veloren/common/src/states/finisher_melee.rs
2022-10-27 20:07:09 -04:00

165 lines
6.3 KiB
Rust

use crate::{
combat::{CombatBuff, CombatEffect},
comp::{character_state::OutputEvents, CharacterState, MeleeConstructor, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Used to determine if and how scaling of the melee attack should happen
pub scaling: Option<Scaling>,
/// Minimum amount of combo needed to activate ability
pub minimum_combo: u32,
/// Amount of combo when ability was activated
pub combo_on_use: u32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[derive(Copy, 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,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 0.7);
handle_jump(data, output_events, &mut update, 1.0);
handle_interrupts(data, &mut update, None);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to swing section of stage
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Action;
}
}
},
StageSection::Action => {
if !self.exhausted {
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.exhausted = true;
}
// Consume combo
output_events.emit_server(ServerEvent::ComboChange {
entity: data.entity,
change: -(self.static_data.combo_on_use as i32),
});
let mut melee_constructor = self.static_data.melee_constructor;
if let Some(scaling) = self.static_data.scaling {
let scaled_by = match scaling.kind {
ScalingKind::Linear => {
self.static_data.combo_on_use as f32
/ self.static_data.minimum_combo as f32
},
};
match scaling.target {
ScalingTarget::Attack => {
melee_constructor = melee_constructor.handle_scaling(scaled_by);
},
ScalingTarget::Buff => {
if let Some(CombatEffect::Buff(CombatBuff { strength, .. })) =
&mut melee_constructor.damage_effect
{
*strength *= scaled_by;
}
},
}
}
let crit_data = get_crit_data(data, self.static_data.ability_info);
let buff_strength = get_buff_strength(data, self.static_data.ability_info);
data.updater.insert(
data.entity,
melee_constructor.create_melee(crit_data, buff_strength),
);
} else if self.timer < self.static_data.swing_duration {
// Swings
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to recover section of stage
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Recover
}
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Done
end_melee_ability(data, &mut update);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_melee_ability(data, &mut update);
},
}
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum ScalingTarget {
Attack,
Buff,
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum ScalingKind {
// Reaches a scaling of 1 when at minimum combo, and a scaling of 2 when at double minimum
// combo
Linear,
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct Scaling {
pub target: ScalingTarget,
pub kind: ScalingKind,
}