mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
235 lines
9.6 KiB
Rust
235 lines
9.6 KiB
Rust
use crate::{
|
|
combat::{
|
|
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageKind,
|
|
DamageSource, GroupTarget,
|
|
},
|
|
comp::{beam, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate},
|
|
event::ServerEvent,
|
|
states::{
|
|
behavior::{CharacterBehavior, JoinData},
|
|
utils::*,
|
|
},
|
|
uid::Uid,
|
|
};
|
|
use serde::{Deserialize, Serialize};
|
|
use std::time::Duration;
|
|
use vek::*;
|
|
|
|
/// Separated out to condense update portions of character state
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
|
pub struct StaticData {
|
|
/// How long until state should deal damage or heal
|
|
pub buildup_duration: Duration,
|
|
/// How long the state has until exiting
|
|
pub recover_duration: Duration,
|
|
/// How long each beam segment persists for
|
|
pub beam_duration: Duration,
|
|
/// Base damage per tick
|
|
pub damage: f32,
|
|
/// Ticks per second
|
|
pub tick_rate: f32,
|
|
/// Max range
|
|
pub range: f32,
|
|
/// Max angle (45.0 will give you a 90.0 angle window)
|
|
pub max_angle: f32,
|
|
/// Adds an effect onto the main damage of the attack
|
|
pub damage_effect: Option<CombatEffect>,
|
|
/// Energy regenerated per tick
|
|
pub energy_regen: f32,
|
|
/// Energy drained per second
|
|
pub energy_drain: f32,
|
|
/// Used to dictate how orientation functions in this state
|
|
pub orientation_behavior: OrientationBehavior,
|
|
/// What key is used to press ability
|
|
pub ability_info: AbilityInfo,
|
|
/// Used to specify the beam to the frontend
|
|
pub specifier: beam::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,
|
|
/// What section the character stage is in
|
|
pub stage_section: StageSection,
|
|
}
|
|
|
|
impl CharacterBehavior for Data {
|
|
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
|
let mut update = StateUpdate::from(data);
|
|
|
|
let ori_rate = match self.static_data.orientation_behavior {
|
|
OrientationBehavior::Normal => 0.6,
|
|
OrientationBehavior::Turret => {
|
|
update.ori = Ori::from(data.inputs.look_dir);
|
|
0.6
|
|
},
|
|
OrientationBehavior::FromOri => 0.1,
|
|
};
|
|
|
|
handle_orientation(data, &mut update, ori_rate);
|
|
handle_move(data, &mut update, 0.4);
|
|
handle_jump(data, &mut update, 1.0);
|
|
|
|
match self.stage_section {
|
|
StageSection::Buildup => {
|
|
if self.timer < self.static_data.buildup_duration {
|
|
// Build up
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
timer: tick_attack_or_default(data, self.timer, None),
|
|
..*self
|
|
});
|
|
} else {
|
|
// Creates beam
|
|
data.updater.insert(data.entity, beam::Beam {
|
|
hit_entities: Vec::<Uid>::new(),
|
|
tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
|
|
timer: Duration::default(),
|
|
});
|
|
// Build up
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
timer: Duration::default(),
|
|
stage_section: StageSection::Cast,
|
|
..*self
|
|
});
|
|
}
|
|
},
|
|
StageSection::Cast => {
|
|
if input_is_pressed(data, self.static_data.ability_info.input)
|
|
&& (self.static_data.energy_drain <= f32::EPSILON
|
|
|| update.energy.current() > 0)
|
|
{
|
|
let speed =
|
|
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
|
|
|
|
let energy = AttackEffect::new(
|
|
None,
|
|
CombatEffect::EnergyReward(self.static_data.energy_regen),
|
|
)
|
|
.with_requirement(CombatRequirement::AnyDamage);
|
|
let mut damage = AttackDamage::new(
|
|
Damage {
|
|
source: DamageSource::Energy,
|
|
kind: DamageKind::Energy,
|
|
value: self.static_data.damage,
|
|
},
|
|
Some(GroupTarget::OutOfGroup),
|
|
);
|
|
if let Some(effect) = self.static_data.damage_effect {
|
|
damage = damage.with_effect(effect);
|
|
}
|
|
let (crit_chance, crit_mult) =
|
|
get_crit_data(data, self.static_data.ability_info);
|
|
let attack = Attack::default()
|
|
.with_damage(damage)
|
|
.with_crit(crit_chance, crit_mult)
|
|
.with_effect(energy)
|
|
.with_combo_increment();
|
|
|
|
let properties = beam::Properties {
|
|
attack,
|
|
angle: self.static_data.max_angle.to_radians(),
|
|
speed,
|
|
duration: self.static_data.beam_duration,
|
|
owner: Some(*data.uid),
|
|
specifier: self.static_data.specifier,
|
|
};
|
|
// Gets offsets
|
|
let body_offsets_r = data.body.radius() + 1.0;
|
|
let body_offsets_z = match data.body {
|
|
Body::BirdLarge(_) => data.body.height() * 0.8,
|
|
Body::Golem(_) => data.body.height() * 0.9 + data.inputs.look_dir.z * 3.0,
|
|
_ => data.body.height() * 0.5,
|
|
};
|
|
let (body_offsets, ori) = match self.static_data.orientation_behavior {
|
|
OrientationBehavior::Normal | OrientationBehavior::Turret => (
|
|
Vec3::new(
|
|
body_offsets_r * data.inputs.look_dir.x,
|
|
body_offsets_r * data.inputs.look_dir.y,
|
|
body_offsets_z,
|
|
),
|
|
Ori::from(data.inputs.look_dir),
|
|
),
|
|
OrientationBehavior::FromOri => (
|
|
Vec3::new(
|
|
body_offsets_r * update.ori.look_vec().x,
|
|
body_offsets_r * update.ori.look_vec().y,
|
|
body_offsets_z,
|
|
),
|
|
Ori::from(Vec3::new(
|
|
update.ori.look_vec().x,
|
|
update.ori.look_vec().y,
|
|
data.inputs.look_dir.z,
|
|
)),
|
|
),
|
|
};
|
|
let pos = Pos(data.pos.0 + body_offsets);
|
|
// Create beam segment
|
|
update.server_events.push_front(ServerEvent::BeamSegment {
|
|
properties,
|
|
pos,
|
|
ori,
|
|
});
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
timer: tick_attack_or_default(data, self.timer, None),
|
|
..*self
|
|
});
|
|
|
|
// Consumes energy if there's enough left and ability key is held down
|
|
update.energy.change_by(EnergyChange {
|
|
amount: -(self.static_data.energy_drain as f32 * data.dt.0) as i32,
|
|
source: EnergySource::Ability,
|
|
});
|
|
} else {
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
timer: Duration::default(),
|
|
stage_section: StageSection::Recover,
|
|
..*self
|
|
});
|
|
}
|
|
},
|
|
StageSection::Recover => {
|
|
if self.timer < self.static_data.recover_duration {
|
|
update.character = CharacterState::BasicBeam(Data {
|
|
timer: tick_attack_or_default(data, self.timer, None),
|
|
..*self
|
|
});
|
|
} else {
|
|
// Done
|
|
update.character = CharacterState::Wielding;
|
|
// Make sure attack component is removed
|
|
data.updater.remove::<beam::Beam>(data.entity);
|
|
}
|
|
},
|
|
_ => {
|
|
// If it somehow ends up in an incorrect stage section
|
|
update.character = CharacterState::Wielding;
|
|
// Make sure attack component is removed
|
|
data.updater.remove::<beam::Beam>(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, false);
|
|
}
|
|
|
|
update
|
|
}
|
|
}
|
|
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
|
pub enum OrientationBehavior {
|
|
/// Uses look_dir as direction of beam
|
|
Normal,
|
|
/// Uses look_dir as direction of beam, sets orientation to same direction
|
|
/// as look_dir
|
|
Turret,
|
|
/// Uses orientation x and y and look_dir z as direction of beam (z from
|
|
/// look_dir as orientation will only go through 2d rotations naturally)
|
|
FromOri,
|
|
}
|