veloren/common/src/states/basic_aura.rs
2021-10-18 14:53:55 -05:00

152 lines
5.8 KiB
Rust

use crate::{
combat::GroupTarget,
comp::{
aura::{AuraBuffConstructor, AuraChange, AuraKind, AuraTarget, Specifier},
character_state::OutputEvents,
CharacterState, StateUpdate,
},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
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 create the aura
pub buildup_duration: Duration,
/// How long the state is creating an aura
pub cast_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Determines how the aura selects its targets
pub targets: GroupTarget,
/// Has information used to construct the aura
pub aura: AuraBuffConstructor,
/// How long aura lasts
pub aura_duration: Duration,
/// Radius of aura
pub range: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Whether the aura's effect scales with the user's current combo
pub scales_with_combo: bool,
/// Combo at the time the aura is first cast
pub combo_at_cast: u32,
/// Used to specify aura to the frontend
pub specifier: Specifier,
}
#[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,
}
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, 0.8);
handle_jump(data, output_events, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicAura(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Creates aura
let targets =
AuraTarget::from((Some(self.static_data.targets), Some(data.uid)));
let mut aura = self.static_data.aura.to_aura(
data.uid,
self.static_data.range,
Some(self.static_data.aura_duration),
targets,
);
if self.static_data.scales_with_combo {
match aura.aura_kind {
AuraKind::Buff {
kind: _,
ref mut data,
category: _,
source: _,
} => {
data.strength *=
1.0 + (self.static_data.combo_at_cast.max(1) as f32).log(2.0);
},
}
output_events.emit_server(ServerEvent::ComboChange {
entity: data.entity,
change: -(self.static_data.combo_at_cast as i32),
});
}
output_events.emit_server(ServerEvent::Aura {
entity: data.entity,
aura_change: AuraChange::Add(aura),
});
// Build up
update.character = CharacterState::BasicAura(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.cast_duration {
// Cast
update.character = CharacterState::BasicAura(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
update.character = CharacterState::BasicAura(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::BasicAura(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Done
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
},
}
// 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
}
}