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201 lines
8.4 KiB
Rust
201 lines
8.4 KiB
Rust
use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::{StageSection, *},
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sys::character_behavior::*,
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Damage, Damages, Knockback,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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#[derive(Clone, Copy, 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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/// How much energy is drained per second when charging
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pub energy_drain: u32,
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/// Energy cost per attack
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pub energy_cost: u32,
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/// How much damage is dealt with no charge
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pub initial_damage: u32,
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/// How much damage is dealt with max charge
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pub max_damage: u32,
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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 knockback there is at max charge
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pub max_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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/// 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 weapon 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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}
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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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/// Checks what section a stage is in
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pub stage_section: StageSection,
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/// Timer for each stage
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pub timer: Duration,
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/// Whether the attack fired already
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pub exhausted: bool,
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/// How much the attack charged by
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pub charge_amount: f32,
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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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match self.stage_section {
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StageSection::Charge => {
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if data.inputs.secondary.is_pressed()
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&& update.energy.current() >= self.static_data.energy_cost
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&& self.timer < self.static_data.charge_duration
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{
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let charge = (self.timer.as_secs_f32()
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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// Charge the attack
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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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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exhausted: self.exhausted,
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charge_amount: charge,
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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.energy.change_by(
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-(self.static_data.energy_drain as f32 * data.dt.0) as i32,
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EnergySource::Ability,
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);
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} else if data.inputs.secondary.is_pressed()
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&& update.energy.current() >= self.static_data.energy_cost
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{
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// Maintains charge
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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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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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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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.energy.change_by(
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-(self.static_data.energy_drain as f32 * data.dt.0 / 5.0) as i32,
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EnergySource::Ability,
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);
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} else {
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// Transitions to swing
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: StageSection::Swing,
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timer: Duration::default(),
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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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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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let damage = self.static_data.initial_damage as f32
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+ (self.static_data.max_damage - self.static_data.initial_damage) as f32
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* self.charge_amount;
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let knockback = self.static_data.initial_knockback
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+ (self.static_data.max_knockback - self.static_data.initial_knockback)
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* self.charge_amount;
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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damages: Damages::new(Some(Damage::Melee(damage)), None),
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range: self.static_data.range,
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max_angle: self.static_data.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback::Away(knockback),
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});
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// Starts swinging
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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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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exhausted: true,
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charge_amount: self.charge_amount,
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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::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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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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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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});
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} else {
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// Transitions to recover
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: StageSection::Recover,
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timer: Duration::default(),
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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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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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// Recovers
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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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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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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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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update
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}
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}
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