mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
228 lines
7.9 KiB
Rust
228 lines
7.9 KiB
Rust
use crate::{
|
|
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
|
|
states::utils::*,
|
|
sys::character_behavior::{CharacterBehavior, JoinData},
|
|
};
|
|
use std::time::Duration;
|
|
use vek::vec::Vec3;
|
|
use HoldingState::*;
|
|
use TimingState::*;
|
|
use TransitionStyle::*;
|
|
|
|
// In millis
|
|
const STAGE_DURATION: u64 = 700;
|
|
const TIMING_DELAY: u64 = 350;
|
|
const INITIAL_ACCEL: f32 = 90.0;
|
|
const BASE_SPEED: f32 = 25.0;
|
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
|
pub enum Stage {
|
|
First,
|
|
Second,
|
|
Third,
|
|
}
|
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
|
pub enum TimingState {
|
|
NotPressed,
|
|
PressedEarly,
|
|
Success,
|
|
}
|
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
|
pub enum HoldingState {
|
|
Holding,
|
|
Released,
|
|
}
|
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
|
pub enum TransitionStyle {
|
|
/// Player must time a button press properly to transition
|
|
Timed(TimingState),
|
|
/// Player must hold button for whole move
|
|
Hold(HoldingState),
|
|
}
|
|
|
|
/// ### A sequence of 3 incrementally increasing attacks.
|
|
///
|
|
/// While holding down the `primary` button, perform a series of 3 attacks,
|
|
/// each one pushes the player forward as the character steps into the swings.
|
|
/// The player can let go of the left mouse button at any time
|
|
/// and stop their attacks by interrupting the attack animation.
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
|
pub struct Data {
|
|
/// The tool this state will read to handle damage, etc.
|
|
pub base_damage: u32,
|
|
/// What stage (of 3) the attack is in
|
|
pub stage: Stage,
|
|
/// How long current stage has been active
|
|
pub stage_time_active: Duration,
|
|
/// Whether current stage has exhausted its attack
|
|
pub stage_exhausted: bool,
|
|
/// Whether state has performed intialization logic
|
|
pub initialized: bool,
|
|
/// What this instance's current transition stat is
|
|
pub transition_style: TransitionStyle,
|
|
}
|
|
|
|
impl CharacterBehavior for Data {
|
|
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
|
let mut update = StateUpdate::from(data);
|
|
|
|
let stage_time_active = self
|
|
.stage_time_active
|
|
.checked_add(Duration::from_secs_f32(data.dt.0))
|
|
.unwrap_or(Duration::default());
|
|
|
|
if !self.initialized {
|
|
update.vel.0 = Vec3::zero();
|
|
if let Some(dir) = data.inputs.look_dir.try_normalized() {
|
|
update.ori.0 = dir.into();
|
|
}
|
|
}
|
|
let initialized = true;
|
|
|
|
// Update transition
|
|
let transition_style = match self.transition_style {
|
|
Timed(state) => match state {
|
|
NotPressed => {
|
|
if data.inputs.primary.is_just_pressed() {
|
|
if stage_time_active > Duration::from_millis(TIMING_DELAY) {
|
|
Timed(Success)
|
|
} else {
|
|
Timed(PressedEarly)
|
|
}
|
|
} else {
|
|
self.transition_style
|
|
}
|
|
},
|
|
_ => self.transition_style,
|
|
},
|
|
Hold(_) => {
|
|
if !data.inputs.primary.is_pressed() {
|
|
Hold(Released)
|
|
} else {
|
|
self.transition_style
|
|
}
|
|
},
|
|
};
|
|
|
|
// Handle hit applied
|
|
if let Some(attack) = data.attacking {
|
|
if attack.applied && attack.hit_count > 0 {
|
|
// Take energy on successful hit
|
|
update.energy.change_by(100, EnergySource::HitEnemy);
|
|
// Always remove component
|
|
data.updater.remove::<Attacking>(data.entity);
|
|
}
|
|
}
|
|
|
|
// Handling movement
|
|
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
|
|
let adjusted_accel = match (self.stage, data.physics.touch_entity.is_none()) {
|
|
(Stage::First, true) => INITIAL_ACCEL,
|
|
(Stage::Second, true) => INITIAL_ACCEL * 0.75,
|
|
(Stage::Third, true) => INITIAL_ACCEL * 0.75,
|
|
(_, _) => 0.0,
|
|
};
|
|
|
|
// Move player forward while in first third of each stage
|
|
if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
|
|
update.vel.0 += data.dt.0
|
|
* (if data.physics.on_ground {
|
|
Vec3::new(0.0, 0.0, 500.0) // Jump upwards if on ground
|
|
} else {
|
|
Vec3::one()
|
|
} + adjusted_accel * Vec3::from(data.ori.0.xy()));
|
|
let mag2 = update.vel.0.magnitude_squared();
|
|
if mag2 > BASE_SPEED.powf(2.0) {
|
|
update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
|
|
}
|
|
};
|
|
} else {
|
|
handle_orientation(data, &mut update, 50.0);
|
|
}
|
|
|
|
// Handling attacking
|
|
update.character = if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
|
|
&& !self.stage_exhausted
|
|
{
|
|
let dmg = match self.stage {
|
|
Stage::First => self.base_damage / 2,
|
|
Stage::Second => self.base_damage,
|
|
Stage::Third => (self.base_damage as f32 * 1.5) as u32,
|
|
};
|
|
|
|
// Try to deal damage in second half of stage
|
|
data.updater.insert(data.entity, Attacking {
|
|
base_healthchange: -(dmg as i32),
|
|
range: 3.5,
|
|
max_angle: 180_f32.to_radians(),
|
|
applied: false,
|
|
hit_count: 0,
|
|
knockback: 16.0,
|
|
});
|
|
|
|
CharacterState::TripleStrike(Data {
|
|
base_damage: self.base_damage,
|
|
stage: self.stage,
|
|
stage_time_active,
|
|
stage_exhausted: true,
|
|
initialized,
|
|
transition_style,
|
|
})
|
|
} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
|
|
let next_stage =
|
|
// Determine whether stage can transition based on TransitionStyle
|
|
if let Hold(Holding) | Timed(Success) = transition_style {
|
|
// Determine what stage to transition to
|
|
match self.stage {
|
|
Stage::First => Some(Stage::Second),
|
|
Stage::Second => Some(Stage::Third),
|
|
Stage::Third => None,
|
|
}
|
|
}
|
|
// Player messed up inputs, don't transition
|
|
else { None };
|
|
|
|
if let Some(stage) = next_stage {
|
|
CharacterState::TripleStrike(Data {
|
|
base_damage: self.base_damage,
|
|
stage,
|
|
stage_time_active: Duration::default(),
|
|
stage_exhausted: false,
|
|
initialized,
|
|
transition_style: match transition_style {
|
|
Hold(_) => Hold(Holding),
|
|
Timed(_) => Timed(NotPressed),
|
|
},
|
|
})
|
|
} else {
|
|
// Make sure attack component is removed
|
|
data.updater.remove::<Attacking>(data.entity);
|
|
// Done
|
|
CharacterState::Wielding
|
|
}
|
|
} else {
|
|
CharacterState::TripleStrike(Data {
|
|
base_damage: self.base_damage,
|
|
stage: self.stage,
|
|
stage_time_active,
|
|
stage_exhausted: self.stage_exhausted,
|
|
initialized,
|
|
transition_style,
|
|
})
|
|
};
|
|
|
|
// Grant energy on successful hit
|
|
if let Some(attack) = data.attacking {
|
|
if attack.applied && attack.hit_count > 0 {
|
|
data.updater.remove::<Attacking>(data.entity);
|
|
update.energy.change_by(100, EnergySource::HitEnemy);
|
|
}
|
|
}
|
|
|
|
update
|
|
}
|
|
}
|