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