mirror of
https://gitlab.com/veloren/veloren.git
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163 lines
6.3 KiB
Rust
163 lines
6.3 KiB
Rust
use crate::{
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comp::{
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character_state::OutputEvents, Body, CharacterState, LightEmitter, Pos,
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ProjectileConstructor, StateUpdate,
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},
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event::ServerEvent,
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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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util::Dir,
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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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/// Separated out to condense update portions of character state
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How much buildup is required before the attack
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pub buildup_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// How much spread there is when more than 1 projectile is created
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pub projectile_spread: f32,
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/// Projectile variables
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pub projectile: ProjectileConstructor,
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pub projectile_body: Body,
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pub projectile_light: Option<LightEmitter>,
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pub projectile_speed: f32,
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/// How many projectiles are simultaneously fired
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pub num_projectiles: u32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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#[derive(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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/// Whether the attack fired already
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pub exhausted: bool,
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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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handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, 0.3);
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handle_jump(data, output_events, &mut update, 1.0);
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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::BasicRanged(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::BasicRanged(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.exhausted {
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// Fire
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let (crit_chance, crit_mult) =
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get_crit_data(data, self.static_data.ability_info);
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let buff_strength = get_buff_strength(data, self.static_data.ability_info);
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let projectile = self.static_data.projectile.create_projectile(
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Some(*data.uid),
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crit_chance,
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crit_mult,
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buff_strength,
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);
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// Shoots all projectiles simultaneously
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for i in 0..self.static_data.num_projectiles {
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// Gets offsets
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let body_offsets = data.body.projectile_offsets(update.ori.look_vec());
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let pos = Pos(data.pos.0 + body_offsets);
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// Adds a slight spread to the projectiles. First projectile has no spread,
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// and spread increases linearly with number of projectiles created.
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let dir = Dir::from_unnormalized(data.inputs.look_dir.map(|x| {
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let offset = (2.0 * thread_rng().gen::<f32>() - 1.0)
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* self.static_data.projectile_spread
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* i as f32;
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x + offset
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}))
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.unwrap_or(data.inputs.look_dir);
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// Tells server to create and shoot the projectile
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output_events.emit_server(ServerEvent::Shoot {
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entity: data.entity,
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pos,
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dir,
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body: self.static_data.projectile_body,
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projectile: projectile.clone(),
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light: self.static_data.projectile_light,
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speed: self.static_data.projectile_speed,
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object: None,
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});
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}
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update.character = CharacterState::BasicRanged(Data {
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exhausted: true,
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..*self
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});
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} else if self.timer < self.static_data.recover_duration {
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// Recovers
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update.character = CharacterState::BasicRanged(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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if input_is_pressed(data, self.static_data.ability_info.input) {
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reset_state(self, data, output_events, &mut update);
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} else {
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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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_ => {
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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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// At end of state logic so an interrupt isn't overwritten
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if !input_is_pressed(data, self.static_data.ability_info.input) {
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handle_state_interrupt(data, &mut update, false);
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}
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update
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}
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}
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fn reset_state(
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data: &Data,
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join: &JoinData,
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output_events: &mut OutputEvents,
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update: &mut StateUpdate,
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) {
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handle_input(
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join,
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output_events,
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update,
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data.static_data.ability_info.input,
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);
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}
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