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use crate::{
combat::{self, CombatEffect},
comp::{
character_state::OutputEvents, melee::CustomCombo, CharacterState, MeleeConstructor,
StateUpdate,
},
event::LocalEvent,
outcome::Outcome,
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
/// Separated out to condense update portions of character state
pub struct StaticData {
/// How much energy is drained per second when charging
pub energy_drain: f32,
/// Energy cost per attack
pub energy_cost: f32,
/// The state can optionally have a buildup strike that applies after
/// buildup before charging
pub buildup_strike: Option<(Duration, MeleeConstructor)>,
/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the weapon is swinging for
pub swing_duration: Duration,
/// At what fraction of the swing duration to apply the melee "hit"
pub hit_timing: f32,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the melee attack to the frontend
pub specifier: Option<FrontendSpecifier>,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
/// The actual additional combo is modified by duration of charge
pub custom_combo: Option<CustomCombo>,
}
#[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,
/// Checks what section a stage is in
pub stage_section: StageSection,
/// Timer for each stage
pub timer: Duration,
/// Whether the attack executed already
pub exhausted: bool,
/// How much the attack charged by
pub charge_amount: f32,
}
impl Data {
/// How complete the charge is, on a scale of 0.0 to 1.0
pub fn charge_frac(&self) -> f32 {
if let StageSection::Charge = self.stage_section {
(self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()).min(1.0)
} else {
0.0
}
}
}
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, 0.7);
handle_jump(data, output_events, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
if let Some((buildup, strike)) = self.static_data.buildup_strike {
if self.timer < buildup {
if let CharacterState::ChargedMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
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, strike.create_melee(precision_mult, tool_stats));
if let CharacterState::ChargedMelee(c) = &mut update.character {
c.stage_section = StageSection::Charge;
c.timer = Duration::default();
}
}
} else if let CharacterState::ChargedMelee(c) = &mut update.character {
c.stage_section = StageSection::Charge;
c.timer = Duration::default();
}
},
StageSection::Charge => {
if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() >= self.static_data.energy_cost
&& self.timer < self.static_data.charge_duration
{
let charge = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
// Charge the attack
update.character = CharacterState::ChargedMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
charge_amount: charge,
..*self
});
// Consumes energy if there's enough left and RMB is held down
update
.energy
.change_by(-self.static_data.energy_drain * data.dt.0);
} else if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() >= self.static_data.energy_cost
{
// Maintains charge
update.character = CharacterState::ChargedMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
// Consumes energy if there's enough left and RMB is held down
update
.energy
.change_by(-self.static_data.energy_drain * data.dt.0 / 5.0);
} else {
// Transitions to swing
update.character = CharacterState::ChargedMelee(Data {
stage_section: StageSection::Action,
timer: Duration::default(),
..*self
});
}
},
StageSection::Action => {
if self.timer.as_millis() as f32
> self.static_data.hit_timing
* self.static_data.swing_duration.as_millis() as f32
&& !self.exhausted
{
// Swing
update.character = CharacterState::ChargedMelee(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);
let custom_combo = self.static_data.custom_combo.map(|c| {
let additional =
(self.charge_amount * c.additional as f32 + 0.5).floor() as i32;
CustomCombo {
additional,
requirement: c.requirement,
}
});
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.custom_combo(custom_combo)
.handle_scaling(self.charge_amount)
.create_melee(precision_mult, tool_stats),
);
if let Some(FrontendSpecifier::GroundCleave) = self.static_data.specifier {
// Send local event used for frontend shenanigans
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::GroundSlam {
pos: data.pos.0
+ *data.ori.look_dir()
* (data.body.max_radius()
+ self.static_data.melee_constructor.range),
}));
}
} else if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::ChargedMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to recover
update.character = CharacterState::ChargedMelee(Data {
stage_section: StageSection::Recover,
timer: Duration::default(),
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedMelee(Data {
timer: tick_attack_or_default(
data,
self.timer,
Some(data.stats.recovery_speed_modifier),
),
..*self
});
} else {
// Done
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
}
}
/// Used to specify a particular effect for frontend purposes
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
pub enum FrontendSpecifier {
GroundCleave,
}