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