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
use crate::{
combat::{self, CombatEffect},
comp::{
character_state::OutputEvents, Body, CharacterState, LightEmitter, Pos,
ProjectileConstructor, StateUpdate,
},
event::{EnergyChangeEvent, ShootEvent},
states::{
behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *},
},
util::Dir,
};
use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize};
use std::{f32::consts::TAU, time::Duration};
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
/// Separated out to condense update portions of character state
pub struct StaticData {
/// How long we've readied the weapon
pub buildup_duration: Duration,
/// How long the state is shooting
pub shoot_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Energy cost per projectile
pub energy_cost: f32,
/// Max speed that can be reached
pub max_speed: f32,
/// Projectiles required to reach half of max speed
pub half_speed_at: u32,
/// Projectile options
pub projectile: ProjectileConstructor,
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_speed: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
/// Whether ablity should be casted from above as aoe or shoot projectiles
/// as normal
pub properties_of_aoe: Option<ProjectileOffset>,
/// Used to specify the attack to the frontend
pub specifier: Option<FrontendSpecifier>,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct ProjectileOffset {
/// Radius of AOE
pub radius: f32,
/// Height of shooting point for AOE's projectiles
pub height: f32,
}
#[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,
/// Speed of the state while in shoot section
pub speed: f32,
/// Number of projectiles fired so far
pub projectiles_fired: u32,
}
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);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Buildup to attack
update.character = CharacterState::RepeaterRanged(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Transition to shoot
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.shoot_duration {
// Draw projectile
update.character = CharacterState::RepeaterRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0 * self.speed))
.unwrap_or_default(),
..*self
});
} else if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() >= self.static_data.energy_cost
{
// Fire if input is pressed still
let precision_mult = combat::compute_precision_mult(data.inventory, data.msm);
// Gets offsets
let pos: Pos = self.static_data.properties_of_aoe.as_ref().map_or_else(
|| {
// Default position
let body_offsets = data.body.projectile_offsets(
update.ori.look_vec(),
data.scale.map_or(1.0, |s| s.0),
);
Pos(data.pos.0 + body_offsets)
},
|aoe_data| {
// Position calculated from aoe_data
let rand_pos = {
let mut rng = thread_rng();
let theta = rng.gen::<f32>() * TAU;
let radius = aoe_data.radius * rng.gen::<f32>().sqrt();
let x = radius * theta.sin();
let y = radius * theta.cos();
vek::Vec2::new(x, y)
};
Pos(data.pos.0 + rand_pos.with_z(aoe_data.height))
},
);
let direction: Dir = if self.static_data.properties_of_aoe.is_some() {
Dir::down()
} else {
data.inputs.look_dir
};
let projectile = self.static_data.projectile.create_projectile(
Some(*data.uid),
precision_mult,
self.static_data.damage_effect,
);
output_events.emit_server(ShootEvent {
entity: data.entity,
pos,
dir: direction,
body: self.static_data.projectile_body,
projectile,
light: self.static_data.projectile_light,
speed: self.static_data.projectile_speed,
object: None,
});
// Removes energy from character when arrow is fired
output_events.emit_server(EnergyChangeEvent {
entity: data.entity,
change: -self.static_data.energy_cost,
reset_rate: false,
});
// Sets new speed of shoot. Scales based off of the number of projectiles fired.
let new_speed = 1.0
+ self.projectiles_fired as f32
/ (self.static_data.half_speed_at as f32
+ self.projectiles_fired as f32)
* self.static_data.max_speed;
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
speed: new_speed,
projectiles_fired: self.projectiles_fired + 1,
..*self
});
} else {
// Transition to recover
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recover from attack
update.character = CharacterState::RepeaterRanged(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
}
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
pub enum FrontendSpecifier {
FireRain,
}