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96 lines
3.4 KiB
Rust
96 lines
3.4 KiB
Rust
use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::*,
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sys::character_behavior::*,
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};
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use std::{collections::VecDeque, time::Duration};
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use vek::Vec3;
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const DASH_SPEED: f32 = 19.0;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data {
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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 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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/// 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 {
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pos: *data.pos,
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vel: *data.vel,
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ori: *data.ori,
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energy: *data.energy,
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character: data.character.clone(),
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local_events: VecDeque::new(),
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server_events: VecDeque::new(),
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};
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if self.buildup_duration != Duration::default() && data.physics.touch_entity.is_none() {
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// Build up (this will move you forward)
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update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
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+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
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+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
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.try_normalized()
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.unwrap_or_default()
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* DASH_SPEED;
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update.character = CharacterState::DashMelee(Data {
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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recover_duration: self.recover_duration,
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base_damage: self.base_damage,
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exhausted: false,
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});
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} else if !self.exhausted {
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_damage: self.base_damage,
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applied: false,
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hit_count: 0,
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});
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update.character = CharacterState::DashMelee(Data {
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buildup_duration: Duration::default(),
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recover_duration: self.recover_duration,
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base_damage: self.base_damage,
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exhausted: true,
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});
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} else if self.recover_duration != Duration::default() {
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// Recovery
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update.character = CharacterState::DashMelee(Data {
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buildup_duration: self.buildup_duration,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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base_damage: self.base_damage,
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exhausted: true,
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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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// 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(100, EnergySource::HitEnemy);
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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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