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use crate::{
combat::{self, CombatEffect},
comp::{
ability::Amount,
character_state::OutputEvents,
object::Body::{GrenadeClay, LaserBeam, LaserBeamSmall},
Body, CharacterState, LightEmitter, Pos, ProjectileConstructor, StateUpdate,
},
event::{LocalEvent, ShootEvent},
outcome::Outcome,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
util::Dir,
};
use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How much buildup is required before the attack
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// How much spread there is when more than 1 projectile is created
pub projectile_spread: f32,
/// Projectile variables
pub projectile: ProjectileConstructor,
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_speed: f32,
/// How many projectiles are simultaneously fired
pub num_projectiles: Amount,
/// What key is used to press ability
pub ability_info: AbilityInfo,
pub damage_effect: Option<CombatEffect>,
pub move_efficiency: f32,
}
#[derive(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 fired already
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, 1.0, None);
handle_move(data, &mut update, self.static_data.move_efficiency);
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::BasicRanged(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
match self.static_data.projectile_body {
Body::Object(LaserBeam) => {
// Send local event used for frontend shenanigans
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::CyclopsCharge {
pos: data.pos.0
+ *data.ori.look_dir() * (data.body.max_radius()),
},
));
},
Body::Object(GrenadeClay) => {
// Send local event used for frontend shenanigans
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::FuseCharge {
pos: data.pos.0
+ *data.ori.look_dir() * (2.5 * data.body.max_radius()),
},
));
},
Body::Object(LaserBeamSmall) => {
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::TerracottaStatueCharge {
pos: data.pos.0
+ *data.ori.look_dir() * (data.body.max_radius()),
},
));
},
_ => {},
}
} else {
// Transitions to recover section of stage
update.character = CharacterState::BasicRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if !self.exhausted {
// Fire
let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
let projectile = self.static_data.projectile.create_projectile(
Some(*data.uid),
precision_mult,
self.static_data.damage_effect,
);
// Shoots all projectiles simultaneously
let num_projectiles = self
.static_data
.num_projectiles
.compute(data.heads.map_or(1, |heads| heads.amount() as u32));
for i in 0..num_projectiles {
// Gets offsets
let body_offsets = data.body.projectile_offsets(
update.ori.look_vec(),
data.scale.map_or(1.0, |s| s.0),
);
let pos = Pos(data.pos.0 + body_offsets);
// Adds a slight spread to the projectiles. First projectile has no spread,
// and spread increases linearly with number of projectiles created.
let dir = Dir::from_unnormalized(data.inputs.look_dir.map(|x| {
let offset = (2.0 * thread_rng().gen::<f32>() - 1.0)
* self.static_data.projectile_spread
* i as f32;
x + offset
}))
.unwrap_or(data.inputs.look_dir);
// Tells server to create and shoot the projectile
output_events.emit_server(ShootEvent {
entity: data.entity,
pos,
dir,
body: self.static_data.projectile_body,
projectile: projectile.clone(),
light: self.static_data.projectile_light,
speed: self.static_data.projectile_speed,
object: None,
});
}
update.character = CharacterState::BasicRanged(Data {
exhausted: true,
..*self
});
} else if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::BasicRanged(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_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
}
}
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,
);
}