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use crate::{
combat::{self, CombatEffect},
comp::{
character_state::OutputEvents, projectile::ProjectileConstructor, Body, CharacterState,
LightEmitter, Pos, StateUpdate,
},
event::ShootEvent,
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 the weapon needs to be prepared for
pub buildup_duration: Duration,
/// How long it takes to charge the weapon to max damage and knockback
pub charge_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// How much energy is drained per second when charging
pub energy_drain: f32,
/// Projectile information
pub projectile: ProjectileConstructor,
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub initial_projectile_speed: f32,
pub scaled_projectile_speed: f32,
/// Move speed efficiency
pub move_speed: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
}
#[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 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, self.static_data.move_speed);
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::ChargedRanged(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to swing section of stage
update.character = CharacterState::ChargedRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Charge,
..*self
});
}
},
StageSection::Charge => {
if !input_is_pressed(data, self.static_data.ability_info.input) && !self.exhausted {
let charge_frac = self.charge_frac();
// Fire
let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
// 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);
let projectile = self
.static_data
.projectile
.handle_scaling(charge_frac)
.create_projectile(
Some(*data.uid),
precision_mult,
self.static_data.damage_effect,
);
output_events.emit_server(ShootEvent {
entity: data.entity,
pos,
dir: data.inputs.look_dir,
body: self.static_data.projectile_body,
projectile,
light: self.static_data.projectile_light,
speed: self.static_data.initial_projectile_speed
+ charge_frac * self.static_data.scaled_projectile_speed,
object: None,
});
update.character = CharacterState::ChargedRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
exhausted: true,
..*self
});
} else if self.timer < self.static_data.charge_duration
&& input_is_pressed(data, self.static_data.ability_info.input)
{
// Charges
update.character = CharacterState::ChargedRanged(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
// Consumes energy if there's enough left and input 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) {
// Holds charge
update.character = CharacterState::ChargedRanged(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);
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::ChargedRanged(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
}
}