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use crate::{
comp::{
buff::{Buff, BuffCategory, BuffChange, BuffData, BuffKind, BuffSource, DestInfo},
character_state::OutputEvents,
CharacterState, StateUpdate,
},
event::{BuffEvent, ComboChangeEvent, LocalEvent},
outcome::Outcome,
resources::Secs,
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 create the aura
pub buildup_duration: Duration,
/// How long the state is creating an aura
pub cast_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// What kind of buff is created
pub buff_kind: BuffKind,
/// Strength of the created buff
pub buff_strength: f32,
/// How long buff lasts
pub buff_duration: Option<Secs>,
/// This is the minimum amount of combo required to enter this character
/// state
pub combo_cost: u32,
pub combo_scaling: Option<ScalingKind>,
/// This is the amount of combo held by the entity when this character state
/// was entered
pub combo_on_use: u32,
/// Controls whether `SelfBuff`s that were previously applied should be
/// removed
pub enforced_limit: bool,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify an outcome for the buff
pub specifier: Option<FrontendSpecifier>,
}
#[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,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.8);
handle_jump(data, output_events, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::SelfBuff(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Consume combo
let combo_consumption = if self.static_data.combo_scaling.is_some() {
self.static_data.combo_on_use
} else {
self.static_data.combo_cost
};
output_events.emit_server(ComboChangeEvent {
entity: data.entity,
change: -(combo_consumption as i32),
});
let scaling_factor = self.static_data.combo_scaling.map_or(1.0, |cs| {
cs.factor(
self.static_data.combo_on_use as f32,
self.static_data.combo_cost as f32,
)
});
let mut buff_cat_ids = if self
.static_data
.ability_info
.ability
.map_or(false, |a| a.ability.is_from_wielded())
{
vec![BuffCategory::RemoveOnLoadoutChange]
} else {
Vec::new()
};
// Remove previous selfbuffs if we should
if self.static_data.enforced_limit {
buff_cat_ids.push(BuffCategory::SelfBuff);
output_events.emit_server(BuffEvent {
entity: data.entity,
buff_change: BuffChange::RemoveByCategory {
all_required: vec![BuffCategory::SelfBuff],
any_required: vec![],
none_required: vec![],
},
});
}
let dest_info = DestInfo {
stats: Some(data.stats),
mass: Some(data.mass),
};
// Creates buff
let buff = Buff::new(
self.static_data.buff_kind,
BuffData::new(
self.static_data.buff_strength * scaling_factor,
self.static_data.buff_duration,
),
buff_cat_ids,
BuffSource::Character { by: *data.uid },
*data.time,
dest_info,
Some(data.mass),
);
output_events.emit_server(BuffEvent {
entity: data.entity,
buff_change: BuffChange::Add(buff),
});
// Build up
update.character = CharacterState::SelfBuff(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.cast_duration {
// Cast
update.character = CharacterState::SelfBuff(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
if let Some(FrontendSpecifier::FromTheAshes) = self.static_data.specifier {
// Send local event used for frontend shenanigans
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::FromTheAshes { pos: data.pos.0 },
));
}
} else {
update.character = CharacterState::SelfBuff(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::SelfBuff(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
}
}
/// Used to specify a particular effect for frontend purposes
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq, Eq)]
pub enum FrontendSpecifier {
FromTheAshes,
}