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266 lines
11 KiB
Rust
266 lines
11 KiB
Rust
use crate::{
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combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
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comp::{tool::ToolKind, CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
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event::LocalEvent,
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outcome::Outcome,
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::{StageSection, *},
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},
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Damage, DamageKind, 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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/// Separated out to condense update portions of character state
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pub struct StaticData {
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/// How much energy is drained per second when charging
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pub energy_drain: f32,
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/// Energy cost per attack
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pub energy_cost: f32,
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/// How much damage is dealt with no charge
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pub initial_damage: f32,
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/// How much the damage is scaled by
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pub scaled_damage: f32,
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/// How much poise damage is dealt with no charge
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pub initial_poise_damage: f32,
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/// How much poise damage is scaled by
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pub scaled_poise_damage: f32,
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/// How much knockback there is with no charge
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pub initial_knockback: f32,
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/// How much the knockback is scaled by
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pub scaled_knockback: 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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/// Speed stat of the weapon
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pub speed: f32,
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/// How long it takes to charge the weapon to max damage and knockback
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pub charge_duration: Duration,
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/// How long the weapon is swinging for
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pub swing_duration: Duration,
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/// At what fraction of the swing duration to apply the melee "hit"
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pub hit_timing: f32,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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/// Used to specify the melee attack to the frontend
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pub specifier: Option<FrontendSpecifier>,
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/// What kind of damage the attack does
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pub damage_kind: DamageKind,
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}
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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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/// Checks what section a stage is in
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pub stage_section: StageSection,
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/// Timer for each stage
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pub timer: Duration,
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/// Whether the attack fired already
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pub exhausted: bool,
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/// How much the attack charged by
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pub charge_amount: f32,
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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, 0.7);
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handle_jump(data, &mut update, 1.0);
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match self.stage_section {
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StageSection::Charge => {
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if input_is_pressed(data, self.static_data.ability_info.input)
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&& update.energy.current() as f32 >= self.static_data.energy_cost
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&& self.timer < self.static_data.charge_duration
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{
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let charge = (self.timer.as_secs_f32()
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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// Charge the attack
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update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(
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data,
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self.timer,
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Some(self.static_data.speed),
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),
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charge_amount: charge,
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..*self
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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.energy.change_by(EnergyChange {
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amount: -(self.static_data.energy_drain as f32
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* data.dt.0
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* self.static_data.speed) as i32,
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source: EnergySource::Ability,
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});
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} else if input_is_pressed(data, self.static_data.ability_info.input)
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&& update.energy.current() as f32 >= self.static_data.energy_cost
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{
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// Maintains charge
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update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(
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data,
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self.timer,
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Some(self.static_data.speed),
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),
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..*self
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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.energy.change_by(EnergyChange {
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amount: -(self.static_data.energy_drain as f32
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* data.dt.0
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* self.static_data.speed
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/ 5.0) as i32,
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source: EnergySource::Ability,
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});
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} else {
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// Transitions to swing
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update.character = CharacterState::ChargedMelee(Data {
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stage_section: StageSection::Swing,
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timer: Duration::default(),
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..*self
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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.as_millis() as f32
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> self.static_data.hit_timing
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* self.static_data.swing_duration.as_millis() as f32
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&& !self.exhausted
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{
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// Swing
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update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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exhausted: true,
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..*self
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});
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let poise = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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CombatEffect::Poise(
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self.static_data.initial_poise_damage as f32
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+ self.charge_amount * self.static_data.scaled_poise_damage as f32,
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),
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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.initial_knockback
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+ self.charge_amount * self.static_data.scaled_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 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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kind: self.static_data.damage_kind,
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value: self.static_data.initial_damage as f32
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+ self.charge_amount * self.static_data.scaled_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(poise)
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.with_effect(knockback)
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.with_combo_increment();
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// Hit attempt
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data.updater.insert(data.entity, Melee {
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attack,
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range: self.static_data.range,
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max_angle: self.static_data.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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break_block: data
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.inputs
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.select_pos
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.map(|p| {
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(
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p.map(|e| e.floor() as i32),
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self.static_data.ability_info.tool,
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)
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})
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.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
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});
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if let Some(FrontendSpecifier::GroundCleave) = self.static_data.specifier {
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// Send local event used for frontend shenanigans
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update.local_events.push_front(LocalEvent::CreateOutcome(
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Outcome::GroundSlam {
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pos: data.pos.0
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+ *data.ori.look_dir()
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* (data.body.radius() + self.static_data.range),
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},
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));
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}
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Transitions to recover
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update.character = CharacterState::ChargedMelee(Data {
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stage_section: StageSection::Recover,
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timer: Duration::default(),
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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.recover_duration {
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// Recovers
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update.character = CharacterState::ChargedMelee(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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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 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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_ => {
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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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// At end of state logic so an interrupt isn't overwritten
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if !input_is_pressed(data, self.static_data.ability_info.input) {
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handle_state_interrupt(data, &mut update, false);
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}
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update
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}
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}
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/// Used to specify a particular effect for frontend purposes
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#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
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pub enum FrontendSpecifier {
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GroundCleave,
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}
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