summon_frac * 2.0 * PI).cos() * obstacle_xy,
data.pos.0.z + data.body.eye_height(),
);
// Check for collision in z up to 50 blocks
let obstacle_z = data
.terrain
.ray(collision_vector, collision_vector - Vec3::unit_z() * 50.0)
.until(Block::is_solid)
.cast()
.0;
// If a duration is specified, create a projectile componenent for the npc
let projectile = self.static_data.duration.map(|duration| Projectile {
hit_solid: Vec::new(),
hit_entity: Vec::new(),
time_left: duration,
owner: Some(*data.uid),
ignore_group: true,
is_sticky: false,
is_point: false,
});
// Send server event to create npc
output_events.emit_server(ServerEvent::CreateNpc {
pos: comp::Pos(collision_vector - Vec3::unit_z() * obstacle_z),
stats,
skill_set,
health: health_scaling,
poise: comp::Poise::new(body),
loadout,
body,
agent: Some(
comp::Agent::from_body(&body)
.with_behavior(Behavior::from(BehaviorCapability::SPEAK))
.with_no_flee_if(true),
),
alignment: comp::Alignment::Owned(*data.uid),
scale: self
.static_data
.summon_info
.scale
.unwrap_or(comp::Scale(1.0)),
anchor: None,
loot: crate::lottery::LootSpec::Nothing,
rtsim_entity: None,
projectile,
});
// Send local event used for frontend shenanigans
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::SummonedCreature {
pos: data.pos.0,
body,
},
));
update.character = CharacterState::BasicSummon(Data {
timer: tick_attack_or_default(data, self.timer, None),
summon_count: self.summon_count + 1,
..*self
});
} else {
// Cast
update.character = CharacterState::BasicSummon(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
}
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicSummon(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::BasicSummon(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Done
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct SummonInfo {
body: comp::Body,
scale: Option<comp::Scale>,
health_scaling: Option<u16>,
// TODO: use assets for specifying skills and loadout?
loadout_config: Option<loadout_builder::Preset>,
skillset_config: Option<skillset_builder::Preset>,
}