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195 lines
7.8 KiB
Rust
195 lines
7.8 KiB
Rust
use crate::{
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comp::{beam, CharacterState, Ori, Pos, StateUpdate},
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event::ServerEvent,
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states::utils::*,
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sync::Uid,
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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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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Whether the attack can currently deal damage
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pub exhausted: bool,
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/// Used for particle stuffs
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pub particle_ori: Option<Vec3<f32>>,
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/// How long until state should deal damage or heal
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pub buildup_duration: Duration,
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/// How long until weapon can deal another tick of damage
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pub cooldown_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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/// How long each beam segment persists for
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pub beam_duration: Duration,
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/// Base healing per second
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pub base_hps: u32,
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/// Base damage per second
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pub base_dps: u32,
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/// Ticks of damage/healing per second
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pub tick_rate: f32,
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/// Max range
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pub range: f32,
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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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/// Lifesteal efficiency (0 gives 0% conversion of damage to health, 1 gives
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/// 100% conversion of damage to health)
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pub lifesteal_eff: f32,
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/// Energy regened per second for damage ticks
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pub energy_regen: u32,
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/// Energy consumed per second for heal ticks
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pub energy_drain: u32,
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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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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update);
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if unwrap_tool_data(data).is_none() {
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update.character = CharacterState::Idle;
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return update;
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}
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if self.buildup_duration != Duration::default() {
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// Creates beam
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data.updater.insert(data.entity, beam::Beam {
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hit_entities: Vec::<Uid>::new(),
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tick_dur: Duration::from_secs_f32(1.0 / self.tick_rate),
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timer: Duration::default(),
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});
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// Build up
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update.character = CharacterState::BasicBeam(Data {
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exhausted: self.exhausted,
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particle_ori: Some(*data.inputs.look_dir),
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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cooldown_duration: self.cooldown_duration,
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recover_duration: self.recover_duration,
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beam_duration: self.beam_duration,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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tick_rate: self.tick_rate,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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energy_drain: self.energy_drain,
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});
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} else if data.inputs.primary.is_pressed() && !self.exhausted {
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let damage = (self.base_dps as f32 / self.tick_rate) as u32;
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let heal = (self.base_hps as f32 / self.tick_rate) as u32;
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let energy_regen = (self.energy_regen as f32 / self.tick_rate) as u32;
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let energy_drain = (self.energy_drain as f32 / self.tick_rate) as u32;
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let speed = self.range / self.beam_duration.as_secs_f32();
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let properties = beam::Properties {
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angle: self.max_angle.to_radians(),
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speed,
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damage,
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heal,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen,
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energy_drain,
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duration: self.beam_duration,
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owner: Some(*data.uid),
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};
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let pos = Pos(data.pos.0 + Vec3::new(0.0, 0.0, 1.0));
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// Create beam segment
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update.server_events.push_front(ServerEvent::BeamSegment {
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properties,
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pos,
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ori: Ori(data.inputs.look_dir),
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});
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update.character = CharacterState::BasicBeam(Data {
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exhausted: true,
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particle_ori: Some(*data.inputs.look_dir),
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buildup_duration: self.buildup_duration,
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recover_duration: self.recover_duration,
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cooldown_duration: Duration::from_secs_f32(1.0 / self.tick_rate / 10.0),
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beam_duration: self.beam_duration,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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tick_rate: self.tick_rate,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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energy_drain: self.energy_drain,
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});
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} else if data.inputs.primary.is_pressed() && self.cooldown_duration != Duration::default()
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{
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// Cooldown until next tick of damage
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update.character = CharacterState::BasicBeam(Data {
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exhausted: self.exhausted,
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particle_ori: Some(*data.inputs.look_dir),
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buildup_duration: self.buildup_duration,
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cooldown_duration: self
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.cooldown_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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recover_duration: self.recover_duration,
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beam_duration: self.beam_duration,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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tick_rate: self.tick_rate,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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energy_drain: self.energy_drain,
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});
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} else if data.inputs.primary.is_pressed() {
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update.character = CharacterState::BasicBeam(Data {
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exhausted: false,
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particle_ori: Some(*data.inputs.look_dir),
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buildup_duration: self.buildup_duration,
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recover_duration: self.recover_duration,
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cooldown_duration: self.cooldown_duration,
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beam_duration: self.beam_duration,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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tick_rate: self.tick_rate,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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energy_drain: self.energy_drain,
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});
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} else if self.recover_duration != Duration::default() {
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// Recovery
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update.character = CharacterState::BasicBeam(Data {
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exhausted: self.exhausted,
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particle_ori: Some(*data.inputs.look_dir),
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buildup_duration: self.buildup_duration,
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cooldown_duration: self.cooldown_duration,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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beam_duration: self.beam_duration,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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tick_rate: self.tick_rate,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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energy_drain: self.energy_drain,
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure beam component is removed
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data.updater.remove::<beam::Beam>(data.entity);
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}
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update
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}
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}
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