veloren/common/src/states/leap_shockwave.rs

224 lines
9.5 KiB
Rust

use crate::{
combat::{
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageKind,
DamageSource, GroupTarget, Knockback,
},
comp::{character_state::OutputEvents, shockwave, CharacterState, StateUpdate},
event::{LocalEvent, ServerEvent},
outcome::Outcome,
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 {
/// How long the state is moving
pub movement_duration: Duration,
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub damage: f32,
/// Base poise damage
pub poise_damage: f32,
/// Knockback
pub knockback: Knockback,
/// Angle of the shockwave
pub shockwave_angle: f32,
/// Vertical angle of the shockwave
pub shockwave_vertical_angle: f32,
/// Speed of the shockwave
pub shockwave_speed: f32,
/// How long the shockwave travels for
pub shockwave_duration: Duration,
/// Whether the shockwave requires the target to be on the ground
pub requires_ground: bool,
/// Movement speed efficiency
pub move_efficiency: f32,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
/// What kind of damage the attack does
pub damage_kind: DamageKind,
/// Used to specify the shockwave to the frontend
pub specifier: shockwave::FrontendSpecifier,
/// Affects how far forward the player leaps
pub forward_leap_strength: f32,
/// Affects how high the player leaps
pub vertical_leap_strength: 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,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
match self.stage_section {
// Delay before leaping into the air
StageSection::Buildup => {
handle_move(data, &mut update, 0.3);
handle_jump(data, output_events, &mut update, 1.0);
// Wait for `buildup_duration` to expire
if self.timer < self.static_data.buildup_duration {
update.character = CharacterState::LeapShockwave(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to leap portion of state after buildup delay
update.character = CharacterState::LeapShockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Movement,
..*self
});
}
},
StageSection::Movement => {
if self.timer < self.static_data.movement_duration {
// Apply jumping force
let progress = 1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32();
handle_forced_movement(data, &mut update, ForcedMovement::Leap {
vertical: self.static_data.vertical_leap_strength,
forward: self.static_data.forward_leap_strength,
progress,
direction: MovementDirection::Look,
});
// Increment duration
// If we were to set a timeout for state, this would be
// outside if block and have else check for > movement
// duration * some multiplier
update.character = CharacterState::LeapShockwave(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else if data.physics.on_ground.is_some() | data.physics.in_liquid().is_some() {
// Transitions to swing portion of state upon hitting ground
update.character = CharacterState::LeapShockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
handle_move(data, &mut update, 0.3);
handle_jump(data, output_events, &mut update, 1.0);
if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::LeapShockwave(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
// Attack
let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(self.static_data.poise_damage),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(self.static_data.knockback),
)
.with_requirement(CombatRequirement::AnyDamage);
let mut damage = AttackDamage::new(
Damage {
source: DamageSource::Shockwave,
kind: self.static_data.damage_kind,
value: self.static_data.damage,
},
Some(GroupTarget::OutOfGroup),
rand::random(),
);
if let Some(effect) = self.static_data.damage_effect {
damage = damage.with_effect(effect);
}
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment();
let properties = shockwave::Properties {
angle: self.static_data.shockwave_angle,
vertical_angle: self.static_data.shockwave_vertical_angle,
speed: self.static_data.shockwave_speed,
duration: self.static_data.shockwave_duration,
attack,
requires_ground: self.static_data.requires_ground,
owner: Some(*data.uid),
specifier: self.static_data.specifier,
};
output_events.emit_server(ServerEvent::Shockwave {
properties,
pos: *data.pos,
ori: *data.ori,
});
// Send local event used for frontend shenanigans
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::IceSpikes {
pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
}));
} else {
// Transitions to recover
update.character = CharacterState::LeapShockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
handle_move(data, &mut update, 0.3);
handle_jump(data, output_events, &mut update, 1.0);
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::LeapShockwave(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Done
end_ability(data, &mut update);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_ability(data, &mut update);
},
}
// At end of state logic so an interrupt isn't overwritten
handle_interrupts(data, &mut update, output_events);
update
}
}