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

167 lines
7.2 KiB
Rust

use crate::{
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
event::ServerEvent,
spiral::Spiral2d,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
terrain::{Block, SpriteKind},
vol::ReadVol,
};
use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long the state builds up for
pub buildup_duration: Duration,
/// How long the state is casting for
pub cast_duration: Duration,
/// How long the state recovers for
pub recover_duration: Duration,
/// What kind of sprite is created by this state
pub sprite: SpriteKind,
/// Range that sprites are created relative to the summonner
pub summon_distance: (f32, f32),
/// Chance that sprite is not created on a particular square
pub sparseness: f64,
/// Miscellaneous information about the 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,
/// What radius of sprites have already been summoned
pub achieved_radius: i32,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::SpriteSummon(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::SpriteSummon(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.cast_duration {
let timer_frac =
self.timer.as_secs_f32() / self.static_data.cast_duration.as_secs_f32();
// Determines distance from summoner sprites should be created. Goes outward
// with time.
let summon_distance = timer_frac
* (self.static_data.summon_distance.1 - self.static_data.summon_distance.0)
+ self.static_data.summon_distance.0;
let summon_distance = summon_distance.round() as i32;
// Only summons sprites if summon distance is greater than achieved radius
for radius in self.achieved_radius..=summon_distance {
// 1 added to make range correct, too lazy to add 1 to both variables above
let radius = radius + 1;
// Creates a spiral iterator for the newly achieved radius
let spiral = Spiral2d::new().edge_radius(radius);
for point in spiral {
// If square is not sparse, generate sprite
if !thread_rng().gen_bool(self.static_data.sparseness) {
// The coordinates of where the sprite is created
let sprite_pos = Vec3::new(
data.pos.0.x.floor() as i32 + point.x,
data.pos.0.y.floor() as i32 + point.y,
data.pos.0.z.floor() as i32,
);
// Check for collision in z up to 10 blocks up or down
let obstacle_z = data
.terrain
.ray(
sprite_pos.map(|x| x as f32 + 0.5) + Vec3::unit_z() * 10.0,
sprite_pos.map(|x| x as f32 + 0.5) - Vec3::unit_z() * 10.0,
)
.until(|b| {
// Until reaching a solid block that is not the created
// sprite
Block::is_solid(b)
&& b.get_sprite() != Some(self.static_data.sprite)
})
.cast()
.0;
// z height relative to caster
let z = sprite_pos.z + (10.5 - obstacle_z).ceil() as i32;
// Location sprite will be created
let sprite_pos =
Vec3::new(sprite_pos.x as i32, sprite_pos.y as i32, z);
// Send server event to create sprite
output_events.emit_server(ServerEvent::CreateSprite {
pos: sprite_pos,
sprite: self.static_data.sprite,
});
}
}
}
update.character = CharacterState::SpriteSummon(Data {
timer: tick_attack_or_default(data, self.timer, None),
achieved_radius: summon_distance,
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::SpriteSummon(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::SpriteSummon(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 });
},
}
update
}
}