mirror of
https://gitlab.com/veloren/veloren.git
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188 lines
7.7 KiB
Rust
188 lines
7.7 KiB
Rust
use crate::{
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comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
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event::LocalEvent,
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outcome::Outcome,
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::{StageSection, *},
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wielding,
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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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#[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: f32,
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/// Energy cost per attack
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pub energy_cost: 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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/// At what fraction of the swing duration to apply the melee "hit"
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pub hit_timing: f32,
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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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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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/// Used to specify the melee attack to the frontend
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pub specifier: Option<FrontendSpecifier>,
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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 executed 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, 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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match self.stage_section {
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StageSection::Charge => {
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if input_is_pressed(data, self.static_data.ability_info.input)
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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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timer: tick_attack_or_default(data, self.timer, None),
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charge_amount: charge,
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..*self
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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
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.energy
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.change_by(-self.static_data.energy_drain * data.dt.0);
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} else if input_is_pressed(data, self.static_data.ability_info.input)
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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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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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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
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.energy
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.change_by(-self.static_data.energy_drain as f32 * data.dt.0 / 5.0);
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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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stage_section: StageSection::Action,
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timer: Duration::default(),
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..*self
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});
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}
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},
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StageSection::Action => {
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if self.timer.as_millis() as f32
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> self.static_data.hit_timing
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* self.static_data.swing_duration.as_millis() as f32
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&& !self.exhausted
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{
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// Swing
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update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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exhausted: true,
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..*self
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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 buff_strength = get_buff_strength(data, self.static_data.ability_info);
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data.updater.insert(
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data.entity,
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self.static_data
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.melee_constructor
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.handle_scaling(self.charge_amount)
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.create_melee(crit_data, buff_strength),
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);
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if let Some(FrontendSpecifier::GroundCleave) = self.static_data.specifier {
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// Send local event used for frontend shenanigans
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output_events.emit_local(LocalEvent::CreateOutcome(Outcome::GroundSlam {
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pos: data.pos.0
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+ *data.ori.look_dir()
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* (data.body.max_radius()
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+ self.static_data.melee_constructor.range),
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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::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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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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stage_section: StageSection::Recover,
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timer: Duration::default(),
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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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// Recovers
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update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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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 =
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CharacterState::Wielding(wielding::Data { is_sneaking: false });
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// Make sure attack component is removed
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data.updater.remove::<Melee>(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(wielding::Data { is_sneaking: false });
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
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}
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// At end of state logic so an interrupt isn't overwritten
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if !input_is_pressed(data, self.static_data.ability_info.input) {
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handle_state_interrupt(data, &mut update, false);
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}
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update
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}
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}
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/// Used to specify a particular effect for frontend purposes
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#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
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pub enum FrontendSpecifier {
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GroundCleave,
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}
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