veloren_common/states/
dash_melee.rs

1use crate::{
2    combat,
3    comp::{CharacterState, MeleeConstructor, StateUpdate, character_state::OutputEvents},
4    states::{
5        behavior::{CharacterBehavior, JoinData},
6        utils::*,
7    },
8};
9use serde::{Deserialize, Serialize};
10use std::time::Duration;
11
12/// Separated out to condense update portions of character state
13#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
14pub struct StaticData {
15    /// Rate of energy drain
16    pub energy_drain: f32,
17    /// How quickly dasher moves forward
18    pub forward_speed: f32,
19    /// How long until state should deal damage
20    pub buildup_duration: Duration,
21    /// How long the state charges for until it reaches max damage
22    pub charge_duration: Duration,
23    /// Duration of state spent in swing
24    pub swing_duration: Duration,
25    /// How long the state has until exiting
26    pub recover_duration: Duration,
27    /// Used to construct the Melee attack
28    pub melee_constructor: MeleeConstructor,
29    /// How fast can you turn during charge
30    pub ori_modifier: f32,
31    /// Controls whether charge should always go until end or enemy hit
32    pub auto_charge: bool,
33    /// If true, hitting an enemy does not stop the charge
34    pub charge_through: bool,
35    /// What key is used to press ability
36    pub ability_info: AbilityInfo,
37    //For particle effects
38    pub frontend_specifier: Option<FrontendSpecifier>,
39}
40
41#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
42pub struct Data {
43    /// Struct containing data that does not change over the course of the
44    /// character state
45    pub static_data: StaticData,
46    /// Whether the charge should last a default amount of time or until the
47    /// mouse is released
48    pub auto_charge: bool,
49    /// Timer for each stage
50    pub timer: Duration,
51    /// What section the character stage is in
52    pub stage_section: StageSection,
53}
54
55impl CharacterBehavior for Data {
56    fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
57        let mut update = StateUpdate::from(data);
58
59        handle_move(data, &mut update, 0.1);
60
61        let create_melee = |charge_frac: f32| {
62            let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
63            let tool_stats = get_tool_stats(data, self.static_data.ability_info);
64            let mut melee = self
65                .static_data
66                .melee_constructor
67                .clone()
68                .handle_scaling(charge_frac)
69                .create_melee(precision_mult, tool_stats, self.static_data.ability_info);
70            if self.static_data.charge_through {
71                melee.sustained = true;
72            }
73            melee
74        };
75
76        match self.stage_section {
77            StageSection::Buildup => {
78                if self.timer < self.static_data.buildup_duration {
79                    handle_orientation(data, &mut update, 1.0, None);
80                    // Build up
81                    if let CharacterState::DashMelee(c) = &mut update.character {
82                        c.timer = tick_attack_or_default(data, self.timer, None);
83                    }
84                } else {
85                    // Transitions to charge section of stage
86                    if let CharacterState::DashMelee(c) = &mut update.character {
87                        c.auto_charge =
88                            !input_is_pressed(data, self.static_data.ability_info.input)
89                                || self.static_data.auto_charge;
90                        c.timer = Duration::default();
91                        c.stage_section = StageSection::Charge;
92                    }
93                }
94            },
95            StageSection::Charge => {
96                if self.timer < self.static_data.charge_duration
97                    && (input_is_pressed(data, self.static_data.ability_info.input)
98                        || self.auto_charge)
99                    && update.energy.current() >= 0.0
100                {
101                    // Forward movement
102                    let charge_frac = (self.timer.as_secs_f32()
103                        / self.static_data.charge_duration.as_secs_f32())
104                    .min(1.0);
105
106                    handle_orientation(data, &mut update, self.static_data.ori_modifier, None);
107                    handle_forced_movement(
108                        data,
109                        &mut update,
110                        ForcedMovement::Forward(
111                            self.static_data.forward_speed * charge_frac.sqrt(),
112                        ),
113                    );
114
115                    // Determines if charge ends by continually refreshing melee component until it
116                    // detects a hit, at which point the charge ends
117                    if let Some(melee) = data.melee_attack {
118                        if melee.sustained || !melee.applied {
119                            // If melee attack has not applied, or is sustained, just tick duration
120                            if let CharacterState::DashMelee(c) = &mut update.character {
121                                c.timer = tick_attack_or_default(data, self.timer, None);
122                            }
123                        } else if melee.hit_entities.is_empty() {
124                            // If melee attack has applied, but not hit anything, reset melee attack
125                            data.updater.insert(data.entity, create_melee(charge_frac));
126                            if let CharacterState::DashMelee(c) = &mut update.character {
127                                c.timer = tick_attack_or_default(data, self.timer, None);
128                            }
129                        } else {
130                            // Stop charging now and go to swing stage section; unless sustained
131                            if let CharacterState::DashMelee(c) = &mut update.character {
132                                c.timer = Duration::default();
133                                c.stage_section = StageSection::Action;
134                            }
135                        }
136                    } else {
137                        // If no melee attack, add it and tick duration
138                        data.updater.insert(data.entity, create_melee(charge_frac));
139
140                        if let CharacterState::DashMelee(c) = &mut update.character {
141                            c.timer = tick_attack_or_default(data, self.timer, None);
142                        }
143                    }
144
145                    // Consumes energy if there's enough left and charge has not stopped
146                    update
147                        .energy
148                        .change_by(-self.static_data.energy_drain * data.dt.0);
149                } else {
150                    // Transitions to swing section of stage
151                    if let CharacterState::DashMelee(c) = &mut update.character {
152                        c.timer = Duration::default();
153                        c.stage_section = StageSection::Action;
154                    }
155                }
156            },
157            StageSection::Action => {
158                if self.timer < self.static_data.swing_duration {
159                    // Swings
160                    if let CharacterState::DashMelee(c) = &mut update.character {
161                        c.timer = tick_attack_or_default(data, self.timer, None);
162                    }
163                } else {
164                    // Transitions to recover section of stage
165                    if let CharacterState::DashMelee(c) = &mut update.character {
166                        c.timer = Duration::default();
167                        c.stage_section = StageSection::Recover;
168                    }
169                }
170            },
171            StageSection::Recover => {
172                if self.timer < self.static_data.recover_duration {
173                    // Recover
174                    if let CharacterState::DashMelee(c) = &mut update.character {
175                        c.timer = tick_attack_or_default(
176                            data,
177                            self.timer,
178                            Some(data.stats.recovery_speed_modifier),
179                        );
180                    }
181                } else {
182                    // Done
183                    end_melee_ability(data, &mut update);
184                }
185            },
186            _ => {
187                // If it somehow ends up in an incorrect stage section
188                end_melee_ability(data, &mut update);
189            },
190        }
191
192        // At end of state logic so an interrupt isn't overwritten
193        handle_interrupts(data, &mut update, output_events);
194
195        update
196    }
197}
198
199#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
200pub enum FrontendSpecifier {
201    FireDash,
202}