mirror of
https://gitlab.com/veloren/veloren.git
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174 lines
6.4 KiB
Rust
174 lines
6.4 KiB
Rust
use crate::{
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comp::{
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Attacking, CharacterState, EnergyChange, EnergySource, PoiseChange, PoiseSource,
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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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Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
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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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/// Base damage
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pub base_damage: u32,
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/// Base poise reduction
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pub base_poise_damage: u32,
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/// Knockback
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pub knockback: f32,
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/// Max range
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pub range: f32,
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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// What key is used to press ability
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pub ability_key: AbilityKey,
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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) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, 0.7);
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handle_jump(data, &mut update);
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if !ability_key_is_pressed(data, self.static_data.ability_key) {
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handle_interrupt(data, &mut update, false);
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match update.character {
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CharacterState::BasicMelee(_) => {},
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_ => {
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return update;
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},
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}
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}
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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::BasicMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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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::BasicMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Swing,
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..*self
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});
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}
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},
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StageSection::Swing => {
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if !self.exhausted {
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update.character = CharacterState::BasicMelee(Data {
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timer: Duration::default(),
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exhausted: true,
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..*self
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});
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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effects: vec![(
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Some(GroupTarget::OutOfGroup),
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Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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},
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PoiseChange {
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amount: -(self.static_data.base_poise_damage as i32),
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source: PoiseSource::Attack,
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},
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)],
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range: self.static_data.range,
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max_angle: 180_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback {
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strength: self.static_data.knockback,
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direction: KnockbackDir::Away,
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},
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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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update.character = CharacterState::BasicMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Transitions to recover section of stage
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update.character = CharacterState::BasicMelee(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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..*self
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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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update.character = CharacterState::BasicMelee(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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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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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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},
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}
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// Grant energy on successful hit
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if let Some(attack) = data.attacking {
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if attack.applied && attack.hit_count > 0 {
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data.updater.remove::<Attacking>(data.entity);
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update.energy.change_by(EnergyChange {
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amount: 50,
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source: EnergySource::HitEnemy,
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});
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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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