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use super::utils::*;
use crate::{
combat::AttackSource,
comp::{
character_state::{AttackFilters, OutputEvents},
CharacterState, StateUpdate,
},
states::behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub struct ParryWindow {
pub buildup: bool,
pub recover: bool,
}
/// 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
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Base value that incoming damage is reduced by and converted to poise
/// damage
pub block_strength: f32,
/// What durations are considered a parry
pub parry_window: ParryWindow,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Energy consumed to initiate the block
pub energy_cost: f32,
/// Energy recovered upon successful parry
pub energy_regen: f32,
/// Whether block can be held
pub can_hold: bool,
/// What kinds of attacks the block applies to
pub blocked_attacks: AttackFilters,
}
#[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,
// Whether there was parry
pub is_parry: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 0.4);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicBlock(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::BasicBlock(Data {
timer: Duration::default(),
stage_section: if self.static_data.can_hold {
StageSection::Action
} else {
StageSection::Recover
},
..*self
});
}
},
StageSection::Action => {
if self.static_data.can_hold
&& input_is_pressed(data, self.static_data.ability_info.input)
{
// Block
update.character = CharacterState::BasicBlock(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicBlock(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if (self.static_data.parry_window.recover || !self.is_parry)
&& self.timer < self.static_data.recover_duration
{
// Recovery
update.character = CharacterState::BasicBlock(Data {
timer: tick_attack_or_default(
data,
self.timer,
Some(data.stats.recovery_speed_modifier),
),
..*self
});
} else {
// Done
end_ability(data, &mut update);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_ability(data, &mut update);
},
}
// At end of state logic so an interrupt isn't overwritten
handle_interrupts(data, &mut update, output_events);
update
}
}
impl Data {
pub fn is_parry(&self, attack: AttackSource) -> bool {
let could_block = self.static_data.blocked_attacks.applies(attack);
let timed = match self.stage_section {
StageSection::Buildup => self.static_data.parry_window.buildup,
StageSection::Recover => self.static_data.parry_window.recover,
_ => false,
};
could_block && timed
}
}