veloren/common/src/comp/character_state.rs

167 lines
5.2 KiB
Rust

use crate::{
comp::{Energy, Ori, Pos, Vel},
event::{LocalEvent, ServerEvent},
states::*,
sys::character_behavior::JoinData,
};
use serde::{Deserialize, Serialize};
use specs::{Component, FlaggedStorage, VecStorage};
use specs_idvs::IdvStorage;
use std::collections::VecDeque;
/// 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 energy: Energy,
pub swap_loadout: bool,
pub local_events: VecDeque<LocalEvent>,
pub server_events: VecDeque<ServerEvent>,
}
impl From<&JoinData<'_>> for StateUpdate {
fn from(data: &JoinData) -> Self {
StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
swap_loadout: false,
character: data.character.clone(),
local_events: VecDeque::new(),
server_events: VecDeque::new(),
}
}
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum CharacterState {
Idle,
Climb,
Sit,
Dance,
Sneak,
Glide,
GlideWield,
/// A basic blocking state
BasicBlock,
/// Player is busy equipping or unequipping weapons
Equipping(equipping::Data),
/// Player is holding a weapon and can perform other actions
Wielding,
/// 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 leap followed by a small aoe ground attack
LeapMelee(leap_melee::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),
}
impl CharacterState {
pub fn is_wield(&self) -> bool {
matches!(self,
CharacterState::Wielding
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::BasicBlock
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
)
}
pub fn is_attack(&self) -> bool {
matches!(self,
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
)
}
pub fn is_aimed(&self) -> bool {
matches!(self,
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::BasicBlock
| CharacterState::LeapMelee(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
)
}
pub fn is_block(&self) -> bool { matches!(self, CharacterState::BasicBlock) }
pub fn is_dodge(&self) -> bool { matches!(self, CharacterState::Roll(_)) }
/// 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)
}
}
impl Default for CharacterState {
fn default() -> Self { Self::Idle }
}
impl Component for CharacterState {
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Attacking {
pub base_damage: u32,
pub base_heal: u32,
pub range: f32,
pub max_angle: f32,
pub applied: bool,
pub hit_count: u32,
pub knockback: f32,
}
impl Component for Attacking {
type Storage = VecStorage<Self>;
}