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use crate::{
combat,
comp::{character_state::OutputEvents, CharacterState, MeleeConstructor, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
};
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 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,
/// How long the state has until exiting if the ability missed
pub whiffed_recover_duration: Duration,
/// Base value that incoming damage is reduced by and converted to poise
/// damage
pub block_strength: f32,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// 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,
/// Whether the riposte whiffed
pub whiffed: 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, 0.7);
handle_jump(data, output_events, &mut update, 1.0);
handle_interrupts(data, &mut update, output_events);
match self.stage_section {
StageSection::Buildup => {
if let CharacterState::RiposteMelee(c) = &mut update.character {
if self.timer < self.static_data.buildup_duration {
// Build up
c.timer = tick_attack_or_default(data, self.timer, None);
} else {
// If duration finishes with no parry occurring transition to recover
// Transition to action happens in parry hook server event
c.timer = Duration::default();
c.stage_section = StageSection::Recover;
}
}
},
StageSection::Action => {
if !self.exhausted {
if let CharacterState::RiposteMelee(c) = &mut update.character {
c.exhausted = true;
}
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),
);
} else if self.timer < self.static_data.swing_duration {
// Swings
if let CharacterState::RiposteMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to recover section of stage
if let CharacterState::RiposteMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Recover
}
}
},
StageSection::Recover => {
if let CharacterState::RiposteMelee(c) = &mut update.character {
let recover_duration = if c.whiffed {
self.static_data.whiffed_recover_duration
} else {
self.static_data.recover_duration
};
if self.timer < recover_duration {
// Recovery
c.timer = tick_attack_or_default(
data,
self.timer,
Some(data.stats.recovery_speed_modifier),
);
} else {
// Done
end_melee_ability(data, &mut update);
}
}
},
_ => {
// If it somehow ends up in an incorrect stage section
end_melee_ability(data, &mut update);
},
}
update
}
}