veloren/common/src/comp/character_state.rs
2021-08-01 11:20:46 +00:00

323 lines
13 KiB
Rust

use crate::{
combat::Attack,
comp::{tool::ToolKind, ControlAction, Density, Energy, InputAttr, InputKind, Ori, Pos, Vel},
event::{LocalEvent, ServerEvent},
states::{
self,
behavior::{CharacterBehavior, JoinData},
utils::StageSection,
*,
},
};
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage, VecStorage};
use specs_idvs::IdvStorage;
use std::collections::{BTreeMap, VecDeque};
use strum_macros::Display;
use vek::*;
/// Data returned from character behavior fn's to Character Behavior System.
pub struct StateUpdate {
pub character: CharacterState,
pub pos: Pos,
pub vel: Vel,
pub ori: Ori,
pub density: Density,
pub energy: Energy,
pub swap_equipped_weapons: bool,
pub should_strafe: bool,
pub queued_inputs: BTreeMap<InputKind, InputAttr>,
pub removed_inputs: Vec<InputKind>,
pub local_events: VecDeque<LocalEvent>,
pub server_events: VecDeque<ServerEvent>,
}
impl From<&JoinData<'_>> for StateUpdate {
fn from(data: &JoinData) -> Self {
StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
density: *data.density,
energy: *data.energy,
swap_equipped_weapons: false,
should_strafe: data.inputs.strafing,
character: data.character.clone(),
queued_inputs: BTreeMap::new(),
removed_inputs: Vec::new(),
local_events: VecDeque::new(),
server_events: VecDeque::new(),
}
}
}
#[derive(Clone, Debug, Display, PartialEq, Serialize, Deserialize)]
pub enum CharacterState {
Idle,
Climb(climb::Data),
Sit,
Dance,
Talk,
Sneak,
Glide(glide::Data),
GlideWield(glide_wield::Data),
/// A stunned state
Stunned(stunned::Data),
/// A basic blocking state
BasicBlock(basic_block::Data),
/// Player is busy equipping or unequipping weapons
Equipping(equipping::Data),
/// Player is holding a weapon and can perform other actions
Wielding,
/// A dodge where player can roll
Roll(roll::Data),
/// A basic melee attack (e.g. sword)
BasicMelee(basic_melee::Data),
/// A basic ranged attack (e.g. bow)
BasicRanged(basic_ranged::Data),
/// A force will boost you into a direction for some duration
Boost(boost::Data),
/// Dash forward and then attack
DashMelee(dash_melee::Data),
/// A three-stage attack where each attack pushes player forward
/// and successive attacks increase in damage, while player holds button.
ComboMelee(combo_melee::Data),
/// A leap followed by a small aoe ground attack
LeapMelee(leap_melee::Data),
/// Spin around, dealing damage to enemies surrounding you
SpinMelee(spin_melee::Data),
/// A charged ranged attack (e.g. bow)
ChargedRanged(charged_ranged::Data),
/// A charged melee attack
ChargedMelee(charged_melee::Data),
/// A repeating ranged attack
RepeaterRanged(repeater_ranged::Data),
/// A ground shockwave attack
Shockwave(shockwave::Data),
/// A continuous attack that affects all creatures in a cone originating
/// from the source
BasicBeam(basic_beam::Data),
/// Creates an aura that persists as long as you are actively casting
BasicAura(basic_aura::Data),
/// A short teleport that targets either a position or entity
Blink(blink::Data),
/// Summons creatures that fight for the caster
BasicSummon(basic_summon::Data),
/// Inserts a buff on the caster
SelfBuff(self_buff::Data),
/// Creates sprites around the caster
SpriteSummon(sprite_summon::Data),
/// Handles logic for using an item so it is not simply instant
UseItem(use_item::Data),
}
impl CharacterState {
pub fn is_wield(&self) -> bool {
matches!(
self,
CharacterState::Wielding
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::SelfBuff(_)
| CharacterState::Blink(_)
| CharacterState::BasicSummon(_)
| CharacterState::SpriteSummon(_)
)
}
pub fn is_stealthy(&self) -> bool {
matches!(self, CharacterState::Sneak | CharacterState::Roll(_))
}
pub fn is_attack(&self) -> bool {
matches!(
self,
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::SelfBuff(_)
| CharacterState::Blink(_)
| CharacterState::BasicSummon(_)
| CharacterState::SpriteSummon(_)
)
}
pub fn is_aimed(&self) -> bool {
matches!(
self,
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::Stunned(_)
| CharacterState::UseItem(_)
| CharacterState::Wielding
| CharacterState::Talk
)
}
pub fn is_using_hands(&self) -> bool {
matches!(
self,
CharacterState::Climb(_)
| CharacterState::Equipping(_)
| CharacterState::Dance
| CharacterState::Glide(_)
| CharacterState::GlideWield(_)
| CharacterState::Talk
| CharacterState::Roll(_),
)
}
pub fn is_block(&self) -> bool { matches!(self, CharacterState::BasicBlock(_)) }
pub fn is_dodge(&self) -> bool { matches!(self, CharacterState::Roll(_)) }
pub fn is_glide(&self) -> bool { matches!(self, CharacterState::Glide(_)) }
pub fn is_melee_dodge(&self) -> bool {
matches!(self, CharacterState::Roll(d) if d.static_data.immune_melee)
}
pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) }
pub fn is_forced_movement(&self) -> bool {
matches!(self,
CharacterState::ComboMelee(s) if s.stage_section == StageSection::Swing)
|| matches!(self, CharacterState::DashMelee(s) if s.stage_section == StageSection::Charge)
|| matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement)
|| matches!(self, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Swing)
|| matches!(self, CharacterState::Roll(s) if s.stage_section == StageSection::Movement)
}
/// Compares for shallow equality (does not check internal struct equality)
pub fn same_variant(&self, other: &Self) -> bool {
// Check if state is the same without looking at the inner data
std::mem::discriminant(self) == std::mem::discriminant(other)
}
pub fn behavior(&self, j: &JoinData) -> StateUpdate {
match &self {
CharacterState::Idle => states::idle::Data.behavior(j),
CharacterState::Talk => states::talk::Data.behavior(j),
CharacterState::Climb(data) => data.behavior(j),
CharacterState::Glide(data) => data.behavior(j),
CharacterState::GlideWield(data) => data.behavior(j),
CharacterState::Stunned(data) => data.behavior(j),
CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, j),
CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, j),
CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, j),
CharacterState::BasicBlock(data) => data.behavior(j),
CharacterState::Roll(data) => data.behavior(j),
CharacterState::Wielding => states::wielding::Data.behavior(j),
CharacterState::Equipping(data) => data.behavior(j),
CharacterState::ComboMelee(data) => data.behavior(j),
CharacterState::BasicMelee(data) => data.behavior(j),
CharacterState::BasicRanged(data) => data.behavior(j),
CharacterState::Boost(data) => data.behavior(j),
CharacterState::DashMelee(data) => data.behavior(j),
CharacterState::LeapMelee(data) => data.behavior(j),
CharacterState::SpinMelee(data) => data.behavior(j),
CharacterState::ChargedMelee(data) => data.behavior(j),
CharacterState::ChargedRanged(data) => data.behavior(j),
CharacterState::RepeaterRanged(data) => data.behavior(j),
CharacterState::Shockwave(data) => data.behavior(j),
CharacterState::BasicBeam(data) => data.behavior(j),
CharacterState::BasicAura(data) => data.behavior(j),
CharacterState::Blink(data) => data.behavior(j),
CharacterState::BasicSummon(data) => data.behavior(j),
CharacterState::SelfBuff(data) => data.behavior(j),
CharacterState::SpriteSummon(data) => data.behavior(j),
CharacterState::UseItem(data) => data.behavior(j),
}
}
pub fn handle_event(&self, j: &JoinData, action: ControlAction) -> StateUpdate {
match &self {
CharacterState::Idle => states::idle::Data.handle_event(j, action),
CharacterState::Talk => states::talk::Data.handle_event(j, action),
CharacterState::Climb(data) => data.handle_event(j, action),
CharacterState::Glide(data) => data.handle_event(j, action),
CharacterState::GlideWield(data) => data.handle_event(j, action),
CharacterState::Stunned(data) => data.handle_event(j, action),
CharacterState::Sit => states::sit::Data::handle_event(&states::sit::Data, j, action),
CharacterState::Dance => {
states::dance::Data::handle_event(&states::dance::Data, j, action)
},
CharacterState::Sneak => {
states::sneak::Data::handle_event(&states::sneak::Data, j, action)
},
CharacterState::BasicBlock(data) => data.handle_event(j, action),
CharacterState::Roll(data) => data.handle_event(j, action),
CharacterState::Wielding => states::wielding::Data.handle_event(j, action),
CharacterState::Equipping(data) => data.handle_event(j, action),
CharacterState::ComboMelee(data) => data.handle_event(j, action),
CharacterState::BasicMelee(data) => data.handle_event(j, action),
CharacterState::BasicRanged(data) => data.handle_event(j, action),
CharacterState::Boost(data) => data.handle_event(j, action),
CharacterState::DashMelee(data) => data.handle_event(j, action),
CharacterState::LeapMelee(data) => data.handle_event(j, action),
CharacterState::SpinMelee(data) => data.handle_event(j, action),
CharacterState::ChargedMelee(data) => data.handle_event(j, action),
CharacterState::ChargedRanged(data) => data.handle_event(j, action),
CharacterState::RepeaterRanged(data) => data.handle_event(j, action),
CharacterState::Shockwave(data) => data.handle_event(j, action),
CharacterState::BasicBeam(data) => data.handle_event(j, action),
CharacterState::BasicAura(data) => data.handle_event(j, action),
CharacterState::Blink(data) => data.handle_event(j, action),
CharacterState::BasicSummon(data) => data.handle_event(j, action),
CharacterState::SelfBuff(data) => data.handle_event(j, action),
CharacterState::SpriteSummon(data) => data.handle_event(j, action),
CharacterState::UseItem(data) => data.handle_event(j, action),
}
}
}
impl Default for CharacterState {
fn default() -> Self { Self::Idle }
}
impl Component for CharacterState {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}
#[derive(Debug, Serialize, Deserialize)]
pub struct Melee {
pub attack: Attack,
pub range: f32,
pub max_angle: f32,
pub applied: bool,
pub hit_count: u32,
pub break_block: Option<(Vec3<i32>, Option<ToolKind>)>,
}
impl Component for Melee {
type Storage = VecStorage<Self>;
}