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use crate::{
combat::{self, CombatEffect},
comp::{character_state::OutputEvents, CharacterState, MeleeConstructor, StateUpdate},
event::LocalEvent,
outcome::Outcome,
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
};
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 state is moving
pub movement_duration: Duration,
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the weapon swings
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,
/// Used to specify the sfx to the frontend
pub specifier: Option<FrontendSpecifier>,
/// Affects how far forward the player leaps
pub forward_leap_strength: f32,
/// Affects how high the player leaps
pub vertical_leap_strength: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
pub damage_effect: Option<CombatEffect>,
}
#[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,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
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, 0.3);
handle_jump(data, output_events, &mut update, 1.0);
match self.stage_section {
// Delay before leaping into the air
StageSection::Buildup => {
// Wait for `buildup_duration` to expire
if self.timer < self.static_data.buildup_duration {
update.character = CharacterState::LeapMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to leap portion of state after buildup delay
update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Movement,
..*self
});
// Send local event used for frontend shenanigans
match self.static_data.specifier {
Some(FrontendSpecifier::LeapWhoosh) => {
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Whoosh {
pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
}));
},
Some(FrontendSpecifier::LeapSwoosh) => {
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Swoosh {
pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
}));
},
_ => {},
};
}
},
StageSection::Movement => {
if self.timer < self.static_data.movement_duration {
// Apply jumping force
let progress = 1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32();
handle_forced_movement(data, &mut update, ForcedMovement::Leap {
vertical: self.static_data.vertical_leap_strength,
forward: self.static_data.forward_leap_strength,
progress,
direction: MovementDirection::Look,
});
// Increment duration
// If we were to set a timeout for state, this would be
// outside if block and have else check for > movement
// duration * some multiplier
update.character = CharacterState::LeapMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else if data.physics.on_ground.is_some() | data.physics.in_liquid().is_some() {
// Transitions to swing portion of state upon hitting ground
update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.swing_duration {
// Swings weapons
update.character = CharacterState::LeapMelee(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to recover portion
update.character = CharacterState::LeapMelee(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if !self.exhausted {
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,
self.static_data
.melee_constructor
.create_melee(precision_mult, tool_stats),
);
update.character = CharacterState::LeapMelee(Data {
timer: tick_attack_or_default(
data,
self.timer,
Some(data.stats.recovery_speed_modifier),
),
exhausted: true,
..*self
});
} else if self.timer < self.static_data.recover_duration {
// Complete recovery delay before finishing state
update.character = CharacterState::LeapMelee(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
}
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
pub enum FrontendSpecifier {
LeapWhoosh,
LeapSwoosh,
}