mirror of
https://gitlab.com/veloren/veloren.git
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149 lines
6.3 KiB
Rust
149 lines
6.3 KiB
Rust
use crate::{
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comp::{character_state::OutputEvents, CharacterState, MeleeConstructor, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::{StageSection, *},
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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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/// If Some(_), the state can be activated on the ground
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pub buildup_duration: Option<Duration>,
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/// How long the state is moving
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pub movement_duration: Duration,
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/// How long the weapon swings
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pub swing_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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/// The minimum vertical speed the state needed
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pub vertical_speed: f32,
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/// Used to construct the Melee attack
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pub melee_constructor: MeleeConstructor,
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/// Caps the amount of scaling the attack will receive from vertical speed
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pub max_scaling: 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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/// Whether the attack can deal more damage
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pub exhausted: bool,
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/// The maximum negative vertical velocity achieved during the state
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pub max_vertical_speed: 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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if let CharacterState::DiveMelee(c) = &mut update.character {
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c.max_vertical_speed = c.max_vertical_speed.max(-data.vel.0.z);
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}
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match self.stage_section {
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StageSection::Buildup => {
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handle_orientation(data, &mut update, 0.5, None);
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handle_move(data, &mut update, 0.3);
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if let Some(buildup_duration) = self.static_data.buildup_duration {
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if self.timer < buildup_duration {
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if let CharacterState::DiveMelee(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else if let CharacterState::DiveMelee(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Action;
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}
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} else if let CharacterState::DiveMelee(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Action;
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}
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},
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StageSection::Movement => {
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handle_move(data, &mut update, 1.0);
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if data.physics.on_ground.is_some() {
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// Transitions to swing portion of state upon hitting ground
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if let CharacterState::DiveMelee(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Action;
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}
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} else if self.timer < self.static_data.movement_duration {
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if let CharacterState::DiveMelee(c) = &mut update.character {
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c.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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}
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} else {
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// In character state for too long, leaving in case somethign went wrong
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end_ability(data, &mut update);
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}
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},
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StageSection::Action => {
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if !self.exhausted {
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// Attack
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let crit_data = get_crit_data(data, self.static_data.ability_info);
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let tool_stats = get_tool_stats(data, self.static_data.ability_info);
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let scaling = self.max_vertical_speed / self.static_data.vertical_speed;
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let scaling = scaling.min(self.static_data.max_scaling);
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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(scaling)
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.create_melee(crit_data, tool_stats),
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);
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if let CharacterState::DiveMelee(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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c.exhausted = true;
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}
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} else if self.timer < self.static_data.swing_duration {
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if let CharacterState::DiveMelee(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Transitions to recover portion
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if let CharacterState::DiveMelee(c) = &mut update.character {
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c.timer = Duration::default();
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c.stage_section = StageSection::Recover;
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}
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}
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},
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StageSection::Recover => {
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handle_orientation(data, &mut update, 0.5, None);
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handle_move(data, &mut update, 0.3);
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if self.timer < self.static_data.recover_duration {
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// Complete recovery delay before finishing state
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if let CharacterState::DiveMelee(c) = &mut update.character {
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c.timer = tick_attack_or_default(data, self.timer, None);
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}
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} else {
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// Done
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end_melee_ability(data, &mut update);
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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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end_melee_ability(data, &mut update);
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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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