veloren/common/src/states/charged_melee.rs
2021-03-21 17:45:01 +00:00

253 lines
11 KiB
Rust

use crate::{
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
comp::{tool::ToolKind, CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
/// Separated out to condense update portions of character state
pub struct StaticData {
/// How much energy is drained per second when charging
pub energy_drain: f32,
/// Energy cost per attack
pub energy_cost: f32,
/// How much damage is dealt with no charge
pub initial_damage: f32,
/// How much the damage is scaled by
pub scaled_damage: f32,
/// How much poise damage is dealt with no charge
pub initial_poise_damage: f32,
/// How much poise damage is scaled by
pub scaled_poise_damage: f32,
/// How much knockback there is with no charge
pub initial_knockback: f32,
/// How much the knockback is scaled by
pub scaled_knockback: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Speed stat of the weapon
pub speed: f32,
/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the weapon is swinging for
pub swing_duration: Duration,
/// At what fraction of the swing duration to apply the melee "hit"
pub hit_timing: f32,
/// How long the state has until exiting
pub recover_duration: Duration,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[derive(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,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Timer for each stage
pub timer: Duration,
/// Whether the attack fired already
pub exhausted: bool,
/// How much the attack charged by
pub charge_amount: f32,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.7);
handle_jump(data, &mut update);
match self.stage_section {
StageSection::Charge => {
if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() as f32 >= self.static_data.energy_cost
&& self.timer < self.static_data.charge_duration
{
let charge = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
// Charge the attack
update.character = CharacterState::ChargedMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(
data.dt.0 * self.static_data.speed,
))
.unwrap_or_default(),
charge_amount: charge,
..*self
});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_drain as f32
* data.dt.0
* self.static_data.speed) as i32,
source: EnergySource::Ability,
});
} else if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() as f32 >= self.static_data.energy_cost
{
// Maintains charge
update.character = CharacterState::ChargedMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(
data.dt.0 * self.static_data.speed,
))
.unwrap_or_default(),
..*self
});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_drain as f32
* data.dt.0
* self.static_data.speed
/ 5.0) as i32,
source: EnergySource::Ability,
});
} else {
// Transitions to swing
update.character = CharacterState::ChargedMelee(Data {
stage_section: StageSection::Swing,
timer: Duration::default(),
..*self
});
}
},
StageSection::Swing => {
if self.timer.as_millis() as f32
> self.static_data.hit_timing
* self.static_data.swing_duration.as_millis() as f32
&& !self.exhausted
{
// Swing
update.character = CharacterState::ChargedMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
exhausted: true,
..*self
});
let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(
self.static_data.initial_poise_damage as f32
+ self.charge_amount * self.static_data.scaled_poise_damage as f32,
),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(Knockback {
strength: self.static_data.initial_knockback
+ self.charge_amount * self.static_data.scaled_knockback,
direction: KnockbackDir::Away,
}),
)
.with_requirement(CombatRequirement::AnyDamage);
let buff = CombatEffect::Buff(CombatBuff::default_physical());
let damage = AttackDamage::new(
Damage {
source: DamageSource::Melee,
value: self.static_data.initial_damage as f32
+ self.charge_amount * self.static_data.scaled_damage as f32,
},
Some(GroupTarget::OutOfGroup),
)
.with_effect(buff);
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment();
// Hit attempt
data.updater.insert(data.entity, Melee {
attack,
range: self.static_data.range,
max_angle: self.static_data.max_angle.to_radians(),
applied: false,
hit_count: 0,
break_block: self
.static_data
.ability_info
.select_pos
.map(|p| {
(
p.map(|e| e.floor() as i32),
self.static_data.ability_info.tool,
)
})
.filter(|(_, tool)| tool == &Some(ToolKind::Pick)),
});
} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::ChargedMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Transitions to recover
update.character = CharacterState::ChargedMelee(Data {
stage_section: StageSection::Recover,
timer: Duration::default(),
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedMelee(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}