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135 lines
4.7 KiB
Rust
135 lines
4.7 KiB
Rust
use super::utils::*;
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use crate::{
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combat::AttackSource,
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comp::{
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character_state::{AttackFilters, OutputEvents},
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CharacterState, StateUpdate,
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},
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states::behavior::{CharacterBehavior, JoinData},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub struct ParryWindow {
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pub buildup: bool,
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pub recover: bool,
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}
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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 deal damage
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pub buildup_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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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// What percentage incoming damage is reduced by
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pub block_strength: f32,
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/// What durations are considered a parry
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pub parry_window: ParryWindow,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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/// Energy consumed to initiate the block
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pub energy_cost: f32,
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/// Whether block can be held
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pub can_hold: bool,
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/// What kinds of attacks the block applies to
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pub blocked_attacks: AttackFilters,
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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, output_events: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, 0.4);
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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::BasicBlock(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Transitions to swing section of stage
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update.character = CharacterState::BasicBlock(Data {
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timer: Duration::default(),
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stage_section: if self.static_data.can_hold {
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StageSection::Action
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} else {
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StageSection::Recover
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},
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..*self
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});
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}
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},
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StageSection::Action => {
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if self.static_data.can_hold
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&& input_is_pressed(data, self.static_data.ability_info.input)
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{
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// Block
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update.character = CharacterState::BasicBlock(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Transitions to recover section of stage
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update.character = CharacterState::BasicBlock(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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// Recovery
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update.character = CharacterState::BasicBlock(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Done
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end_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_ability(data, &mut update);
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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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handle_interrupts(data, &mut update, output_events);
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update
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}
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}
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impl Data {
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pub fn is_parry(&self, attack: AttackSource) -> bool {
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let could_block = self.static_data.blocked_attacks.applies(attack);
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let timed = match self.stage_section {
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StageSection::Buildup => self.static_data.parry_window.buildup,
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StageSection::Recover => self.static_data.parry_window.recover,
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_ => false,
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};
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could_block && timed
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}
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}
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