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298 lines
12 KiB
Rust
298 lines
12 KiB
Rust
use crate::{
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combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
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comp::{CharacterState, Melee, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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},
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Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
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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(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Stage<T> {
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/// Specifies which stage the combo attack is in
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pub stage: u32,
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/// Initial damage of stage
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pub base_damage: f32,
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/// Damage scaling per combo
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pub damage_increase: f32,
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/// Initial poise damage of stage
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pub base_poise_damage: f32,
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/// Poise damage scaling per combo
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pub poise_damage_increase: f32,
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/// Knockback of stage
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pub knockback: f32,
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/// Range of attack
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pub range: f32,
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/// Angle of attack
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pub angle: f32,
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/// Initial buildup duration of stage (how long until state can deal damage)
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pub base_buildup_duration: T,
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/// Duration of stage spent in swing (controls animation stuff, and can also
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/// be used to handle movement separately to buildup)
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pub base_swing_duration: T,
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/// Initial recover duration of stage (how long until character exits state)
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pub base_recover_duration: T,
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/// How much forward movement there is in the swing portion of the stage
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pub forward_movement: f32,
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}
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impl Stage<f32> {
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pub fn to_duration(self) -> Stage<Duration> {
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Stage::<Duration> {
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stage: self.stage,
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base_damage: self.base_damage,
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damage_increase: self.damage_increase,
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base_poise_damage: self.base_poise_damage,
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poise_damage_increase: self.poise_damage_increase,
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knockback: self.knockback,
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range: self.range,
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angle: self.angle,
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base_buildup_duration: Duration::from_secs_f32(self.base_buildup_duration),
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base_swing_duration: Duration::from_secs_f32(self.base_swing_duration),
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base_recover_duration: Duration::from_secs_f32(self.base_recover_duration),
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forward_movement: self.forward_movement,
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}
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}
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pub fn adjusted_by_stats(mut self, power: f32, poise_strength: f32, speed: f32) -> Self {
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self.base_damage *= power;
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self.damage_increase *= power;
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self.base_poise_damage *= poise_strength;
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self.poise_damage_increase *= poise_strength;
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self.base_buildup_duration /= speed;
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self.base_swing_duration /= speed;
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self.base_recover_duration /= speed;
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self
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}
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pub fn modify_strike(mut self, knockback_mult: f32) -> Self {
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self.knockback *= knockback_mult;
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self
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}
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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/// Separated out to condense update portions of character state
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pub struct StaticData {
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/// Indicates number of stages in combo
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pub num_stages: u32,
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/// Data for each stage
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pub stage_data: Vec<Stage<Duration>>,
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/// Initial energy gain per strike
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pub initial_energy_gain: f32,
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/// Max energy gain per strike
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pub max_energy_gain: f32,
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/// Energy gain increase per combo
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pub energy_increase: f32,
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/// (100% - speed_increase) is percentage speed increases from current to
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/// max per combo increase
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pub speed_increase: f32,
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/// This value is the highest percentage speed can increase from the base
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/// speed
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pub max_speed_increase: f32,
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/// Number of times damage scales with combo
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pub scales_from_combo: u32,
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/// Whether the state can be interrupted by other abilities
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pub is_interruptible: bool,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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/// A sequence of attacks that can incrementally become faster and more
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/// damaging.
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#[derive(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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/// Indicates what stage the combo is in
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pub stage: u32,
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/// Timer for each stage
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pub timer: Duration,
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/// Checks what section a 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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handle_orientation(data, &mut update, 1.0);
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handle_move(data, &mut update, 0.3);
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// if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
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// handle_interrupt(data, &mut update, self.static_data.is_interruptible);
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// match update.character {
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// CharacterState::ComboMelee(_) => {},
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// _ => {
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// return update;
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// },
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// }
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// }
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let stage_index = (self.stage - 1) as usize;
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let speed_modifer = 1.0
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+ self.static_data.max_speed_increase
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* (1.0
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- self
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.static_data
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.speed_increase
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.powi(data.combo.counter() as i32));
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.stage_data[stage_index].base_buildup_duration {
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// Build up
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update.character = CharacterState::ComboMelee(Data {
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static_data: self.static_data.clone(),
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
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.unwrap_or_default(),
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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::ComboMelee(Data {
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static_data: self.static_data.clone(),
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timer: Duration::default(),
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stage_section: StageSection::Swing,
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..*self
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});
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// Hit attempt
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let damage = self.static_data.stage_data[stage_index].base_damage
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+ (self
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.static_data
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.scales_from_combo
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.min(data.combo.counter() / self.static_data.num_stages)
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as f32)
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* self.static_data.stage_data[stage_index].damage_increase;
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let poise = self.static_data.stage_data[stage_index].base_poise_damage
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+ (self
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.static_data
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.scales_from_combo
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.min(data.combo.counter() / self.static_data.num_stages)
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as f32)
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* self.static_data.stage_data[stage_index].poise_damage_increase;
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let poise = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Poise(poise),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Knockback(Knockback {
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strength: self.static_data.stage_data[stage_index].knockback,
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direction: KnockbackDir::Away,
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}),
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)
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.with_requirement(CombatRequirement::AnyDamage);
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let energy = self.static_data.max_energy_gain.min(
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self.static_data.initial_energy_gain
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+ data.combo.counter() as f32 * self.static_data.energy_increase,
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);
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let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy))
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.with_requirement(CombatRequirement::AnyDamage);
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let buff = CombatEffect::Buff(CombatBuff::default_physical());
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let damage = AttackDamage::new(
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Damage {
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source: DamageSource::Melee,
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value: damage as f32,
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},
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Some(GroupTarget::OutOfGroup),
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)
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.with_effect(buff);
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(energy)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment();
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data.updater.insert(data.entity, Melee {
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attack,
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range: self.static_data.stage_data[stage_index].range,
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max_angle: self.static_data.stage_data[stage_index].angle.to_radians(),
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applied: false,
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hit_count: 0,
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});
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}
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},
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StageSection::Swing => {
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if self.timer < self.static_data.stage_data[stage_index].base_swing_duration {
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// Forward movement
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Forward {
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strength: self.static_data.stage_data[stage_index].forward_movement,
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},
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0.3,
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);
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// Swings
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update.character = CharacterState::ComboMelee(Data {
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static_data: self.static_data.clone(),
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
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.unwrap_or_default(),
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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::ComboMelee(Data {
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static_data: self.static_data.clone(),
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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.stage_data[stage_index].base_recover_duration {
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// Recovers
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update.character = CharacterState::ComboMelee(Data {
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static_data: self.static_data.clone(),
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0 * speed_modifer))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Done
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if input_is_pressed(data, self.static_data.ability_info.input) {
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reset_state(self, data, &mut update);
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} else {
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update.character = CharacterState::Wielding;
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}
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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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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Melee>(data.entity);
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},
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}
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update
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}
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}
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fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
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handle_input(join, update, data.static_data.ability_info.input);
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if let CharacterState::ComboMelee(c) = &mut update.character {
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c.stage = (data.stage % data.static_data.num_stages) + 1;
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}
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}
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