1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272
use crate::{
combat::{
self, Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage,
DamageKind, DamageSource, GroupTarget, Knockback,
},
comp::{
ability::Dodgeable, character_state::OutputEvents, item::Reagent, shockwave,
CharacterState, StateUpdate,
},
event::{ExplosionEvent, LocalEvent, ShockwaveEvent},
outcome::Outcome,
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
Explosion, KnockbackDir, RadiusEffect,
};
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 state is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub damage: f32,
/// Base poise damage
pub poise_damage: f32,
/// Knockback
pub knockback: Knockback,
/// Angle of the shockwave
pub shockwave_angle: f32,
/// Vertical angle of the shockwave
pub shockwave_vertical_angle: f32,
/// Speed of the shockwave
pub shockwave_speed: f32,
/// How long the shockwave travels for
pub shockwave_duration: Duration,
/// If the shockwave can be dodged, and in what way
pub dodgeable: Dodgeable,
/// Movement speed efficiency
pub move_efficiency: f32,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
/// What kind of damage the attack does
pub damage_kind: DamageKind,
/// Used to specify the shockwave to the frontend
pub specifier: shockwave::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,
}
#[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);
match self.stage_section {
// Delay before leaping into the air
StageSection::Buildup => {
handle_move(data, &mut update, 0.3);
handle_jump(data, output_events, &mut update, 1.0);
// Wait for `buildup_duration` to expire
if self.timer < self.static_data.buildup_duration {
update.character = CharacterState::LeapShockwave(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transitions to leap portion of state after buildup delay
update.character = CharacterState::LeapShockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Movement,
..*self
});
}
},
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::LeapShockwave(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::LeapShockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
handle_move(data, &mut update, 0.3);
handle_jump(data, output_events, &mut update, 1.0);
if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::LeapShockwave(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
// Attack
let poise = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Poise(self.static_data.poise_damage),
)
.with_requirement(CombatRequirement::AnyDamage);
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(self.static_data.knockback),
)
.with_requirement(CombatRequirement::AnyDamage);
let mut damage = AttackDamage::new(
Damage {
source: DamageSource::Shockwave,
kind: self.static_data.damage_kind,
value: self.static_data.damage,
},
Some(GroupTarget::OutOfGroup),
rand::random(),
);
if let Some(effect) = self.static_data.damage_effect {
damage = damage.with_effect(effect);
}
let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
let attack = Attack::default()
.with_damage(damage)
.with_precision(precision_mult)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment();
let properties = shockwave::Properties {
angle: self.static_data.shockwave_angle,
vertical_angle: self.static_data.shockwave_vertical_angle,
speed: self.static_data.shockwave_speed,
duration: self.static_data.shockwave_duration,
attack,
dodgeable: self.static_data.dodgeable,
owner: Some(*data.uid),
specifier: self.static_data.specifier,
};
output_events.emit_server(ShockwaveEvent {
properties,
pos: *data.pos,
ori: *data.ori,
});
// Send local event used for frontend shenanigans
match self.static_data.specifier {
shockwave::FrontendSpecifier::IceSpikes => {
let damage = AttackDamage::new(
Damage {
source: DamageSource::Explosion,
kind: self.static_data.damage_kind,
value: self.static_data.damage / 2.,
},
Some(GroupTarget::OutOfGroup),
rand::random(),
);
let attack = Attack::default().with_damage(damage).with_effect(
AttackEffect::new(
Some(GroupTarget::OutOfGroup),
CombatEffect::Knockback(Knockback {
direction: KnockbackDir::Away,
strength: 10.,
}),
),
);
let explosion = Explosion {
effects: vec![RadiusEffect::Attack(attack)],
radius: data.body.max_radius() * 3.0,
reagent: Some(Reagent::White),
min_falloff: 0.5,
};
output_events.emit_server(ExplosionEvent {
pos: data.pos.0,
explosion,
owner: Some(*data.uid),
});
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::IceSpikes {
pos: data.pos.0
+ *data.ori.look_dir() * (data.body.max_radius()),
},
));
},
shockwave::FrontendSpecifier::Steam => {
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Steam {
pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
}));
},
_ => {},
};
} else {
// Transitions to recover
update.character = CharacterState::LeapShockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
handle_move(data, &mut update, 0.3);
handle_jump(data, output_events, &mut update, 1.0);
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::LeapShockwave(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
}
}