veloren/common/src/comp/character_state.rs
2022-10-27 20:06:34 -04:00

577 lines
26 KiB
Rust

use crate::{
comp::{
ability::Capability, inventory::item::armor::Friction, item::ConsumableKind, ControlAction, Density, Energy, InputAttr,
InputKind, Ori, Pos, Vel,
},
event::{LocalEvent, ServerEvent},
states::{
self,
behavior::{CharacterBehavior, JoinData},
utils::{AbilityInfo, StageSection},
*,
},
};
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage};
use std::collections::BTreeMap;
use strum::Display;
/// Data returned from character behavior fn's to Character Behavior System.
pub struct StateUpdate {
pub character: CharacterState,
pub pos: Pos,
pub vel: Vel,
pub ori: Ori,
pub density: Density,
pub energy: Energy,
pub swap_equipped_weapons: bool,
pub should_strafe: bool,
pub queued_inputs: BTreeMap<InputKind, InputAttr>,
pub removed_inputs: Vec<InputKind>,
}
pub struct OutputEvents<'a> {
local: &'a mut Vec<LocalEvent>,
server: &'a mut Vec<ServerEvent>,
}
impl<'a> OutputEvents<'a> {
pub fn new(local: &'a mut Vec<LocalEvent>, server: &'a mut Vec<ServerEvent>) -> Self {
Self { local, server }
}
pub fn emit_local(&mut self, event: LocalEvent) { self.local.push(event); }
pub fn emit_server(&mut self, event: ServerEvent) { self.server.push(event); }
}
impl From<&JoinData<'_>> for StateUpdate {
fn from(data: &JoinData) -> Self {
StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
density: *data.density,
energy: *data.energy,
swap_equipped_weapons: false,
should_strafe: data.inputs.strafing,
character: data.character.clone(),
queued_inputs: BTreeMap::new(),
removed_inputs: Vec::new(),
}
}
}
#[derive(Clone, Debug, Display, PartialEq, Serialize, Deserialize)]
pub enum CharacterState {
Idle(idle::Data),
Climb(climb::Data),
Sit,
Dance,
Talk,
Glide(glide::Data),
GlideWield(glide_wield::Data),
/// A stunned state
Stunned(stunned::Data),
/// A basic blocking state
BasicBlock(basic_block::Data),
/// Player is busy equipping or unequipping weapons
Equipping(equipping::Data),
/// Player is holding a weapon and can perform other actions
Wielding(wielding::Data),
/// A dodge where player can roll
Roll(roll::Data),
/// A basic melee attack (e.g. sword)
BasicMelee(basic_melee::Data),
/// A basic ranged attack (e.g. bow)
BasicRanged(basic_ranged::Data),
/// A force will boost you into a direction for some duration
Boost(boost::Data),
/// Dash forward and then attack
DashMelee(dash_melee::Data),
/// A three-stage attack where each attack pushes player forward
/// and successive attacks increase in damage, while player holds button.
ComboMelee(combo_melee::Data),
/// A state where you progress through multiple melee attacks
ComboMelee2(combo_melee2::Data),
/// A leap followed by a small aoe ground attack
LeapMelee(leap_melee::Data),
/// Spin around, dealing damage to enemies surrounding you
SpinMelee(spin_melee::Data),
/// A charged ranged attack (e.g. bow)
ChargedRanged(charged_ranged::Data),
/// A charged melee attack
ChargedMelee(charged_melee::Data),
/// A repeating ranged attack
RepeaterRanged(repeater_ranged::Data),
/// A ground shockwave attack
Shockwave(shockwave::Data),
/// A continuous attack that affects all creatures in a cone originating
/// from the source
BasicBeam(basic_beam::Data),
/// Creates an aura that persists as long as you are actively casting
BasicAura(basic_aura::Data),
/// A short teleport that targets either a position or entity
Blink(blink::Data),
/// Summons creatures that fight for the caster
BasicSummon(basic_summon::Data),
/// Inserts a buff on the caster
SelfBuff(self_buff::Data),
/// Creates sprites around the caster
SpriteSummon(sprite_summon::Data),
/// Handles logic for using an item so it is not simply instant
UseItem(use_item::Data),
/// Handles logic for interacting with a sprite, e.g. using a chest or
/// picking a plant
SpriteInteract(sprite_interact::Data),
/// Runs on the wall
Wallrun(wallrun::Data),
/// Ice skating or skiing
Skate(skate::Data),
/// Play music instrument
Music(music::Data),
/// Melee attack that scales off and consumes combo
FinisherMelee(finisher_melee::Data),
/// State entered when diving, melee attack triggered upon landing on the
/// ground
DiveMelee(dive_melee::Data),
/// Attack that attempts to parry, and if it parries moves to an attack
RiposteMelee(riposte_melee::Data),
}
impl CharacterState {
pub fn is_wield(&self) -> bool {
matches!(
self,
CharacterState::Wielding(_)
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::SelfBuff(_)
| CharacterState::Blink(_)
| CharacterState::Music(_)
| CharacterState::BasicSummon(_)
| CharacterState::SpriteSummon(_)
| CharacterState::Roll(roll::Data {
was_wielded: true,
..
})
| CharacterState::Stunned(stunned::Data {
was_wielded: true,
..
})
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
)
}
pub fn is_stealthy(&self) -> bool {
matches!(
self,
CharacterState::Idle(idle::Data {
is_sneaking: true,
footwear: _
}) | CharacterState::Wielding(wielding::Data {
is_sneaking: true,
..
}) | CharacterState::Roll(roll::Data {
is_sneaking: true,
..
})
)
}
pub fn is_attack(&self) -> bool {
matches!(
self,
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::SelfBuff(_)
| CharacterState::Blink(_)
| CharacterState::BasicSummon(_)
| CharacterState::SpriteSummon(_)
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
)
}
pub fn is_aimed(&self) -> bool {
matches!(
self,
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::Stunned(_)
| CharacterState::UseItem(_)
| CharacterState::Wielding(_)
| CharacterState::Talk
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
)
}
pub fn is_using_hands(&self) -> bool {
matches!(
self,
CharacterState::Climb(_)
| CharacterState::Equipping(_)
| CharacterState::Dance
| CharacterState::Glide(_)
| CharacterState::GlideWield(_)
| CharacterState::Talk
| CharacterState::Roll(_),
)
}
pub fn block_strength(&self) -> Option<f32> {
let strength = match self {
CharacterState::BasicBlock(c) => c.static_data.block_strength,
_ => return None,
};
Some(strength)
}
pub fn is_parry(&self) -> bool {
let from_capability =
if let Some(capabilities) = self.ability_info().map(|a| a.ability_meta.capabilities) {
capabilities.contains(Capability::BUILDUP_PARRIES)
&& matches!(self.stage_section(), Some(StageSection::Buildup))
} else {
false
};
let from_state = match self {
CharacterState::BasicBlock(c) => c.is_parry(),
CharacterState::RiposteMelee(c) => matches!(c.stage_section, StageSection::Buildup),
_ => false,
};
from_capability || from_state
}
/// In radians
pub fn block_angle(&self) -> f32 {
match self {
CharacterState::BasicBlock(c) => c.static_data.max_angle.to_radians(),
CharacterState::ComboMelee2(c) => {
let strike_data =
c.static_data.strikes[c.completed_strikes % c.static_data.strikes.len()];
strike_data.melee_constructor.angle.to_radians()
},
CharacterState::RiposteMelee(c) => c.static_data.melee_constructor.angle.to_radians(),
// TODO: Add more here as needed, maybe look into having character state return the
// melee constructor if it has one and using that?
_ => 0.0,
}
}
pub fn is_dodge(&self) -> bool { matches!(self, CharacterState::Roll(_)) }
pub fn is_glide(&self) -> bool { matches!(self, CharacterState::Glide(_)) }
pub fn is_skate(&self) -> bool { matches!(self, CharacterState::Skate(_)) }
pub fn is_music(&self) -> bool { matches!(self, CharacterState::Music(_)) }
pub fn is_melee_dodge(&self) -> bool {
matches!(self, CharacterState::Roll(d) if d.static_data.immune_melee)
}
pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) }
pub fn is_forced_movement(&self) -> bool {
matches!(self,
CharacterState::ComboMelee(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::ComboMelee2(s) if s.stage_section == Some(StageSection::Action))
|| matches!(self, CharacterState::DashMelee(s) if s.stage_section == StageSection::Charge)
|| matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement)
|| matches!(self, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::Roll(s) if s.stage_section == StageSection::Movement)
}
pub fn can_perform_mounted(&self) -> bool {
matches!(
self,
CharacterState::Idle(_)
| CharacterState::Sit
| CharacterState::Dance
| CharacterState::Talk
| CharacterState::Stunned(_)
| CharacterState::BasicBlock(_)
| CharacterState::Equipping(_)
| CharacterState::Wielding(_)
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::BasicSummon(_)
| CharacterState::SelfBuff(_)
| CharacterState::SpriteSummon(_)
| CharacterState::UseItem(_)
| CharacterState::SpriteInteract(_)
| CharacterState::Music(_)
| CharacterState::RiposteMelee(_)
)
}
pub fn is_sitting(&self) -> bool {
use use_item::{Data, ItemUseKind, StaticData};
matches!(
self,
CharacterState::Sit
| CharacterState::UseItem(Data {
static_data: StaticData {
item_kind: ItemUseKind::Consumable(
ConsumableKind::ComplexFood | ConsumableKind::Food
),
..
},
..
})
)
}
/// Compares for shallow equality (does not check internal struct equality)
pub fn same_variant(&self, other: &Self) -> bool {
// Check if state is the same without looking at the inner data
std::mem::discriminant(self) == std::mem::discriminant(other)
}
pub fn behavior(&self, j: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
match &self {
CharacterState::Idle(data) => data.behavior(j, output_events),
CharacterState::Talk => talk::Data.behavior(j, output_events),
CharacterState::Climb(data) => data.behavior(j, output_events),
CharacterState::Wallrun(data) => data.behavior(j, output_events),
CharacterState::Glide(data) => data.behavior(j, output_events),
CharacterState::GlideWield(data) => data.behavior(j, output_events),
CharacterState::Stunned(data) => data.behavior(j, output_events),
CharacterState::Sit => sit::Data::behavior(&sit::Data, j, output_events),
CharacterState::Dance => dance::Data::behavior(&dance::Data, j, output_events),
CharacterState::BasicBlock(data) => data.behavior(j, output_events),
CharacterState::Roll(data) => data.behavior(j, output_events),
CharacterState::Wielding(data) => data.behavior(j, output_events),
CharacterState::Equipping(data) => data.behavior(j, output_events),
CharacterState::ComboMelee(data) => data.behavior(j, output_events),
CharacterState::ComboMelee2(data) => data.behavior(j, output_events),
CharacterState::BasicMelee(data) => data.behavior(j, output_events),
CharacterState::BasicRanged(data) => data.behavior(j, output_events),
CharacterState::Boost(data) => data.behavior(j, output_events),
CharacterState::DashMelee(data) => data.behavior(j, output_events),
CharacterState::LeapMelee(data) => data.behavior(j, output_events),
CharacterState::SpinMelee(data) => data.behavior(j, output_events),
CharacterState::ChargedMelee(data) => data.behavior(j, output_events),
CharacterState::ChargedRanged(data) => data.behavior(j, output_events),
CharacterState::RepeaterRanged(data) => data.behavior(j, output_events),
CharacterState::Shockwave(data) => data.behavior(j, output_events),
CharacterState::BasicBeam(data) => data.behavior(j, output_events),
CharacterState::BasicAura(data) => data.behavior(j, output_events),
CharacterState::Blink(data) => data.behavior(j, output_events),
CharacterState::BasicSummon(data) => data.behavior(j, output_events),
CharacterState::SelfBuff(data) => data.behavior(j, output_events),
CharacterState::SpriteSummon(data) => data.behavior(j, output_events),
CharacterState::UseItem(data) => data.behavior(j, output_events),
CharacterState::SpriteInteract(data) => data.behavior(j, output_events),
CharacterState::Skate(data) => data.behavior(j, output_events),
CharacterState::Music(data) => data.behavior(j, output_events),
CharacterState::FinisherMelee(data) => data.behavior(j, output_events),
CharacterState::DiveMelee(data) => data.behavior(j, output_events),
CharacterState::RiposteMelee(data) => data.behavior(j, output_events),
}
}
pub fn handle_event(
&self,
j: &JoinData,
output_events: &mut OutputEvents,
action: ControlAction,
) -> StateUpdate {
match &self {
CharacterState::Idle(data) => data.handle_event(j, output_events, action),
CharacterState::Talk => talk::Data.handle_event(j, output_events, action),
CharacterState::Climb(data) => data.handle_event(j, output_events, action),
CharacterState::Wallrun(data) => data.handle_event(j, output_events, action),
CharacterState::Glide(data) => data.handle_event(j, output_events, action),
CharacterState::GlideWield(data) => data.handle_event(j, output_events, action),
CharacterState::Stunned(data) => data.handle_event(j, output_events, action),
CharacterState::Sit => {
states::sit::Data::handle_event(&sit::Data, j, output_events, action)
},
CharacterState::Dance => {
states::dance::Data::handle_event(&dance::Data, j, output_events, action)
},
CharacterState::BasicBlock(data) => data.handle_event(j, output_events, action),
CharacterState::Roll(data) => data.handle_event(j, output_events, action),
CharacterState::Wielding(data) => data.handle_event(j, output_events, action),
CharacterState::Equipping(data) => data.handle_event(j, output_events, action),
CharacterState::ComboMelee(data) => data.handle_event(j, output_events, action),
CharacterState::ComboMelee2(data) => data.handle_event(j, output_events, action),
CharacterState::BasicMelee(data) => data.handle_event(j, output_events, action),
CharacterState::BasicRanged(data) => data.handle_event(j, output_events, action),
CharacterState::Boost(data) => data.handle_event(j, output_events, action),
CharacterState::DashMelee(data) => data.handle_event(j, output_events, action),
CharacterState::LeapMelee(data) => data.handle_event(j, output_events, action),
CharacterState::SpinMelee(data) => data.handle_event(j, output_events, action),
CharacterState::ChargedMelee(data) => data.handle_event(j, output_events, action),
CharacterState::ChargedRanged(data) => data.handle_event(j, output_events, action),
CharacterState::RepeaterRanged(data) => data.handle_event(j, output_events, action),
CharacterState::Shockwave(data) => data.handle_event(j, output_events, action),
CharacterState::BasicBeam(data) => data.handle_event(j, output_events, action),
CharacterState::BasicAura(data) => data.handle_event(j, output_events, action),
CharacterState::Blink(data) => data.handle_event(j, output_events, action),
CharacterState::BasicSummon(data) => data.handle_event(j, output_events, action),
CharacterState::SelfBuff(data) => data.handle_event(j, output_events, action),
CharacterState::SpriteSummon(data) => data.handle_event(j, output_events, action),
CharacterState::UseItem(data) => data.handle_event(j, output_events, action),
CharacterState::SpriteInteract(data) => data.handle_event(j, output_events, action),
CharacterState::Skate(data) => data.handle_event(j, output_events, action),
CharacterState::Music(data) => data.handle_event(j, output_events, action),
CharacterState::FinisherMelee(data) => data.handle_event(j, output_events, action),
CharacterState::DiveMelee(data) => data.handle_event(j, output_events, action),
CharacterState::RiposteMelee(data) => data.handle_event(j, output_events, action),
}
}
pub fn footwear(&self) -> Option<Friction> {
match &self {
CharacterState::Idle(data) => data.footwear,
CharacterState::Skate(data) => Some(data.footwear),
_ => None,
}
}
pub fn ability_info(&self) -> Option<AbilityInfo> {
match &self {
CharacterState::Idle(_) => None,
CharacterState::Talk => None,
CharacterState::Climb(_) => None,
CharacterState::Wallrun(_) => None,
CharacterState::Skate(_) => None,
CharacterState::Glide(_) => None,
CharacterState::GlideWield(_) => None,
CharacterState::Stunned(_) => None,
CharacterState::Sit => None,
CharacterState::Dance => None,
CharacterState::BasicBlock(data) => Some(data.static_data.ability_info),
CharacterState::Roll(data) => Some(data.static_data.ability_info),
CharacterState::Wielding(_) => None,
CharacterState::Equipping(_) => None,
CharacterState::ComboMelee(data) => Some(data.static_data.ability_info),
CharacterState::ComboMelee2(data) => Some(data.static_data.ability_info),
CharacterState::BasicMelee(data) => Some(data.static_data.ability_info),
CharacterState::BasicRanged(data) => Some(data.static_data.ability_info),
CharacterState::Boost(data) => Some(data.static_data.ability_info),
CharacterState::DashMelee(data) => Some(data.static_data.ability_info),
CharacterState::LeapMelee(data) => Some(data.static_data.ability_info),
CharacterState::SpinMelee(data) => Some(data.static_data.ability_info),
CharacterState::ChargedMelee(data) => Some(data.static_data.ability_info),
CharacterState::ChargedRanged(data) => Some(data.static_data.ability_info),
CharacterState::RepeaterRanged(data) => Some(data.static_data.ability_info),
CharacterState::Shockwave(data) => Some(data.static_data.ability_info),
CharacterState::BasicBeam(data) => Some(data.static_data.ability_info),
CharacterState::BasicAura(data) => Some(data.static_data.ability_info),
CharacterState::Blink(data) => Some(data.static_data.ability_info),
CharacterState::BasicSummon(data) => Some(data.static_data.ability_info),
CharacterState::SelfBuff(data) => Some(data.static_data.ability_info),
CharacterState::SpriteSummon(data) => Some(data.static_data.ability_info),
CharacterState::UseItem(_) => None,
CharacterState::SpriteInteract(_) => None,
CharacterState::FinisherMelee(data) => Some(data.static_data.ability_info),
CharacterState::Music(data) => Some(data.static_data.ability_info),
CharacterState::DiveMelee(data) => Some(data.static_data.ability_info),
CharacterState::RiposteMelee(data) => Some(data.static_data.ability_info),
}
}
pub fn stage_section(&self) -> Option<StageSection> {
match &self {
CharacterState::Idle(_) => None,
CharacterState::Talk => None,
CharacterState::Climb(_) => None,
CharacterState::Wallrun(_) => None,
CharacterState::Skate(_) => None,
CharacterState::Glide(_) => None,
CharacterState::GlideWield(_) => None,
CharacterState::Stunned(data) => Some(data.stage_section),
CharacterState::Sit => None,
CharacterState::Dance => None,
CharacterState::BasicBlock(data) => Some(data.stage_section),
CharacterState::Roll(data) => Some(data.stage_section),
CharacterState::Wielding(_) => None,
CharacterState::Equipping(_) => None,
CharacterState::ComboMelee(data) => Some(data.stage_section),
CharacterState::ComboMelee2(data) => data.stage_section,
CharacterState::BasicMelee(data) => Some(data.stage_section),
CharacterState::BasicRanged(data) => Some(data.stage_section),
CharacterState::Boost(_) => None,
CharacterState::DashMelee(data) => Some(data.stage_section),
CharacterState::LeapMelee(data) => Some(data.stage_section),
CharacterState::SpinMelee(data) => Some(data.stage_section),
CharacterState::ChargedMelee(data) => Some(data.stage_section),
CharacterState::ChargedRanged(data) => Some(data.stage_section),
CharacterState::RepeaterRanged(data) => Some(data.stage_section),
CharacterState::Shockwave(data) => Some(data.stage_section),
CharacterState::BasicBeam(data) => Some(data.stage_section),
CharacterState::BasicAura(data) => Some(data.stage_section),
CharacterState::Blink(data) => Some(data.stage_section),
CharacterState::BasicSummon(data) => Some(data.stage_section),
CharacterState::SelfBuff(data) => Some(data.stage_section),
CharacterState::SpriteSummon(data) => Some(data.stage_section),
CharacterState::UseItem(data) => Some(data.stage_section),
CharacterState::SpriteInteract(data) => Some(data.stage_section),
CharacterState::FinisherMelee(data) => Some(data.stage_section),
CharacterState::Music(data) => Some(data.stage_section),
CharacterState::DiveMelee(data) => Some(data.stage_section),
CharacterState::RiposteMelee(data) => Some(data.stage_section),
}
}
}
impl Default for CharacterState {
fn default() -> Self {
Self::Idle(idle::Data {
is_sneaking: false,
footwear: None,
})
}
}
impl Component for CharacterState {
type Storage = DerefFlaggedStorage<Self, specs::VecStorage<Self>>;
}