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use crate::{
combat::{
self, Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage,
DamageKind, DamageSource, GroupTarget, Knockback,
},
comp::{
ability::Dodgeable, character_state::OutputEvents, shockwave, CharacterState, StateUpdate,
},
event::{LocalEvent, ShockwaveEvent},
outcome::Outcome,
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,
/// 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,
/// 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>,
/// What kind of damage the attack does
pub damage_kind: DamageKind,
/// Used to specify the shockwave to the frontend
pub specifier: shockwave::FrontendSpecifier,
/// Controls outcome emission
pub emit_outcome: bool,
/// How fast enemy can rotate
pub ori_rate: f32,
/// Timing of shockwave
pub timing: Timing,
pub minimum_combo: Option<u32>,
pub combo_on_use: u32,
pub combo_consumption: ComboConsumption,
}
#[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_orientation(data, &mut update, self.static_data.ori_rate, None);
handle_move(data, &mut update, self.static_data.move_efficiency);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::Shockwave(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Attack
if matches!(self.static_data.timing, Timing::PostBuildup) {
self.attack(data, output_events);
}
// Transitions to swing
update.character = CharacterState::Shockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.swing_duration {
// Swings
update.character = CharacterState::Shockwave(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
// Send local event used for frontend shenanigans
if self.static_data.emit_outcome {
match self.static_data.specifier {
shockwave::FrontendSpecifier::IceSpikes => {
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::FlashFreeze {
pos: data.pos.0
+ *data.ori.look_dir() * (data.body.max_radius()),
},
));
},
shockwave::FrontendSpecifier::Ground => {
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::GroundSlam {
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()),
},
));
},
shockwave::FrontendSpecifier::Fire => {
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::FireShockwave {
pos: data.pos.0
+ *data.ori.look_dir() * (data.body.max_radius()),
},
));
},
_ => {
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::Swoosh {
pos: data.pos.0
+ *data.ori.look_dir() * (data.body.max_radius()),
},
));
},
}
}
} else {
// Attack
if matches!(self.static_data.timing, Timing::PostAction) {
self.attack(data, output_events);
}
// Transitions to recover
update.character = CharacterState::Shockwave(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovers
update.character = CharacterState::Shockwave(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
}
}
impl Data {
fn attack(&self, data: &JoinData, output_events: &mut OutputEvents) {
if let Some(min_combo) = self.static_data.minimum_combo {
self.static_data
.combo_consumption
.consume(data, output_events, min_combo);
}
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,
});
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum Timing {
PostBuildup,
PostAction,
}