veloren/common/src/comp/character_state.rs

985 lines
45 KiB
Rust

use crate::{
combat::AttackSource,
comp::{
ability::Capability, inventory::item::armor::Friction, item::ConsumableKind, ControlAction,
Density, Energy, InputAttr, InputKind, Ori, Pos, Vel,
},
event::{LocalEvent, ServerEvent},
resources::Time,
states::{
self,
behavior::{CharacterBehavior, JoinData},
utils::{AbilityInfo, StageSection},
*,
},
};
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage};
use std::{collections::BTreeMap, time::Duration};
use strum::Display;
/// Data returned from character behavior fn's to Character Behavior System.
pub struct StateUpdate {
pub character: CharacterState,
pub pos: Pos,
pub vel: Vel,
pub ori: Ori,
pub density: Density,
pub energy: Energy,
pub swap_equipped_weapons: bool,
pub should_strafe: bool,
pub queued_inputs: BTreeMap<InputKind, InputAttr>,
pub used_inputs: Vec<InputKind>,
pub removed_inputs: Vec<InputKind>,
}
pub struct OutputEvents<'a> {
local: &'a mut Vec<LocalEvent>,
server: &'a mut Vec<ServerEvent>,
}
impl<'a> OutputEvents<'a> {
pub fn new(local: &'a mut Vec<LocalEvent>, server: &'a mut Vec<ServerEvent>) -> Self {
Self { local, server }
}
pub fn emit_local(&mut self, event: LocalEvent) { self.local.push(event); }
pub fn emit_server(&mut self, event: ServerEvent) { self.server.push(event); }
}
impl From<&JoinData<'_>> for StateUpdate {
fn from(data: &JoinData) -> Self {
StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
density: *data.density,
energy: *data.energy,
swap_equipped_weapons: false,
should_strafe: data.inputs.strafing,
character: data.character.clone(),
queued_inputs: BTreeMap::new(),
used_inputs: Vec::new(),
removed_inputs: Vec::new(),
}
}
}
#[derive(Clone, Debug, Display, PartialEq, Serialize, Deserialize)]
pub enum CharacterState {
Idle(idle::Data),
Climb(climb::Data),
Sit,
Dance,
Talk,
Glide(glide::Data),
GlideWield(glide_wield::Data),
/// A stunned state
Stunned(stunned::Data),
/// A basic blocking state
BasicBlock(basic_block::Data),
/// Player is busy equipping or unequipping weapons
Equipping(equipping::Data),
/// Player is holding a weapon and can perform other actions
Wielding(wielding::Data),
/// A dodge where player can roll
Roll(roll::Data),
/// A basic melee attack (e.g. sword)
BasicMelee(basic_melee::Data),
/// A basic ranged attack (e.g. bow)
BasicRanged(basic_ranged::Data),
/// A force will boost you into a direction for some duration
Boost(boost::Data),
/// Dash forward and then attack
DashMelee(dash_melee::Data),
/// A three-stage attack where each attack pushes player forward
/// and successive attacks increase in damage, while player holds button.
ComboMelee(combo_melee::Data),
/// A state where you progress through multiple melee attacks
ComboMelee2(combo_melee2::Data),
/// A leap followed by a small aoe ground attack
LeapMelee(leap_melee::Data),
/// A leap followed by a shockwave
LeapShockwave(leap_shockwave::Data),
/// Spin around, dealing damage to enemies surrounding you
SpinMelee(spin_melee::Data),
/// A charged ranged attack (e.g. bow)
ChargedRanged(charged_ranged::Data),
/// A charged melee attack
ChargedMelee(charged_melee::Data),
/// A repeating ranged attack
RepeaterRanged(repeater_ranged::Data),
/// A ground shockwave attack
Shockwave(shockwave::Data),
/// A continuous attack that affects all creatures in a cone originating
/// from the source
BasicBeam(basic_beam::Data),
/// Creates an aura that persists as long as you are actively casting
BasicAura(basic_aura::Data),
/// A short teleport that targets either a position or entity
Blink(blink::Data),
/// Summons creatures that fight for the caster
BasicSummon(basic_summon::Data),
/// Inserts a buff on the caster
SelfBuff(self_buff::Data),
/// Creates sprites around the caster
SpriteSummon(sprite_summon::Data),
/// Handles logic for using an item so it is not simply instant
UseItem(use_item::Data),
/// Handles logic for interacting with a sprite, e.g. using a chest or
/// picking a plant
SpriteInteract(sprite_interact::Data),
/// Runs on the wall
Wallrun(wallrun::Data),
/// Ice skating or skiing
Skate(skate::Data),
/// Play music instrument
Music(music::Data),
/// Melee attack that scales off and consumes combo
FinisherMelee(finisher_melee::Data),
/// State entered when diving, melee attack triggered upon landing on the
/// ground
DiveMelee(dive_melee::Data),
/// Attack that attempts to parry, and if it parries moves to an attack
RiposteMelee(riposte_melee::Data),
/// A series of consecutive, identical attacks that only go through buildup
/// and recover once for the entire state
RapidMelee(rapid_melee::Data),
}
impl CharacterState {
pub fn is_wield(&self) -> bool {
matches!(
self,
CharacterState::Wielding(_)
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::SelfBuff(_)
| CharacterState::Blink(_)
| CharacterState::Music(_)
| CharacterState::BasicSummon(_)
| CharacterState::SpriteSummon(_)
| CharacterState::Roll(roll::Data {
was_wielded: true,
..
})
| CharacterState::Stunned(stunned::Data {
was_wielded: true,
..
})
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_)
)
}
pub fn was_wielded(&self) -> bool {
match self {
CharacterState::Roll(data) => data.was_wielded,
CharacterState::Stunned(data) => data.was_wielded,
CharacterState::SpriteInteract(data) => data.static_data.was_wielded,
CharacterState::UseItem(data) => data.static_data.was_wielded,
_ => false,
}
}
pub fn is_stealthy(&self) -> bool {
matches!(
self,
CharacterState::Idle(idle::Data {
is_sneaking: true,
footwear: _,
time_entered: _,
}) | CharacterState::Wielding(wielding::Data {
is_sneaking: true,
..
}) | CharacterState::Roll(roll::Data {
is_sneaking: true,
..
})
)
}
pub fn is_attack(&self) -> bool {
matches!(
self,
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::SelfBuff(_)
| CharacterState::Blink(_)
| CharacterState::BasicSummon(_)
| CharacterState::SpriteSummon(_)
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_)
)
}
pub fn is_aimed(&self) -> bool {
matches!(
self,
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicBlock(_)
| CharacterState::LeapMelee(_)
| CharacterState::LeapShockwave(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::Stunned(_)
| CharacterState::UseItem(_)
| CharacterState::Wielding(_)
| CharacterState::Talk
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_)
)
}
pub fn is_using_hands(&self) -> bool {
matches!(
self,
CharacterState::Climb(_)
| CharacterState::Equipping(_)
| CharacterState::Dance
| CharacterState::Glide(_)
| CharacterState::GlideWield(_)
| CharacterState::Talk
| CharacterState::Roll(_),
)
}
pub fn block_strength(&self, attack_source: AttackSource) -> Option<f32> {
let from_capability = if let AttackSource::Melee = attack_source {
if let Some(capabilities) = self
.ability_info()
.map(|a| a.ability_meta)
.map(|m| m.capabilities)
{
(capabilities.contains(Capability::BUILDUP_BLOCKS)
&& matches!(self.stage_section(), Some(StageSection::Buildup)))
.then_some(0.5)
} else {
None
}
} else {
None
};
let from_state = match self {
CharacterState::BasicBlock(c) => c
.static_data
.blocked_attacks
.applies(attack_source)
.then_some(c.static_data.block_strength),
_ => None,
};
match (from_capability, from_state) {
(Some(a), Some(b)) => Some(a.max(b)),
(Some(a), None) | (None, Some(a)) => Some(a),
(None, None) => None,
}
}
pub fn is_parry(&self, attack_source: AttackSource) -> bool {
let melee = matches!(attack_source, AttackSource::Melee);
let from_capability = melee
&& self
.ability_info()
.map(|a| a.ability_meta.capabilities)
.map_or(false, |c| {
c.contains(Capability::BUILDUP_PARRIES)
&& matches!(self.stage_section(), Some(StageSection::Buildup))
});
let from_state = match self {
CharacterState::BasicBlock(c) => c.is_parry(attack_source),
CharacterState::RiposteMelee(c) => {
melee && matches!(c.stage_section, StageSection::Buildup)
},
_ => false,
};
from_capability || from_state
}
/// In radians
pub fn block_angle(&self) -> f32 {
match self {
CharacterState::BasicBlock(c) => c.static_data.max_angle.to_radians(),
CharacterState::ComboMelee2(c) => {
let strike_data =
c.static_data.strikes[c.completed_strikes % c.static_data.strikes.len()];
strike_data.melee_constructor.angle.to_radians()
},
CharacterState::RiposteMelee(c) => c.static_data.melee_constructor.angle.to_radians(),
// TODO: Add more here as needed, maybe look into having character state return the
// melee constructor if it has one and using that?
_ => 0.0,
}
}
pub fn is_dodge(&self) -> bool { matches!(self, CharacterState::Roll(_)) }
pub fn is_glide(&self) -> bool { matches!(self, CharacterState::Glide(_)) }
pub fn is_skate(&self) -> bool { matches!(self, CharacterState::Skate(_)) }
pub fn is_music(&self) -> bool { matches!(self, CharacterState::Music(_)) }
pub fn attack_immunities(&self) -> Option<AttackFilters> {
if let CharacterState::Roll(c) = self {
Some(c.static_data.attack_immunities)
} else {
None
}
}
pub fn is_stunned(&self) -> bool { matches!(self, CharacterState::Stunned(_)) }
pub fn is_forced_movement(&self) -> bool {
matches!(self,
CharacterState::ComboMelee(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::ComboMelee2(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::DashMelee(s) if s.stage_section == StageSection::Charge)
|| matches!(self, CharacterState::LeapMelee(s) if s.stage_section == StageSection::Movement)
|| matches!(self, CharacterState::SpinMelee(s) if s.stage_section == StageSection::Action)
|| matches!(self, CharacterState::Roll(s) if s.stage_section == StageSection::Movement)
}
pub fn is_melee_attack(&self) -> bool {
matches!(self.attack_kind(), Some(AttackSource::Melee))
}
pub fn can_perform_mounted(&self) -> bool {
matches!(
self,
CharacterState::Idle(_)
| CharacterState::Sit
| CharacterState::Dance
| CharacterState::Talk
| CharacterState::Stunned(_)
| CharacterState::BasicBlock(_)
| CharacterState::Equipping(_)
| CharacterState::Wielding(_)
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::BasicSummon(_)
| CharacterState::SelfBuff(_)
| CharacterState::SpriteSummon(_)
| CharacterState::UseItem(_)
| CharacterState::SpriteInteract(_)
| CharacterState::Music(_)
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_)
)
}
pub fn is_sitting(&self) -> bool {
use use_item::{Data, ItemUseKind, StaticData};
matches!(
self,
CharacterState::Sit
| CharacterState::UseItem(Data {
static_data: StaticData {
item_kind: ItemUseKind::Consumable(
ConsumableKind::ComplexFood | ConsumableKind::Food
),
..
},
..
})
)
}
/// Compares for shallow equality (does not check internal struct equality)
pub fn same_variant(&self, other: &Self) -> bool {
// Check if state is the same without looking at the inner data
std::mem::discriminant(self) == std::mem::discriminant(other)
}
pub fn behavior(&self, j: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
match &self {
CharacterState::Idle(data) => data.behavior(j, output_events),
CharacterState::Talk => talk::Data.behavior(j, output_events),
CharacterState::Climb(data) => data.behavior(j, output_events),
CharacterState::Wallrun(data) => data.behavior(j, output_events),
CharacterState::Glide(data) => data.behavior(j, output_events),
CharacterState::GlideWield(data) => data.behavior(j, output_events),
CharacterState::Stunned(data) => data.behavior(j, output_events),
CharacterState::Sit => sit::Data::behavior(&sit::Data, j, output_events),
CharacterState::Dance => dance::Data::behavior(&dance::Data, j, output_events),
CharacterState::BasicBlock(data) => data.behavior(j, output_events),
CharacterState::Roll(data) => data.behavior(j, output_events),
CharacterState::Wielding(data) => data.behavior(j, output_events),
CharacterState::Equipping(data) => data.behavior(j, output_events),
CharacterState::ComboMelee(data) => data.behavior(j, output_events),
CharacterState::ComboMelee2(data) => data.behavior(j, output_events),
CharacterState::BasicMelee(data) => data.behavior(j, output_events),
CharacterState::BasicRanged(data) => data.behavior(j, output_events),
CharacterState::Boost(data) => data.behavior(j, output_events),
CharacterState::DashMelee(data) => data.behavior(j, output_events),
CharacterState::LeapMelee(data) => data.behavior(j, output_events),
CharacterState::LeapShockwave(data) => data.behavior(j, output_events),
CharacterState::SpinMelee(data) => data.behavior(j, output_events),
CharacterState::ChargedMelee(data) => data.behavior(j, output_events),
CharacterState::ChargedRanged(data) => data.behavior(j, output_events),
CharacterState::RepeaterRanged(data) => data.behavior(j, output_events),
CharacterState::Shockwave(data) => data.behavior(j, output_events),
CharacterState::BasicBeam(data) => data.behavior(j, output_events),
CharacterState::BasicAura(data) => data.behavior(j, output_events),
CharacterState::Blink(data) => data.behavior(j, output_events),
CharacterState::BasicSummon(data) => data.behavior(j, output_events),
CharacterState::SelfBuff(data) => data.behavior(j, output_events),
CharacterState::SpriteSummon(data) => data.behavior(j, output_events),
CharacterState::UseItem(data) => data.behavior(j, output_events),
CharacterState::SpriteInteract(data) => data.behavior(j, output_events),
CharacterState::Skate(data) => data.behavior(j, output_events),
CharacterState::Music(data) => data.behavior(j, output_events),
CharacterState::FinisherMelee(data) => data.behavior(j, output_events),
CharacterState::DiveMelee(data) => data.behavior(j, output_events),
CharacterState::RiposteMelee(data) => data.behavior(j, output_events),
CharacterState::RapidMelee(data) => data.behavior(j, output_events),
}
}
pub fn handle_event(
&self,
j: &JoinData,
output_events: &mut OutputEvents,
action: ControlAction,
) -> StateUpdate {
match &self {
CharacterState::Idle(data) => data.handle_event(j, output_events, action),
CharacterState::Talk => talk::Data.handle_event(j, output_events, action),
CharacterState::Climb(data) => data.handle_event(j, output_events, action),
CharacterState::Wallrun(data) => data.handle_event(j, output_events, action),
CharacterState::Glide(data) => data.handle_event(j, output_events, action),
CharacterState::GlideWield(data) => data.handle_event(j, output_events, action),
CharacterState::Stunned(data) => data.handle_event(j, output_events, action),
CharacterState::Sit => {
states::sit::Data::handle_event(&sit::Data, j, output_events, action)
},
CharacterState::Dance => {
states::dance::Data::handle_event(&dance::Data, j, output_events, action)
},
CharacterState::BasicBlock(data) => data.handle_event(j, output_events, action),
CharacterState::Roll(data) => data.handle_event(j, output_events, action),
CharacterState::Wielding(data) => data.handle_event(j, output_events, action),
CharacterState::Equipping(data) => data.handle_event(j, output_events, action),
CharacterState::ComboMelee(data) => data.handle_event(j, output_events, action),
CharacterState::ComboMelee2(data) => data.handle_event(j, output_events, action),
CharacterState::BasicMelee(data) => data.handle_event(j, output_events, action),
CharacterState::BasicRanged(data) => data.handle_event(j, output_events, action),
CharacterState::Boost(data) => data.handle_event(j, output_events, action),
CharacterState::DashMelee(data) => data.handle_event(j, output_events, action),
CharacterState::LeapMelee(data) => data.handle_event(j, output_events, action),
CharacterState::LeapShockwave(data) => data.handle_event(j, output_events, action),
CharacterState::SpinMelee(data) => data.handle_event(j, output_events, action),
CharacterState::ChargedMelee(data) => data.handle_event(j, output_events, action),
CharacterState::ChargedRanged(data) => data.handle_event(j, output_events, action),
CharacterState::RepeaterRanged(data) => data.handle_event(j, output_events, action),
CharacterState::Shockwave(data) => data.handle_event(j, output_events, action),
CharacterState::BasicBeam(data) => data.handle_event(j, output_events, action),
CharacterState::BasicAura(data) => data.handle_event(j, output_events, action),
CharacterState::Blink(data) => data.handle_event(j, output_events, action),
CharacterState::BasicSummon(data) => data.handle_event(j, output_events, action),
CharacterState::SelfBuff(data) => data.handle_event(j, output_events, action),
CharacterState::SpriteSummon(data) => data.handle_event(j, output_events, action),
CharacterState::UseItem(data) => data.handle_event(j, output_events, action),
CharacterState::SpriteInteract(data) => data.handle_event(j, output_events, action),
CharacterState::Skate(data) => data.handle_event(j, output_events, action),
CharacterState::Music(data) => data.handle_event(j, output_events, action),
CharacterState::FinisherMelee(data) => data.handle_event(j, output_events, action),
CharacterState::DiveMelee(data) => data.handle_event(j, output_events, action),
CharacterState::RiposteMelee(data) => data.handle_event(j, output_events, action),
CharacterState::RapidMelee(data) => data.handle_event(j, output_events, action),
}
}
pub fn footwear(&self) -> Option<Friction> {
match &self {
CharacterState::Idle(data) => data.footwear,
CharacterState::Skate(data) => Some(data.footwear),
_ => None,
}
}
pub fn ability_info(&self) -> Option<AbilityInfo> {
match &self {
CharacterState::Idle(_) => None,
CharacterState::Talk => None,
CharacterState::Climb(_) => None,
CharacterState::Wallrun(_) => None,
CharacterState::Skate(_) => None,
CharacterState::Glide(_) => None,
CharacterState::GlideWield(_) => None,
CharacterState::Stunned(_) => None,
CharacterState::Sit => None,
CharacterState::Dance => None,
CharacterState::BasicBlock(data) => Some(data.static_data.ability_info),
CharacterState::Roll(data) => Some(data.static_data.ability_info),
CharacterState::Wielding(_) => None,
CharacterState::Equipping(_) => None,
CharacterState::ComboMelee(data) => Some(data.static_data.ability_info),
CharacterState::ComboMelee2(data) => Some(data.static_data.ability_info),
CharacterState::BasicMelee(data) => Some(data.static_data.ability_info),
CharacterState::BasicRanged(data) => Some(data.static_data.ability_info),
CharacterState::Boost(data) => Some(data.static_data.ability_info),
CharacterState::DashMelee(data) => Some(data.static_data.ability_info),
CharacterState::LeapMelee(data) => Some(data.static_data.ability_info),
CharacterState::LeapShockwave(data) => Some(data.static_data.ability_info),
CharacterState::SpinMelee(data) => Some(data.static_data.ability_info),
CharacterState::ChargedMelee(data) => Some(data.static_data.ability_info),
CharacterState::ChargedRanged(data) => Some(data.static_data.ability_info),
CharacterState::RepeaterRanged(data) => Some(data.static_data.ability_info),
CharacterState::Shockwave(data) => Some(data.static_data.ability_info),
CharacterState::BasicBeam(data) => Some(data.static_data.ability_info),
CharacterState::BasicAura(data) => Some(data.static_data.ability_info),
CharacterState::Blink(data) => Some(data.static_data.ability_info),
CharacterState::BasicSummon(data) => Some(data.static_data.ability_info),
CharacterState::SelfBuff(data) => Some(data.static_data.ability_info),
CharacterState::SpriteSummon(data) => Some(data.static_data.ability_info),
CharacterState::UseItem(_) => None,
CharacterState::SpriteInteract(_) => None,
CharacterState::FinisherMelee(data) => Some(data.static_data.ability_info),
CharacterState::Music(data) => Some(data.static_data.ability_info),
CharacterState::DiveMelee(data) => Some(data.static_data.ability_info),
CharacterState::RiposteMelee(data) => Some(data.static_data.ability_info),
CharacterState::RapidMelee(data) => Some(data.static_data.ability_info),
}
}
pub fn stage_section(&self) -> Option<StageSection> {
match &self {
CharacterState::Idle(_) => None,
CharacterState::Talk => None,
CharacterState::Climb(_) => None,
CharacterState::Wallrun(_) => None,
CharacterState::Skate(_) => None,
CharacterState::Glide(_) => None,
CharacterState::GlideWield(_) => None,
CharacterState::Stunned(data) => Some(data.stage_section),
CharacterState::Sit => None,
CharacterState::Dance => None,
CharacterState::BasicBlock(data) => Some(data.stage_section),
CharacterState::Roll(data) => Some(data.stage_section),
CharacterState::Equipping(_) => Some(StageSection::Buildup),
CharacterState::Wielding(_) => None,
CharacterState::ComboMelee(data) => Some(data.stage_section),
CharacterState::ComboMelee2(data) => Some(data.stage_section),
CharacterState::BasicMelee(data) => Some(data.stage_section),
CharacterState::BasicRanged(data) => Some(data.stage_section),
CharacterState::Boost(_) => None,
CharacterState::DashMelee(data) => Some(data.stage_section),
CharacterState::LeapMelee(data) => Some(data.stage_section),
CharacterState::LeapShockwave(data) => Some(data.stage_section),
CharacterState::SpinMelee(data) => Some(data.stage_section),
CharacterState::ChargedMelee(data) => Some(data.stage_section),
CharacterState::ChargedRanged(data) => Some(data.stage_section),
CharacterState::RepeaterRanged(data) => Some(data.stage_section),
CharacterState::Shockwave(data) => Some(data.stage_section),
CharacterState::BasicBeam(data) => Some(data.stage_section),
CharacterState::BasicAura(data) => Some(data.stage_section),
CharacterState::Blink(data) => Some(data.stage_section),
CharacterState::BasicSummon(data) => Some(data.stage_section),
CharacterState::SelfBuff(data) => Some(data.stage_section),
CharacterState::SpriteSummon(data) => Some(data.stage_section),
CharacterState::UseItem(data) => Some(data.stage_section),
CharacterState::SpriteInteract(data) => Some(data.stage_section),
CharacterState::FinisherMelee(data) => Some(data.stage_section),
CharacterState::Music(data) => Some(data.stage_section),
CharacterState::DiveMelee(data) => Some(data.stage_section),
CharacterState::RiposteMelee(data) => Some(data.stage_section),
CharacterState::RapidMelee(data) => Some(data.stage_section),
}
}
pub fn durations(&self) -> Option<DurationsInfo> {
match &self {
CharacterState::Idle(_) => None,
CharacterState::Talk => None,
CharacterState::Climb(_) => None,
CharacterState::Wallrun(_) => None,
CharacterState::Skate(_) => None,
CharacterState::Glide(_) => None,
CharacterState::GlideWield(_) => None,
CharacterState::Stunned(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::Sit => None,
CharacterState::Dance => None,
CharacterState::BasicBlock(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::Roll(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
recover: Some(data.static_data.recover_duration),
movement: Some(data.static_data.movement_duration),
..Default::default()
}),
CharacterState::Wielding(_) => None,
CharacterState::Equipping(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
..Default::default()
}),
CharacterState::ComboMelee(data) => {
let stage_index = data.stage_index();
let stage = data.static_data.stage_data[stage_index];
Some(DurationsInfo {
buildup: Some(stage.base_buildup_duration),
action: Some(stage.base_swing_duration),
recover: Some(stage.base_recover_duration),
..Default::default()
})
},
CharacterState::ComboMelee2(data) => {
let strike = data.strike_data();
Some(DurationsInfo {
buildup: Some(strike.buildup_duration),
action: Some(strike.swing_duration),
recover: Some(strike.recover_duration),
..Default::default()
})
},
CharacterState::BasicMelee(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::BasicRanged(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::Boost(data) => Some(DurationsInfo {
movement: Some(data.static_data.movement_duration),
..Default::default()
}),
CharacterState::DashMelee(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
charge: Some(data.static_data.charge_duration),
..Default::default()
}),
CharacterState::LeapMelee(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
movement: Some(data.static_data.movement_duration),
..Default::default()
}),
CharacterState::LeapShockwave(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
movement: Some(data.static_data.movement_duration),
..Default::default()
}),
CharacterState::SpinMelee(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::ChargedMelee(data) => Some(DurationsInfo {
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
charge: Some(data.static_data.charge_duration),
..Default::default()
}),
CharacterState::ChargedRanged(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
recover: Some(data.static_data.recover_duration),
charge: Some(data.static_data.charge_duration),
..Default::default()
}),
CharacterState::RepeaterRanged(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.shoot_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::Shockwave(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::BasicBeam(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::BasicAura(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.cast_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::Blink(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::BasicSummon(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.cast_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::SelfBuff(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.cast_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::SpriteSummon(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.cast_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::UseItem(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.use_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::SpriteInteract(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.use_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::FinisherMelee(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::Music(data) => Some(DurationsInfo {
action: Some(data.static_data.play_duration),
..Default::default()
}),
CharacterState::DiveMelee(data) => Some(DurationsInfo {
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
movement: Some(data.static_data.movement_duration),
..Default::default()
}),
CharacterState::RiposteMelee(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
CharacterState::RapidMelee(data) => Some(DurationsInfo {
buildup: Some(data.static_data.buildup_duration),
action: Some(data.static_data.swing_duration),
recover: Some(data.static_data.recover_duration),
..Default::default()
}),
}
}
pub fn timer(&self) -> Option<Duration> {
match &self {
CharacterState::Idle(_) => None,
CharacterState::Talk => None,
CharacterState::Climb(_) => None,
CharacterState::Wallrun(_) => None,
CharacterState::Skate(_) => None,
CharacterState::Glide(data) => Some(data.timer),
CharacterState::GlideWield(_) => None,
CharacterState::Stunned(data) => Some(data.timer),
CharacterState::Sit => None,
CharacterState::Dance => None,
CharacterState::BasicBlock(data) => Some(data.timer),
CharacterState::Roll(data) => Some(data.timer),
CharacterState::Wielding(_) => None,
CharacterState::Equipping(data) => Some(data.timer),
CharacterState::ComboMelee(data) => Some(data.timer),
CharacterState::ComboMelee2(data) => Some(data.timer),
CharacterState::BasicMelee(data) => Some(data.timer),
CharacterState::BasicRanged(data) => Some(data.timer),
CharacterState::Boost(data) => Some(data.timer),
CharacterState::DashMelee(data) => Some(data.timer),
CharacterState::LeapMelee(data) => Some(data.timer),
CharacterState::LeapShockwave(data) => Some(data.timer),
CharacterState::SpinMelee(data) => Some(data.timer),
CharacterState::ChargedMelee(data) => Some(data.timer),
CharacterState::ChargedRanged(data) => Some(data.timer),
CharacterState::RepeaterRanged(data) => Some(data.timer),
CharacterState::Shockwave(data) => Some(data.timer),
CharacterState::BasicBeam(data) => Some(data.timer),
CharacterState::BasicAura(data) => Some(data.timer),
CharacterState::Blink(data) => Some(data.timer),
CharacterState::BasicSummon(data) => Some(data.timer),
CharacterState::SelfBuff(data) => Some(data.timer),
CharacterState::SpriteSummon(data) => Some(data.timer),
CharacterState::UseItem(data) => Some(data.timer),
CharacterState::SpriteInteract(data) => Some(data.timer),
CharacterState::FinisherMelee(data) => Some(data.timer),
CharacterState::Music(data) => Some(data.timer),
CharacterState::DiveMelee(data) => Some(data.timer),
CharacterState::RiposteMelee(data) => Some(data.timer),
CharacterState::RapidMelee(data) => Some(data.timer),
}
}
pub fn attack_kind(&self) -> Option<AttackSource> {
match self {
CharacterState::Idle(_) => None,
CharacterState::Talk => None,
CharacterState::Climb(_) => None,
CharacterState::Wallrun(_) => None,
CharacterState::Skate(_) => None,
CharacterState::Glide(_) => None,
CharacterState::GlideWield(_) => None,
CharacterState::Stunned(_) => None,
CharacterState::Sit => None,
CharacterState::Dance => None,
CharacterState::BasicBlock(_) => None,
CharacterState::Roll(_) => None,
CharacterState::Wielding(_) => None,
CharacterState::Equipping(_) => None,
CharacterState::ComboMelee(_) => Some(AttackSource::Melee),
CharacterState::ComboMelee2(_) => Some(AttackSource::Melee),
CharacterState::BasicMelee(_) => Some(AttackSource::Melee),
CharacterState::BasicRanged(data) => {
Some(if data.static_data.projectile.is_explosive() {
AttackSource::Explosion
} else {
AttackSource::Projectile
})
},
CharacterState::Boost(_) => None,
CharacterState::DashMelee(_) => Some(AttackSource::Melee),
CharacterState::LeapMelee(_) => Some(AttackSource::Melee),
CharacterState::SpinMelee(_) => Some(AttackSource::Melee),
CharacterState::ChargedMelee(_) => Some(AttackSource::Melee),
// TODO: When charged ranged not only arrow make this check projectile type
CharacterState::ChargedRanged(_) => Some(AttackSource::Projectile),
CharacterState::RepeaterRanged(data) => {
Some(if data.static_data.projectile.is_explosive() {
AttackSource::Explosion
} else {
AttackSource::Projectile
})
},
CharacterState::Shockwave(data) => Some(if data.static_data.requires_ground {
AttackSource::GroundShockwave
} else {
AttackSource::AirShockwave
}),
CharacterState::BasicBeam(_) => Some(AttackSource::Beam),
CharacterState::BasicAura(_) => None,
CharacterState::Blink(_) => None,
CharacterState::BasicSummon(_) => None,
CharacterState::SelfBuff(_) => None,
CharacterState::SpriteSummon(_) => None,
CharacterState::UseItem(_) => None,
CharacterState::SpriteInteract(_) => None,
CharacterState::FinisherMelee(_) => Some(AttackSource::Melee),
CharacterState::Music(_) => None,
CharacterState::DiveMelee(_) => Some(AttackSource::Melee),
CharacterState::RiposteMelee(_) => Some(AttackSource::Melee),
CharacterState::RapidMelee(_) => Some(AttackSource::Melee),
CharacterState::LeapShockwave(data) => Some(if data.static_data.requires_ground {
AttackSource::GroundShockwave
} else {
AttackSource::AirShockwave
}),
}
}
}
#[derive(Default, Copy, Clone)]
pub struct DurationsInfo {
pub buildup: Option<Duration>,
pub action: Option<Duration>,
pub recover: Option<Duration>,
pub movement: Option<Duration>,
pub charge: Option<Duration>,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq)]
pub struct AttackFilters {
pub melee: bool,
pub projectiles: bool,
pub beams: bool,
pub ground_shockwaves: bool,
pub air_shockwaves: bool,
pub explosions: bool,
}
impl AttackFilters {
pub fn applies(&self, attack: AttackSource) -> bool {
match attack {
AttackSource::Melee => self.melee,
AttackSource::Projectile => self.projectiles,
AttackSource::Beam => self.beams,
AttackSource::GroundShockwave => self.ground_shockwaves,
AttackSource::AirShockwave => self.air_shockwaves,
AttackSource::Explosion => self.explosions,
}
}
}
impl Default for CharacterState {
fn default() -> Self {
Self::Idle(idle::Data {
is_sneaking: false,
footwear: None,
time_entered: Time(0.0),
})
}
}
impl Component for CharacterState {
type Storage = DerefFlaggedStorage<Self, specs::VecStorage<Self>>;
}