veloren/common/src/states/spin_melee.rs

152 lines
5.7 KiB
Rust

use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::{StageSection, *},
sys::character_behavior::*,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until the state attacks
pub buildup_duration: Duration,
/// How long the state is in the swing duration
pub swing_duration: Duration,
/// How long until state ends
pub recover_duration: Duration,
/// Base damage
pub base_damage: u32,
/// Knockback
pub knockback: f32,
/// Range
pub range: f32,
/// Energy cost per attack
pub energy_cost: u32,
/// Whether spin state is infinite
pub is_infinite: bool,
/// Used to maintain classic axe spin physics
pub is_helicopter: bool,
/// Used for forced forward movement
pub forward_speed: f32,
/// Number of spins
pub num_spins: u32,
}
#[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,
/// How many spins it can do before ending
pub spins_remaining: u32,
/// What section the character stage is in
pub stage_section: StageSection,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
if self.static_data.is_helicopter {
update.vel.0 =
Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
} else {
handle_orientation(data, &mut update, 1.0);
forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
}
if self.stage_section == StageSection::Buildup
&& self.timer < self.static_data.buildup_duration
{
// Build up
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
spins_remaining: self.spins_remaining,
stage_section: self.stage_section,
});
} else if self.stage_section == StageSection::Buildup {
// Transitions to swing section of stage
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: self.spins_remaining,
stage_section: StageSection::Swing,
});
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_healthchange: -(self.static_data.base_damage as i32),
range: self.static_data.range,
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
knockback: self.static_data.knockback,
});
} else if self.stage_section == StageSection::Swing
&& self.timer < self.static_data.swing_duration
{
// Swings
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
spins_remaining: self.spins_remaining,
stage_section: self.stage_section,
});
} else if self.stage_section == StageSection::Swing {
// Transitions to recover section of stage
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: self.spins_remaining,
stage_section: StageSection::Recover,
})
} else if self.stage_section == StageSection::Recover
&& self.timer < self.static_data.recover_duration
{
// Recover
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
spins_remaining: self.spins_remaining,
stage_section: self.stage_section,
})
} else if update.energy.current() >= self.static_data.energy_cost && (self.spins_remaining != 0 || (self.static_data.is_infinite && data.inputs.secondary.is_pressed())) {
let new_spins_remaining = if self.static_data.is_infinite {
self.spins_remaining
} else {
self.spins_remaining - 1
};
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: new_spins_remaining,
stage_section: StageSection::Buildup,
});
// Consumes energy if there's enough left and RMB is held down
update
.energy
.change_by(-(self.static_data.energy_cost as i32), EnergySource::Ability);
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
update
}
}