veloren/common/src/states/dive_melee.rs

149 lines
6.3 KiB
Rust

use crate::{
comp::{character_state::OutputEvents, CharacterState, MeleeConstructor, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// If Some(_), the state can be activated on the ground
pub buildup_duration: Option<Duration>,
/// How long the state is moving
pub movement_duration: Duration,
/// How long the weapon swings
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// The minimum vertical speed the state needed
pub vertical_speed: f32,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Caps the amount of scaling the attack will receive from vertical speed
pub max_scaling: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
/// The maximum negative vertical velocity achieved during the state
pub max_vertical_speed: f32,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, _output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
if let CharacterState::DiveMelee(c) = &mut update.character {
c.max_vertical_speed = c.max_vertical_speed.max(-data.vel.0.z);
}
match self.stage_section {
StageSection::Buildup => {
handle_orientation(data, &mut update, 0.5, None);
handle_move(data, &mut update, 0.3);
if let Some(buildup_duration) = self.static_data.buildup_duration {
if self.timer < buildup_duration {
if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Action;
}
} else if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Action;
}
},
StageSection::Movement => {
handle_move(data, &mut update, 1.0);
if data.physics.on_ground.is_some() {
// Transitions to swing portion of state upon hitting ground
if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Action;
}
} else if self.timer < self.static_data.movement_duration {
if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default();
}
} else {
// In character state for too long, leaving in case somethign went wrong
end_ability(data, &mut update);
}
},
StageSection::Action => {
if !self.exhausted {
// Attack
let crit_data = get_crit_data(data, self.static_data.ability_info);
let tool_stats = get_tool_stats(data, self.static_data.ability_info);
let scaling = self.max_vertical_speed / self.static_data.vertical_speed;
let scaling = scaling.min(self.static_data.max_scaling);
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.handle_scaling(scaling)
.create_melee(crit_data, tool_stats),
);
if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
c.exhausted = true;
}
} else if self.timer < self.static_data.swing_duration {
if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to recover portion
if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Recover;
}
}
},
StageSection::Recover => {
handle_orientation(data, &mut update, 0.5, None);
handle_move(data, &mut update, 0.3);
if self.timer < self.static_data.recover_duration {
// Complete recovery delay before finishing state
if let CharacterState::DiveMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Done
end_melee_ability(data, &mut update);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_melee_ability(data, &mut update);
},
}
update
}
}