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135 lines
4.8 KiB
Rust
135 lines
4.8 KiB
Rust
use crate::{
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combat::GroupTarget,
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comp::{
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aura::{AuraBuffConstructor, AuraChange, AuraTarget},
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CharacterState, StateUpdate,
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},
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event::ServerEvent,
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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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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/// 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 until state should create the aura
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pub buildup_duration: Duration,
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/// How long the state is creating an aura
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pub cast_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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/// Determines how the aura selects its targets
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pub targets: GroupTarget,
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/// Has information used to construct the aura
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pub aura: AuraBuffConstructor,
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/// How long aura lasts
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pub aura_duration: Duration,
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/// Radius of aura
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pub range: f32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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#[derive(Copy, 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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}
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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_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.8);
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handle_jump(data, &mut update, 1.0);
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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::BasicAura(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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..*self
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});
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} else {
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// Creates aura
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let targets =
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AuraTarget::from((Some(self.static_data.targets), Some(data.uid)));
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let aura = self.static_data.aura.to_aura(
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data.uid,
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self.static_data.range,
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Some(self.static_data.aura_duration),
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targets,
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);
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update.server_events.push_front(ServerEvent::Aura {
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entity: data.entity,
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aura_change: AuraChange::Add(aura),
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});
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// Build up
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update.character = CharacterState::BasicAura(Data {
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timer: Duration::default(),
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stage_section: StageSection::Cast,
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..*self
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});
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}
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},
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StageSection::Cast => {
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if self.timer < self.static_data.cast_duration {
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// Cast
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update.character = CharacterState::BasicAura(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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..*self
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});
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} else {
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update.character = CharacterState::BasicAura(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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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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update.character = CharacterState::BasicAura(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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..*self
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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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// 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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