veloren/common/src/comp/ability.rs
Shane Handley 802bce1698 Target the specific attack types, to handle TripeStrike etc...
Removed the Axe sfx until the animations show the swing
2020-06-08 10:19:41 +10:00

218 lines
7.3 KiB
Rust

use crate::{
comp::{
item::Item, Body, CharacterState, EnergySource, Gravity, LightEmitter, Projectile,
StateUpdate,
},
states::{triple_strike::*, *},
sys::character_behavior::JoinData,
};
use specs::{Component, FlaggedStorage};
use specs_idvs::IDVStorage;
use std::time::Duration;
#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum CharacterAbilityType {
BasicMelee,
BasicRanged,
Boost,
DashMelee,
BasicBlock,
TripleStrike,
}
impl From<&CharacterState> for CharacterAbilityType {
fn from(state: &CharacterState) -> Self {
match state {
CharacterState::BasicMelee(_) => Self::BasicMelee,
CharacterState::BasicRanged(_) => Self::BasicRanged,
CharacterState::Boost(_) => Self::Boost,
CharacterState::DashMelee(_) => Self::DashMelee,
CharacterState::BasicBlock => Self::BasicBlock,
CharacterState::TripleStrike(_) => Self::TripleStrike,
_ => Self::BasicMelee,
}
}
}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
pub enum CharacterAbility {
BasicMelee {
energy_cost: u32,
buildup_duration: Duration,
recover_duration: Duration,
base_healthchange: i32,
range: f32,
max_angle: f32,
},
BasicRanged {
energy_cost: u32,
holdable: bool,
prepare_duration: Duration,
recover_duration: Duration,
projectile: Projectile,
projectile_body: Body,
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
},
Boost {
duration: Duration,
only_up: bool,
},
DashMelee {
buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
},
BasicBlock,
Roll,
TripleStrike {
base_damage: u32,
needs_timing: bool,
},
}
impl CharacterAbility {
/// Attempts to fulfill requirements, mutating `update` (taking energy) if
/// applicable.
pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
match self {
CharacterAbility::TripleStrike { .. } => {
data.physics.on_ground
&& data.body.is_humanoid()
&& data.inputs.look_dir.xy().magnitude_squared() > 0.01
},
CharacterAbility::Roll => {
data.physics.on_ground
&& data.body.is_humanoid()
&& data.vel.0.xy().magnitude_squared() > 0.5
&& update
.energy
.try_change_by(-220, EnergySource::Ability)
.is_ok()
},
CharacterAbility::DashMelee { .. } => update
.energy
.try_change_by(-700, EnergySource::Ability)
.is_ok(),
CharacterAbility::BasicMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::BasicRanged { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
_ => true,
}
}
}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
pub struct ItemConfig {
pub item: Item,
pub ability1: Option<CharacterAbility>,
pub ability2: Option<CharacterAbility>,
pub ability3: Option<CharacterAbility>,
pub block_ability: Option<CharacterAbility>,
pub dodge_ability: Option<CharacterAbility>,
}
#[derive(Clone, PartialEq, Default, Debug, Serialize, Deserialize)]
pub struct Loadout {
pub active_item: Option<ItemConfig>,
pub second_item: Option<ItemConfig>,
pub shoulder: Option<Item>,
pub chest: Option<Item>,
pub belt: Option<Item>,
pub hand: Option<Item>,
pub pants: Option<Item>,
pub foot: Option<Item>,
pub back: Option<Item>,
pub ring: Option<Item>,
pub neck: Option<Item>,
pub lantern: Option<Item>,
pub head: Option<Item>,
pub tabard: Option<Item>,
}
impl From<&CharacterAbility> for CharacterState {
fn from(ability: &CharacterAbility) -> Self {
match ability {
CharacterAbility::BasicMelee {
buildup_duration,
recover_duration,
base_healthchange,
range,
max_angle,
energy_cost: _,
} => CharacterState::BasicMelee(basic_melee::Data {
exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_healthchange: *base_healthchange,
range: *range,
max_angle: *max_angle,
}),
CharacterAbility::BasicRanged {
holdable,
prepare_duration,
recover_duration,
projectile,
projectile_body,
projectile_light,
projectile_gravity,
energy_cost: _,
} => CharacterState::BasicRanged(basic_ranged::Data {
exhausted: false,
prepare_timer: Duration::default(),
holdable: *holdable,
prepare_duration: *prepare_duration,
recover_duration: *recover_duration,
projectile: projectile.clone(),
projectile_body: *projectile_body,
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
}),
CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data {
duration: *duration,
only_up: *only_up,
}),
CharacterAbility::DashMelee {
buildup_duration,
recover_duration,
base_damage,
} => CharacterState::DashMelee(dash_melee::Data {
initialize: true,
exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_damage: *base_damage,
}),
CharacterAbility::BasicBlock => CharacterState::BasicBlock,
CharacterAbility::Roll => CharacterState::Roll(roll::Data {
remaining_duration: Duration::from_millis(700),
was_wielded: false, // false by default. utils might set it to true
}),
CharacterAbility::TripleStrike {
base_damage,
needs_timing,
} => CharacterState::TripleStrike(triple_strike::Data {
base_damage: *base_damage,
stage: triple_strike::Stage::First,
stage_exhausted: false,
stage_time_active: Duration::default(),
initialized: false,
transition_style: match *needs_timing {
true => TransitionStyle::Timed(TimingState::NotPressed),
false => TransitionStyle::Hold(HoldingState::Holding),
},
}),
}
}
}
impl Component for Loadout {
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
}