veloren/common/src/states/spin_melee.rs

190 lines
7.4 KiB
Rust

use crate::{
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
consts::GRAVITY,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until the state attacks
pub buildup_duration: Duration,
/// How long the state is in the swing duration
pub swing_duration: Duration,
/// How long until state ends
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Energy cost per attack
pub energy_cost: f32,
/// Whether spin state is infinite
pub is_infinite: bool,
/// Used to dictate how movement functions in this state
pub movement_behavior: MovementBehavior,
/// Whether the state can be interrupted by other abilities
pub is_interruptible: bool,
/// Used for forced forward movement
pub forward_speed: f32,
/// Number of spins
pub num_spins: u32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the melee attack to the frontend
pub specifier: Option<FrontendSpecifier>,
}
#[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,
/// How many spins it has done
pub consecutive_spins: u32,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the state can deal damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
match self.static_data.movement_behavior {
MovementBehavior::ForwardGround | MovementBehavior::Stationary => {},
MovementBehavior::AxeHover => {
let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
},
MovementBehavior::GolemHover => {
update.vel.0 = Vec3::new(0.0, 0.0, 20.0) + *data.inputs.look_dir * 25.0;
},
}
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::SpinMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if !self.exhausted {
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
exhausted: true,
..*self
});
let crit_data = get_crit_data(data, self.static_data.ability_info);
let buff_strength = get_buff_strength(data, self.static_data.ability_info);
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.create_melee(crit_data, buff_strength),
);
} else if self.timer < self.static_data.swing_duration {
if matches!(
self.static_data.movement_behavior,
MovementBehavior::ForwardGround
) {
handle_forced_movement(data, &mut update, ForcedMovement::Forward {
strength: self.static_data.forward_speed,
});
}
// Swings
update.character = CharacterState::SpinMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else if update.energy.current() as f32 >= self.static_data.energy_cost
&& (self.consecutive_spins < self.static_data.num_spins
|| (self.static_data.is_infinite
&& input_is_pressed(data, self.static_data.ability_info.input)))
{
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
consecutive_spins: self.consecutive_spins + 1,
exhausted: false,
..*self
});
// Consumes energy if there's enough left and RMB is held down
update.energy.change_by(-self.static_data.energy_cost);
} else {
// Transitions to recover section of stage
update.character = CharacterState::SpinMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
// Remove melee attack component
data.updater.remove::<Melee>(data.entity);
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recover
update.character = CharacterState::SpinMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Done
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},
}
// 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, self.static_data.is_interruptible);
}
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum MovementBehavior {
Stationary,
ForwardGround,
AxeHover,
GolemHover,
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum FrontendSpecifier {
CultistVortex,
}