mirror of
https://gitlab.com/veloren/veloren.git
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196 lines
8.3 KiB
Rust
196 lines
8.3 KiB
Rust
use crate::{
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comp::{
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projectile, Body, CharacterState, EnergySource, Gravity, LightEmitter, Projectile,
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StateUpdate,
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},
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event::ServerEvent,
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states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
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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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/// 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 the weapon needs to be prepared for
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pub buildup_duration: Duration,
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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 state has until exiting
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pub recover_duration: Duration,
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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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/// 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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/// Projectile information
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pub projectile_body: Body,
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pub projectile_light: Option<LightEmitter>,
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pub projectile_gravity: Option<Gravity>,
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pub initial_projectile_speed: f32,
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pub max_projectile_speed: f32,
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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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/// 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 fired already
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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, 0.3);
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handle_jump(data, &mut update);
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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::ChargedRanged(Data {
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static_data: self.static_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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stage_section: self.stage_section,
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exhausted: self.exhausted,
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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::ChargedRanged(Data {
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static_data: self.static_data,
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timer: Duration::default(),
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stage_section: StageSection::Charge,
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exhausted: self.exhausted,
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});
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}
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},
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StageSection::Charge => {
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if !data.inputs.secondary.is_pressed() && !self.exhausted {
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let charge_frac = (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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let damage = self.static_data.initial_damage as f32
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+ (charge_frac
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* (self.static_data.max_damage - self.static_data.initial_damage)
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as f32);
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let knockback = self.static_data.initial_knockback as f32
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+ (charge_frac
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* (self.static_data.max_knockback - self.static_data.initial_knockback)
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as f32);
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// Fire
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let mut projectile = Projectile {
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hit_solid: vec![projectile::Effect::Stick],
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hit_entity: vec![
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projectile::Effect::Damages(Damages::new(
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Some(Damage::Projectile(damage)),
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None,
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)),
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projectile::Effect::Knockback(Knockback::Away(knockback)),
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projectile::Effect::Vanish,
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],
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time_left: Duration::from_secs(15),
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owner: None,
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ignore_group: true,
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};
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projectile.owner = Some(*data.uid);
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update.server_events.push_front(ServerEvent::Shoot {
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entity: data.entity,
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dir: data.inputs.look_dir,
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body: self.static_data.projectile_body,
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projectile,
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light: self.static_data.projectile_light,
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gravity: self.static_data.projectile_gravity,
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speed: self.static_data.initial_projectile_speed
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+ charge_frac
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* (self.static_data.max_projectile_speed
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- self.static_data.initial_projectile_speed),
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});
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update.character = CharacterState::ChargedRanged(Data {
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static_data: self.static_data,
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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exhausted: true,
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});
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} else if self.timer < self.static_data.charge_duration
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&& data.inputs.secondary.is_pressed()
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{
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// Charges
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update.character = CharacterState::ChargedRanged(Data {
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static_data: self.static_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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stage_section: self.stage_section,
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exhausted: self.exhausted,
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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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// Holds charge
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update.character = CharacterState::ChargedRanged(Data {
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static_data: self.static_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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stage_section: self.stage_section,
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exhausted: self.exhausted,
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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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}
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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::ChargedRanged(Data {
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static_data: self.static_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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stage_section: self.stage_section,
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exhausted: self.exhausted,
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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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}
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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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},
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}
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update
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}
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}
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