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use super::utils::*;
use crate::{
comp::{
character_state::OutputEvents, controller::InputKind, item::ItemDefinitionIdOwned,
slot::InvSlotId, CharacterState, InventoryManip, StateUpdate,
},
consts::MAX_INTERACT_RANGE,
event::{HelpDownedEvent, InventoryManipEvent, LocalEvent, ToggleSpriteLightEvent},
outcome::Outcome,
states::behavior::{CharacterBehavior, JoinData},
terrain::SpriteKind,
uid::Uid,
util::Dir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
/// Separated out to condense update portions of character state
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// Buildup to sprite interaction
pub buildup_duration: Duration,
/// Duration of sprite interaction
pub use_duration: Duration,
/// Recovery after sprite interaction
pub recover_duration: Duration,
/// The kind of interaction.
pub interact: InteractKind,
/// Had weapon wielded
pub was_wielded: bool,
/// Was sneaking
pub was_sneak: bool,
/// The item required to interact with the sprite, if one was required
///
/// The second field is the slot that the required item was in when this
/// state was created. If it isn't in this slot anymore the interaction will
/// fail.
///
/// If third field is true, item should be consumed on collection
pub required_item: Option<(ItemDefinitionIdOwned, InvSlotId, bool)>,
}
#[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,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
'logic: {
let interact_pos = match &self.static_data.interact {
InteractKind::Invalid => {
end_ability(data, &mut update);
break 'logic;
},
InteractKind::Entity { target, .. } => {
if let Some(pos) = data
.id_maps
.uid_entity(*target)
.and_then(|target| data.prev_phys_caches.get(target))
.and_then(|prev| prev.pos)
{
pos.0
} else {
// Not a valid target. We end the state.
end_ability(data, &mut update);
break 'logic;
}
},
InteractKind::Sprite { pos, .. } => pos.as_() + 0.5,
};
if interact_pos.distance_squared(data.pos.0) > MAX_INTERACT_RANGE.powi(2) {
end_ability(data, &mut update);
break 'logic;
}
let ori_dir = Dir::from_unnormalized(Vec3::from((interact_pos - data.pos.0).xy()));
handle_orientation(data, &mut update, 1.0, ori_dir);
handle_move(data, &mut update, 0.0);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
if let CharacterState::Interact(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to use section of stage
if let CharacterState::Interact(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Action;
}
}
},
StageSection::Action => {
if self.timer < self.static_data.use_duration {
// sprite interaction
if let CharacterState::Interact(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to recover section of stage
if let CharacterState::Interact(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Recover;
}
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
if let CharacterState::Interact(c) = &mut update.character {
c.timer = tick_attack_or_default(
data,
self.timer,
Some(data.stats.recovery_speed_modifier),
);
}
} else {
// Create inventory manipulation event
let (has_required_item, inv_slot) = self
.static_data
.required_item
.as_ref()
.map_or((true, None), |&(ref item_def_id, slot, consume)| {
// Check that required item is still in expected slot
let has_item = data
.inventory
.and_then(|inv| inv.get(slot))
.map_or(false, |item| {
item.item_definition_id() == *item_def_id
});
(has_item, has_item.then_some((slot, consume)))
});
if has_required_item {
match self.static_data.interact {
// If the innteract kind is invalid we break out of this block
// above.
InteractKind::Invalid => unreachable!(),
InteractKind::Entity { target, kind, .. } => match kind {
crate::interaction::InteractionKind::HelpDowned => {
output_events.emit_server(HelpDownedEvent { target });
},
crate::interaction::InteractionKind::Pet => {},
},
InteractKind::Sprite { pos, kind } => {
let inv_manip = InventoryManip::Collect {
sprite_pos: pos,
required_item: inv_slot,
};
match kind {
SpriteInteractKind::ToggleLight(enable) => output_events
.emit_server(ToggleSpriteLightEvent {
entity: data.entity,
pos,
enable,
}),
_ => output_events.emit_server(InventoryManipEvent(
data.entity,
inv_manip,
)),
}
if matches!(kind, SpriteInteractKind::Unlock) {
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::SpriteUnlocked { pos },
));
}
},
}
}
// Done
end_ability(data, &mut update);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_ability(data, &mut update);
},
}
}
// Allow attacks and abilities to interrupt
handle_wield(data, &mut update);
// At end of state logic so an interrupt isn't overwritten
if input_is_pressed(data, InputKind::Roll) {
handle_input(data, output_events, &mut update, InputKind::Roll);
}
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum InteractKind {
Invalid,
Entity {
target: Uid,
kind: crate::interaction::InteractionKind,
},
Sprite {
// TODO: This could be `VolumePos` in the future.
pos: Vec3<i32>,
kind: SpriteInteractKind,
},
}
impl crate::interaction::InteractionKind {
pub fn durations(&self) -> (Duration, Duration, Duration) {
match self {
Self::HelpDowned => (
Duration::from_secs_f32(0.5),
Duration::from_secs_f32(4.0),
Duration::from_secs_f32(0.5),
),
Self::Pet => (
Duration::from_secs_f32(0.0),
Duration::from_secs_f32(3.0),
Duration::from_secs_f32(0.0),
),
}
}
}
/// Used to control effects based off of the type of sprite interacted with
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum SpriteInteractKind {
Chest,
Harvestable,
Collectible,
Unlock,
Fallback,
ToggleLight(bool),
}
impl From<SpriteKind> for Option<SpriteInteractKind> {
fn from(sprite_kind: SpriteKind) -> Self {
match sprite_kind {
SpriteKind::Apple
| SpriteKind::Mushroom
| SpriteKind::RedFlower
| SpriteKind::Sunflower
| SpriteKind::Coconut
| SpriteKind::Beehive
| SpriteKind::Cotton
| SpriteKind::Moonbell
| SpriteKind::Pyrebloom
| SpriteKind::WildFlax
| SpriteKind::RoundCactus
| SpriteKind::ShortFlatCactus
| SpriteKind::MedFlatCactus
| SpriteKind::Wood
| SpriteKind::Bamboo
| SpriteKind::Hardwood
| SpriteKind::Ironwood
| SpriteKind::Frostwood
| SpriteKind::Eldwood => Some(SpriteInteractKind::Harvestable),
SpriteKind::Stones
| SpriteKind::Twigs
| SpriteKind::VialEmpty
| SpriteKind::Bowl
| SpriteKind::PotionMinor
| SpriteKind::Seashells
| SpriteKind::Bomb => Some(SpriteInteractKind::Collectible),
SpriteKind::Keyhole
| SpriteKind::BoneKeyhole
| SpriteKind::HaniwaKeyhole
| SpriteKind::SahaginKeyhole
| SpriteKind::VampireKeyhole
| SpriteKind::GlassKeyhole
| SpriteKind::KeyholeBars
| SpriteKind::TerracottaKeyhole
| SpriteKind::MyrmidonKeyhole
| SpriteKind::MinotaurKeyhole => Some(SpriteInteractKind::Unlock),
// Collectible checked in addition to container for case that sprite requires a tool to
// collect and cannot be collected by hand, yet still meets the container check
_ if sprite_kind.is_container() && sprite_kind.is_collectible() => {
Some(SpriteInteractKind::Chest)
},
_ if sprite_kind.is_collectible() => Some(SpriteInteractKind::Fallback),
_ => None,
}
}
}
impl SpriteInteractKind {
/// Returns (buildup, use, recover)
pub fn durations(&self) -> (Duration, Duration, Duration) {
match self {
Self::Chest => (
Duration::from_secs_f32(0.5),
Duration::from_secs_f32(2.0),
Duration::from_secs_f32(0.5),
),
Self::Collectible => (
Duration::from_secs_f32(0.1),
Duration::from_secs_f32(0.2),
Duration::from_secs_f32(0.1),
),
Self::Harvestable => (
Duration::from_secs_f32(0.3),
Duration::from_secs_f32(0.3),
Duration::from_secs_f32(0.2),
),
Self::Fallback => (
Duration::from_secs_f32(5.0),
Duration::from_secs_f32(5.0),
Duration::from_secs_f32(5.0),
),
Self::Unlock => (
Duration::from_secs_f32(0.8),
Duration::from_secs_f32(1.0),
Duration::from_secs_f32(0.3),
),
Self::ToggleLight(_) => (
Duration::from_secs_f32(0.1),
Duration::from_secs_f32(0.2),
Duration::from_secs_f32(0.1),
),
}
}
}