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use crate::{
combat,
comp::{character_state::OutputEvents, CharacterState, MeleeConstructor, StateUpdate},
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 {
/// Rate of energy drain
pub energy_drain: f32,
/// How quickly dasher moves forward
pub forward_speed: f32,
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state charges for until it reaches max damage
pub charge_duration: Duration,
/// Duration of state spent in swing
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// How fast can you turn during charge
pub ori_modifier: f32,
/// Controls whether charge should always go until end or enemy hit
pub auto_charge: bool,
/// 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,
/// Whether the charge should last a default amount of time or until the
/// mouse is released
pub auto_charge: bool,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.1);
let create_melee = |charge_frac: f32| {
let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
let tool_stats = get_tool_stats(data, self.static_data.ability_info);
self.static_data
.melee_constructor
.handle_scaling(charge_frac)
.create_melee(precision_mult, tool_stats)
};
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
handle_orientation(data, &mut update, 1.0, None);
// Build up
update.character = CharacterState::DashMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to charge section of stage
update.character = CharacterState::DashMelee(Data {
auto_charge: !input_is_pressed(data, self.static_data.ability_info.input)
|| self.static_data.auto_charge,
timer: Duration::default(),
stage_section: StageSection::Charge,
..*self
});
}
},
StageSection::Charge => {
if self.timer < self.static_data.charge_duration
&& (input_is_pressed(data, self.static_data.ability_info.input)
|| self.auto_charge)
&& update.energy.current() >= 0.0
{
// Forward movement
let charge_frac = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
handle_orientation(data, &mut update, self.static_data.ori_modifier, None);
handle_forced_movement(
data,
&mut update,
ForcedMovement::Forward(
self.static_data.forward_speed * charge_frac.sqrt(),
),
);
// Determines if charge ends by continually refreshing melee component until it
// detects a hit, at which point the charge ends
if let Some(melee) = data.melee_attack {
if !melee.applied {
// If melee attack has not applied, just tick duration
update.character = CharacterState::DashMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else if melee.hit_count == 0 {
// If melee attack has applied, but not hit anything, reset melee attack
data.updater.insert(data.entity, create_melee(charge_frac));
update.character = CharacterState::DashMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Stop charging now and go to swing stage section
update.character = CharacterState::DashMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
} else {
// If no melee attack, add it and tick duration
data.updater.insert(data.entity, create_melee(charge_frac));
update.character = CharacterState::DashMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
}
// Consumes energy if there's enough left and charge has not stopped
update
.energy
.change_by(-self.static_data.energy_drain * data.dt.0);
} else {
// Transitions to swing section of stage
update.character = CharacterState::DashMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::DashMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to recover section of stage
update.character = CharacterState::DashMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recover
update.character = CharacterState::DashMelee(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
}
}