mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
406 lines
17 KiB
Rust
406 lines
17 KiB
Rust
use crate::{
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comp::{
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inventory::item::armor::Friction, item::ConsumableKind, ControlAction, Density, Energy,
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InputAttr, InputKind, Ori, Pos, Vel,
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},
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event::{LocalEvent, ServerEvent},
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states::{
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self,
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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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};
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use serde::{Deserialize, Serialize};
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use specs::{Component, DerefFlaggedStorage};
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use specs_idvs::IdvStorage;
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use std::collections::BTreeMap;
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use strum::Display;
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/// Data returned from character behavior fn's to Character Behavior System.
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pub struct StateUpdate {
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pub character: CharacterState,
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pub pos: Pos,
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pub vel: Vel,
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pub ori: Ori,
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pub density: Density,
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pub energy: Energy,
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pub swap_equipped_weapons: bool,
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pub should_strafe: bool,
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pub queued_inputs: BTreeMap<InputKind, InputAttr>,
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pub removed_inputs: Vec<InputKind>,
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}
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pub struct OutputEvents<'a> {
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local: &'a mut Vec<LocalEvent>,
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server: &'a mut Vec<ServerEvent>,
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}
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impl<'a> OutputEvents<'a> {
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pub fn new(local: &'a mut Vec<LocalEvent>, server: &'a mut Vec<ServerEvent>) -> Self {
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Self { local, server }
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}
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pub fn emit_local(&mut self, event: LocalEvent) { self.local.push(event); }
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pub fn emit_server(&mut self, event: ServerEvent) { self.server.push(event); }
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}
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impl From<&JoinData<'_>> for StateUpdate {
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fn from(data: &JoinData) -> Self {
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StateUpdate {
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pos: *data.pos,
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vel: *data.vel,
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ori: *data.ori,
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density: *data.density,
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energy: *data.energy,
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swap_equipped_weapons: false,
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should_strafe: data.inputs.strafing,
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character: data.character.clone(),
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queued_inputs: BTreeMap::new(),
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removed_inputs: Vec::new(),
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}
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}
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}
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#[derive(Clone, Debug, Display, PartialEq, Serialize, Deserialize)]
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pub enum CharacterState {
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Idle(idle::Data),
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Climb(climb::Data),
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Sit,
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Dance,
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Talk,
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Glide(glide::Data),
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GlideWield(glide_wield::Data),
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/// A stunned state
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Stunned(stunned::Data),
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/// A basic blocking state
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BasicBlock(basic_block::Data),
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/// Player is busy equipping or unequipping weapons
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Equipping(equipping::Data),
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/// Player is holding a weapon and can perform other actions
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Wielding(wielding::Data),
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/// A dodge where player can roll
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Roll(roll::Data),
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/// A basic melee attack (e.g. sword)
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BasicMelee(basic_melee::Data),
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/// A basic ranged attack (e.g. bow)
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BasicRanged(basic_ranged::Data),
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/// A force will boost you into a direction for some duration
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Boost(boost::Data),
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/// Dash forward and then attack
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DashMelee(dash_melee::Data),
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/// A three-stage attack where each attack pushes player forward
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/// and successive attacks increase in damage, while player holds button.
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ComboMelee(combo_melee::Data),
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/// A leap followed by a small aoe ground attack
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LeapMelee(leap_melee::Data),
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/// Spin around, dealing damage to enemies surrounding you
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SpinMelee(spin_melee::Data),
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/// A charged ranged attack (e.g. bow)
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ChargedRanged(charged_ranged::Data),
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/// A charged melee attack
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ChargedMelee(charged_melee::Data),
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/// A repeating ranged attack
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RepeaterRanged(repeater_ranged::Data),
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/// A ground shockwave attack
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Shockwave(shockwave::Data),
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/// A continuous attack that affects all creatures in a cone originating
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/// from the source
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BasicBeam(basic_beam::Data),
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/// Creates an aura that persists as long as you are actively casting
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BasicAura(basic_aura::Data),
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/// A short teleport that targets either a position or entity
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Blink(blink::Data),
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/// Summons creatures that fight for the caster
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BasicSummon(basic_summon::Data),
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/// Inserts a buff on the caster
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SelfBuff(self_buff::Data),
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/// Creates sprites around the caster
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SpriteSummon(sprite_summon::Data),
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/// Handles logic for using an item so it is not simply instant
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UseItem(use_item::Data),
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/// Handles logic for interacting with a sprite, e.g. using a chest or
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/// picking a plant
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SpriteInteract(sprite_interact::Data),
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/// Runs on the wall
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Wallrun(wallrun::Data),
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/// Ice skating or skiing
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Skate(skate::Data),
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}
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impl CharacterState {
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pub fn is_wield(&self) -> bool {
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matches!(
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self,
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CharacterState::Wielding(_)
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| CharacterState::BasicMelee(_)
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| CharacterState::BasicRanged(_)
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| CharacterState::DashMelee(_)
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| CharacterState::ComboMelee(_)
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| CharacterState::BasicBlock(_)
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| CharacterState::LeapMelee(_)
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| CharacterState::SpinMelee(_)
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| CharacterState::ChargedMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::RepeaterRanged(_)
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| CharacterState::Shockwave(_)
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| CharacterState::BasicBeam(_)
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| CharacterState::BasicAura(_)
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| CharacterState::SelfBuff(_)
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| CharacterState::Blink(_)
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| CharacterState::BasicSummon(_)
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| CharacterState::SpriteSummon(_)
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)
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}
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pub fn is_stealthy(&self) -> bool {
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matches!(
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self,
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CharacterState::Idle(idle::Data {
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is_sneaking: true,
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footwear: _
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}) | CharacterState::Wielding(wielding::Data {
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is_sneaking: true,
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..
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}) | CharacterState::Roll(roll::Data {
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is_sneaking: true,
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..
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})
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)
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}
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pub fn is_attack(&self) -> bool {
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matches!(
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self,
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CharacterState::BasicMelee(_)
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| CharacterState::BasicRanged(_)
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| CharacterState::DashMelee(_)
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| CharacterState::ComboMelee(_)
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| CharacterState::LeapMelee(_)
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| CharacterState::SpinMelee(_)
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| CharacterState::ChargedMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::RepeaterRanged(_)
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| CharacterState::Shockwave(_)
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| CharacterState::BasicBeam(_)
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| CharacterState::BasicAura(_)
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| CharacterState::SelfBuff(_)
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| CharacterState::Blink(_)
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| CharacterState::BasicSummon(_)
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| CharacterState::SpriteSummon(_)
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)
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}
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pub fn is_aimed(&self) -> bool {
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matches!(
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self,
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CharacterState::BasicMelee(_)
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| CharacterState::BasicRanged(_)
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| CharacterState::DashMelee(_)
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| CharacterState::ComboMelee(_)
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| CharacterState::BasicBlock(_)
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| CharacterState::LeapMelee(_)
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| CharacterState::ChargedMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::RepeaterRanged(_)
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| CharacterState::Shockwave(_)
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| CharacterState::BasicBeam(_)
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| CharacterState::Stunned(_)
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| CharacterState::UseItem(_)
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| CharacterState::Wielding(_)
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| CharacterState::Talk
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)
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}
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pub fn is_using_hands(&self) -> bool {
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matches!(
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self,
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CharacterState::Climb(_)
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| CharacterState::Equipping(_)
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| CharacterState::Dance
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| CharacterState::Glide(_)
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| CharacterState::GlideWield(_)
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| CharacterState::Talk
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| CharacterState::Roll(_),
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)
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}
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pub fn is_block(&self) -> bool { matches!(self, CharacterState::BasicBlock(_)) }
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pub fn is_dodge(&self) -> bool { matches!(self, CharacterState::Roll(_)) }
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pub fn is_glide(&self) -> bool { matches!(self, CharacterState::Glide(_)) }
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pub fn is_skate(&self) -> bool { matches!(self, CharacterState::Skate(_)) }
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pub fn is_melee_dodge(&self) -> bool {
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matches!(self, CharacterState::Roll(d) if d.static_data.immune_melee)
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}
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pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) }
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pub fn is_forced_movement(&self) -> bool {
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matches!(self,
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CharacterState::ComboMelee(s) if s.stage_section == StageSection::Action)
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|| matches!(self, CharacterState::DashMelee(s) if s.stage_section == StageSection::Charge)
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|| matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement)
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|| matches!(self, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Action)
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|| matches!(self, CharacterState::Roll(s) if s.stage_section == StageSection::Movement)
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}
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pub fn can_perform_mounted(&self) -> bool {
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matches!(
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self,
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CharacterState::Idle(_)
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| CharacterState::Sit
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| CharacterState::Dance
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| CharacterState::Talk
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| CharacterState::Stunned(_)
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| CharacterState::BasicBlock(_)
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| CharacterState::Equipping(_)
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| CharacterState::Wielding(_)
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| CharacterState::BasicMelee(_)
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| CharacterState::BasicRanged(_)
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| CharacterState::ComboMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::RepeaterRanged(_)
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| CharacterState::BasicBeam(_)
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| CharacterState::BasicAura(_)
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| CharacterState::BasicSummon(_)
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| CharacterState::SelfBuff(_)
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| CharacterState::SpriteSummon(_)
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| CharacterState::UseItem(_)
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| CharacterState::SpriteInteract(_)
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)
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}
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pub fn is_sitting(&self) -> bool {
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use use_item::{Data, ItemUseKind, StaticData};
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matches!(
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self,
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CharacterState::Sit
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| CharacterState::UseItem(Data {
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static_data: StaticData {
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item_kind: ItemUseKind::Consumable(
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ConsumableKind::ComplexFood | ConsumableKind::Food
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),
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..
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},
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..
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})
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)
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}
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/// Compares for shallow equality (does not check internal struct equality)
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pub fn same_variant(&self, other: &Self) -> bool {
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// Check if state is the same without looking at the inner data
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std::mem::discriminant(self) == std::mem::discriminant(other)
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}
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pub fn behavior(&self, j: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
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match &self {
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CharacterState::Idle(data) => data.behavior(j, output_events),
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CharacterState::Talk => talk::Data.behavior(j, output_events),
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CharacterState::Climb(data) => data.behavior(j, output_events),
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CharacterState::Wallrun(data) => data.behavior(j, output_events),
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CharacterState::Glide(data) => data.behavior(j, output_events),
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CharacterState::GlideWield(data) => data.behavior(j, output_events),
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CharacterState::Stunned(data) => data.behavior(j, output_events),
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CharacterState::Sit => sit::Data::behavior(&sit::Data, j, output_events),
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CharacterState::Dance => dance::Data::behavior(&dance::Data, j, output_events),
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CharacterState::BasicBlock(data) => data.behavior(j, output_events),
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CharacterState::Roll(data) => data.behavior(j, output_events),
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CharacterState::Wielding(data) => data.behavior(j, output_events),
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CharacterState::Equipping(data) => data.behavior(j, output_events),
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CharacterState::ComboMelee(data) => data.behavior(j, output_events),
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CharacterState::BasicMelee(data) => data.behavior(j, output_events),
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CharacterState::BasicRanged(data) => data.behavior(j, output_events),
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CharacterState::Boost(data) => data.behavior(j, output_events),
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CharacterState::DashMelee(data) => data.behavior(j, output_events),
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CharacterState::LeapMelee(data) => data.behavior(j, output_events),
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CharacterState::SpinMelee(data) => data.behavior(j, output_events),
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CharacterState::ChargedMelee(data) => data.behavior(j, output_events),
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CharacterState::ChargedRanged(data) => data.behavior(j, output_events),
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CharacterState::RepeaterRanged(data) => data.behavior(j, output_events),
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CharacterState::Shockwave(data) => data.behavior(j, output_events),
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CharacterState::BasicBeam(data) => data.behavior(j, output_events),
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CharacterState::BasicAura(data) => data.behavior(j, output_events),
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CharacterState::Blink(data) => data.behavior(j, output_events),
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CharacterState::BasicSummon(data) => data.behavior(j, output_events),
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CharacterState::SelfBuff(data) => data.behavior(j, output_events),
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CharacterState::SpriteSummon(data) => data.behavior(j, output_events),
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CharacterState::UseItem(data) => data.behavior(j, output_events),
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CharacterState::SpriteInteract(data) => data.behavior(j, output_events),
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CharacterState::Skate(data) => data.behavior(j, output_events),
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}
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}
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pub fn handle_event(
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&self,
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j: &JoinData,
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output_events: &mut OutputEvents,
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action: ControlAction,
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) -> StateUpdate {
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match &self {
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CharacterState::Idle(data) => data.handle_event(j, output_events, action),
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CharacterState::Talk => talk::Data.handle_event(j, output_events, action),
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CharacterState::Climb(data) => data.handle_event(j, output_events, action),
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CharacterState::Wallrun(data) => data.handle_event(j, output_events, action),
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CharacterState::Glide(data) => data.handle_event(j, output_events, action),
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CharacterState::GlideWield(data) => data.handle_event(j, output_events, action),
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CharacterState::Stunned(data) => data.handle_event(j, output_events, action),
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CharacterState::Sit => {
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states::sit::Data::handle_event(&sit::Data, j, output_events, action)
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},
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CharacterState::Dance => {
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states::dance::Data::handle_event(&dance::Data, j, output_events, action)
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},
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CharacterState::BasicBlock(data) => data.handle_event(j, output_events, action),
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CharacterState::Roll(data) => data.handle_event(j, output_events, action),
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CharacterState::Wielding(data) => data.handle_event(j, output_events, action),
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CharacterState::Equipping(data) => data.handle_event(j, output_events, action),
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CharacterState::ComboMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::BasicMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::BasicRanged(data) => data.handle_event(j, output_events, action),
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CharacterState::Boost(data) => data.handle_event(j, output_events, action),
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CharacterState::DashMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::LeapMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::SpinMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::ChargedMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::ChargedRanged(data) => data.handle_event(j, output_events, action),
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CharacterState::RepeaterRanged(data) => data.handle_event(j, output_events, action),
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CharacterState::Shockwave(data) => data.handle_event(j, output_events, action),
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CharacterState::BasicBeam(data) => data.handle_event(j, output_events, action),
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CharacterState::BasicAura(data) => data.handle_event(j, output_events, action),
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CharacterState::Blink(data) => data.handle_event(j, output_events, action),
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CharacterState::BasicSummon(data) => data.handle_event(j, output_events, action),
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CharacterState::SelfBuff(data) => data.handle_event(j, output_events, action),
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CharacterState::SpriteSummon(data) => data.handle_event(j, output_events, action),
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CharacterState::UseItem(data) => data.handle_event(j, output_events, action),
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CharacterState::SpriteInteract(data) => data.handle_event(j, output_events, action),
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CharacterState::Skate(data) => data.handle_event(j, output_events, action),
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}
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}
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pub fn footwear(&self) -> Option<Friction> {
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match &self {
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CharacterState::Idle(data) => data.footwear,
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CharacterState::Skate(data) => Some(data.footwear),
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_ => None,
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}
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}
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}
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impl Default for CharacterState {
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fn default() -> Self {
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Self::Idle(idle::Data {
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is_sneaking: false,
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footwear: None,
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})
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}
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}
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impl Component for CharacterState {
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type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
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}
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