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use crate::{
combat,
comp::{
character_state::OutputEvents, tool::ToolKind, CharacterState, MeleeConstructor,
StateUpdate,
},
event::LocalEvent,
outcome::Outcome,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// 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 is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// At what fraction of swing_duration to make the hit
pub hit_timing: f32,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Adjusts turning rate during the attack
pub ori_modifier: f32,
/// Used to indicate to the frontend what ability this is for any special
/// effects
pub frontend_specifier: Option<FrontendSpecifier>,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[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 the attack can deal more damage
pub exhausted: 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, self.static_data.ori_modifier, None);
handle_move(data, &mut update, 0.7);
handle_jump(data, output_events, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::BasicMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::BasicMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if !self.exhausted
&& self.timer.as_secs_f32()
>= self.static_data.swing_duration.as_secs_f32()
* self.static_data.hit_timing
{
update.character = CharacterState::BasicMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
exhausted: true,
..*self
});
let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
let tool_stats = get_tool_stats(data, self.static_data.ability_info);
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.create_melee(precision_mult, tool_stats)
.with_block_breaking(
data.inputs
.break_block_pos
.map(|p| {
(
p.map(|e| e.floor() as i32),
self.static_data.ability_info.tool,
)
})
.filter(|(_, tool)| {
matches!(tool, Some(ToolKind::Pick | ToolKind::Shovel))
}),
),
);
// Send local event used for frontend shenanigans
if self.static_data.ability_info.tool == Some(ToolKind::Shovel) {
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::GroundDig {
pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
}));
}
} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::BasicMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::BasicMelee(Data {
timer: tick_attack_or_default(
data,
self.timer,
Some(data.stats.recovery_speed_modifier),
),
..*self
});
} else {
// Done
if input_is_pressed(data, self.static_data.ability_info.input) {
reset_state(self, data, output_events, &mut update);
} else {
end_melee_ability(data, &mut update);
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_melee_ability(data, &mut update);
},
}
// At end of state logic so an interrupt isn't overwritten
handle_interrupts(data, &mut update, output_events);
update
}
}
fn reset_state(
data: &Data,
join: &JoinData,
output_events: &mut OutputEvents,
update: &mut StateUpdate,
) {
handle_input(
join,
output_events,
update,
data.static_data.ability_info.input,
);
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
pub enum FrontendSpecifier {
FlameTornado,
}