mirror of
https://gitlab.com/veloren/veloren.git
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167 lines
6.3 KiB
Rust
167 lines
6.3 KiB
Rust
use crate::{
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comp::{
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buff::{BuffChange, BuffKind},
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CharacterState, InputKind, StateUpdate,
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},
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event::ServerEvent,
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long until state should roll
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pub buildup_duration: Duration,
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/// How long state is rolling for
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pub movement_duration: Duration,
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/// How long it takes to recover from roll
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pub recover_duration: Duration,
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/// Affects the speed and distance of the roll
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pub roll_strength: f32,
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/// Affects whether you are immune to melee attacks while rolling
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pub immune_melee: bool,
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/// Information about the ability
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pub ability_info: AbilityInfo,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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/// Had weapon
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pub was_wielded: bool,
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/// Was sneaking
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pub was_sneak: bool,
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/// Was in state with combo
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pub was_combo: Option<(InputKind, u32)>,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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// Smooth orientation
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handle_orientation(data, &mut update, 2.5);
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match self.stage_section {
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StageSection::Buildup => {
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handle_move(data, &mut update, 1.0);
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::Roll(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Remove burning effect if active
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update.server_events.push_front(ServerEvent::Buff {
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entity: data.entity,
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buff_change: BuffChange::RemoveByKind(BuffKind::Burning),
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});
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// Transitions to movement section of stage
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update.character = CharacterState::Roll(Data {
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timer: Duration::default(),
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stage_section: StageSection::Movement,
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..*self
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});
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}
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},
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StageSection::Movement => {
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// Update velocity
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
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strength: self.static_data.roll_strength
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* ((1.0
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- self.timer.as_secs_f32()
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/ self.static_data.movement_duration.as_secs_f32())
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/ 2.0
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+ 0.25),
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});
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if self.timer < self.static_data.movement_duration {
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// Movement
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update.character = CharacterState::Roll(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Keeps rolling if sufficient energy, else transitions to recover section of
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// stage
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if input_is_pressed(data, self.static_data.ability_info.input) {
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reset_state(self, data, &mut update);
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} else {
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update.character = CharacterState::Roll(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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..*self
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});
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}
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}
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},
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StageSection::Recover => {
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// Allows for jumps to interrupt recovery in roll
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if self.timer < self.static_data.recover_duration
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&& !handle_jump(data, &mut update, 1.5)
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{
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// Recover
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update.character = CharacterState::Roll(Data {
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timer: tick_attack_or_default(data, self.timer, None),
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..*self
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});
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} else {
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// Done
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if let Some((input, stage)) = self.was_combo {
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if input_is_pressed(data, input) {
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handle_input(data, &mut update, input);
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// If other states are introduced that progress through stages, add them
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// here
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if let CharacterState::ComboMelee(c) = &mut update.character {
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c.stage = stage;
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}
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} else {
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update.character = CharacterState::Wielding;
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}
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} else if self.was_wielded {
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update.character = CharacterState::Wielding;
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} else if self.was_sneak {
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update.character = CharacterState::Sneak;
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} else {
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update.character = CharacterState::Idle;
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}
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Idle;
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},
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}
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update
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}
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}
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fn reset_state(data: &Data, join: &JoinData, update: &mut StateUpdate) {
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handle_input(join, update, data.static_data.ability_info.input);
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if let CharacterState::Roll(r) = &mut update.character {
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r.was_combo = data.was_combo;
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r.was_sneak = data.was_sneak;
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r.was_wielded = data.was_wielded;
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if matches!(r.stage_section, StageSection::Movement) {
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r.timer = Duration::default();
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r.stage_section = StageSection::Recover;
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} else {
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r.stage_section = StageSection::Movement;
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}
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}
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}
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