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
use super::utils::*;
use crate::{
    comp::{
        character_state::OutputEvents, controller::InputKind, item::ItemDefinitionIdOwned,
        slot::InvSlotId, CharacterState, InventoryManip, StateUpdate,
    },
    event::{InventoryManipEvent, LocalEvent, ToggleSpriteLightEvent},
    outcome::Outcome,
    states::behavior::{CharacterBehavior, JoinData},
    terrain::SpriteKind,
    util::Dir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;

/// Separated out to condense update portions of character state
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
    /// Buildup to sprite interaction
    pub buildup_duration: Duration,
    /// Duration of sprite interaction
    pub use_duration: Duration,
    /// Recovery after sprite interaction
    pub recover_duration: Duration,
    /// Position sprite is located at
    pub sprite_pos: Vec3<i32>,
    /// Kind of sprite interacted with
    pub sprite_kind: SpriteInteractKind,
    /// Had weapon wielded
    pub was_wielded: bool,
    /// Was sneaking
    pub was_sneak: bool,
    /// The item required to interact with the sprite, if one was required
    ///
    /// The second field is the slot that the required item was in when this
    /// state was created. If it isn't in this slot anymore the interaction will
    /// fail.
    ///
    /// If third field is true, item should be consumed on collection
    pub required_item: Option<(ItemDefinitionIdOwned, InvSlotId, bool)>,
}

#[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,
}

impl CharacterBehavior for Data {
    fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
        let mut update = StateUpdate::from(data);

        let ori_dir = Dir::from_unnormalized(Vec3::from(
            (self.static_data.sprite_pos.map(|x| x as f32 + 0.5) - data.pos.0).xy(),
        ));
        handle_orientation(data, &mut update, 1.0, ori_dir);
        handle_move(data, &mut update, 0.0);

        match self.stage_section {
            StageSection::Buildup => {
                if self.timer < self.static_data.buildup_duration {
                    // Build up
                    if let CharacterState::SpriteInteract(c) = &mut update.character {
                        c.timer = tick_attack_or_default(data, self.timer, None);
                    }
                } else {
                    // Transitions to use section of stage
                    if let CharacterState::SpriteInteract(c) = &mut update.character {
                        c.timer = Duration::default();
                        c.stage_section = StageSection::Action;
                    }
                }
            },
            StageSection::Action => {
                if self.timer < self.static_data.use_duration {
                    // sprite interaction
                    if let CharacterState::SpriteInteract(c) = &mut update.character {
                        c.timer = tick_attack_or_default(data, self.timer, None);
                    }
                } else {
                    // Transitions to recover section of stage
                    if let CharacterState::SpriteInteract(c) = &mut update.character {
                        c.timer = Duration::default();
                        c.stage_section = StageSection::Recover;
                    }
                }
            },
            StageSection::Recover => {
                if self.timer < self.static_data.recover_duration {
                    // Recovery
                    if let CharacterState::SpriteInteract(c) = &mut update.character {
                        c.timer = tick_attack_or_default(
                            data,
                            self.timer,
                            Some(data.stats.recovery_speed_modifier),
                        );
                    }
                } else {
                    // Create inventory manipulation event
                    let (has_required_item, inv_slot) = self
                        .static_data
                        .required_item
                        .as_ref()
                        .map_or((true, None), |&(ref item_def_id, slot, consume)| {
                            // Check that required item is still in expected slot
                            let has_item = data
                                .inventory
                                .and_then(|inv| inv.get(slot))
                                .map_or(false, |item| item.item_definition_id() == *item_def_id);

                            (has_item, has_item.then_some((slot, consume)))
                        });
                    if has_required_item {
                        let inv_manip = InventoryManip::Collect {
                            sprite_pos: self.static_data.sprite_pos,
                            required_item: inv_slot,
                        };
                        match self.static_data.sprite_kind {
                            SpriteInteractKind::ToggleLight(enable) => {
                                output_events.emit_server(ToggleSpriteLightEvent {
                                    entity: data.entity,
                                    pos: self.static_data.sprite_pos,
                                    enable,
                                })
                            },
                            _ => output_events
                                .emit_server(InventoryManipEvent(data.entity, inv_manip)),
                        }

                        if matches!(self.static_data.sprite_kind, SpriteInteractKind::Unlock) {
                            output_events.emit_local(LocalEvent::CreateOutcome(
                                Outcome::SpriteUnlocked {
                                    pos: self.static_data.sprite_pos,
                                },
                            ));
                        }
                    }
                    // Done
                    end_ability(data, &mut update);
                }
            },
            _ => {
                // If it somehow ends up in an incorrect stage section
                end_ability(data, &mut update);
            },
        }

        // Allow attacks and abilities to interrupt
        handle_wield(data, &mut update);

        // At end of state logic so an interrupt isn't overwritten
        if input_is_pressed(data, InputKind::Roll) {
            handle_input(data, output_events, &mut update, InputKind::Roll);
        }

        update
    }
}

/// Used to control effects based off of the type of sprite interacted with
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum SpriteInteractKind {
    Chest,
    Harvestable,
    Collectible,
    Unlock,
    Fallback,
    ToggleLight(bool),
}

impl From<SpriteKind> for Option<SpriteInteractKind> {
    fn from(sprite_kind: SpriteKind) -> Self {
        match sprite_kind {
            SpriteKind::Apple
            | SpriteKind::Mushroom
            | SpriteKind::RedFlower
            | SpriteKind::Sunflower
            | SpriteKind::Coconut
            | SpriteKind::Beehive
            | SpriteKind::Cotton
            | SpriteKind::Moonbell
            | SpriteKind::Pyrebloom
            | SpriteKind::WildFlax
            | SpriteKind::RoundCactus
            | SpriteKind::ShortFlatCactus
            | SpriteKind::MedFlatCactus
            | SpriteKind::Wood
            | SpriteKind::Bamboo
            | SpriteKind::Hardwood
            | SpriteKind::Ironwood
            | SpriteKind::Frostwood
            | SpriteKind::Eldwood => Some(SpriteInteractKind::Harvestable),
            SpriteKind::Stones
            | SpriteKind::Twigs
            | SpriteKind::VialEmpty
            | SpriteKind::Bowl
            | SpriteKind::PotionMinor
            | SpriteKind::Seashells
            | SpriteKind::Bomb => Some(SpriteInteractKind::Collectible),
            SpriteKind::Keyhole
            | SpriteKind::BoneKeyhole
            | SpriteKind::HaniwaKeyhole
            | SpriteKind::SahaginKeyhole
            | SpriteKind::VampireKeyhole
            | SpriteKind::GlassKeyhole
            | SpriteKind::KeyholeBars
            | SpriteKind::TerracottaKeyhole
            | SpriteKind::MyrmidonKeyhole
            | SpriteKind::MinotaurKeyhole => Some(SpriteInteractKind::Unlock),
            // Collectible checked in addition to container for case that sprite requires a tool to
            // collect and cannot be collected by hand, yet still meets the container check
            _ if sprite_kind.is_container() && sprite_kind.is_collectible() => {
                Some(SpriteInteractKind::Chest)
            },
            _ if sprite_kind.is_collectible() => Some(SpriteInteractKind::Fallback),
            _ => None,
        }
    }
}

impl SpriteInteractKind {
    /// Returns (buildup, use, recover)
    pub fn durations(&self) -> (Duration, Duration, Duration) {
        match self {
            Self::Chest => (
                Duration::from_secs_f32(0.5),
                Duration::from_secs_f32(2.0),
                Duration::from_secs_f32(0.5),
            ),
            Self::Collectible => (
                Duration::from_secs_f32(0.1),
                Duration::from_secs_f32(0.2),
                Duration::from_secs_f32(0.1),
            ),
            Self::Harvestable => (
                Duration::from_secs_f32(0.3),
                Duration::from_secs_f32(0.3),
                Duration::from_secs_f32(0.2),
            ),
            Self::Fallback => (
                Duration::from_secs_f32(5.0),
                Duration::from_secs_f32(5.0),
                Duration::from_secs_f32(5.0),
            ),
            Self::Unlock => (
                Duration::from_secs_f32(0.8),
                Duration::from_secs_f32(1.0),
                Duration::from_secs_f32(0.3),
            ),
            Self::ToggleLight(_) => (
                Duration::from_secs_f32(0.1),
                Duration::from_secs_f32(0.2),
                Duration::from_secs_f32(0.1),
            ),
        }
    }
}