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use crate::{
comp::{character_state::OutputEvents, CharacterState, StateUpdate},
event::{CreateSpriteEvent, LocalEvent},
outcome::Outcome,
spiral::Spiral2d,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
terrain::{Block, SpriteKind},
vol::ReadVol,
};
use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Default)]
pub enum SpriteSummonAnchor {
#[default]
Summoner,
Target,
}
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long the state builds up for
pub buildup_duration: Duration,
/// How long the state is casting for
pub cast_duration: Duration,
/// How long the state recovers for
pub recover_duration: Duration,
/// What kind of sprite is created by this state
pub sprite: SpriteKind,
/// Duration until sprite-delete begins (in sec), randomization-range of
/// sprite-delete-time (in sec)
pub del_timeout: Option<(f32, f32)>,
/// Range that sprites are created relative to the summonner
pub summon_distance: (f32, f32),
/// Relative to what should the sprites be summoned?
pub anchor: SpriteSummonAnchor,
/// Chance that sprite is not created on a particular square
pub sparseness: f64,
/// Angle of total coverage, centered on the forward-facing orientation
pub angle: f32,
/// How much we can move
pub move_efficiency: f32,
/// Miscellaneous information about the 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,
/// What radius of sprites have already been summoned
pub achieved_radius: i32,
}
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, self.static_data.move_efficiency);
let target_pos = || {
data.controller
.queued_inputs
.get(&self.static_data.ability_info.input)
.or(self.static_data.ability_info.input_attr.as_ref())
.and_then(|input| input.select_pos)
};
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::SpriteSummon(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
// Send local event used for frontend shenanigans
match self.static_data.sprite {
SpriteKind::Empty => {
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::TerracottaStatueCharge {
pos: data.pos.0
+ *data.ori.look_dir() * (data.body.max_radius()),
},
));
},
SpriteKind::FireBlock => {
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Charge {
pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
}));
},
_ => {},
}
} else {
// Transitions to recover section of stage
update.character = CharacterState::SpriteSummon(Data {
timer: Duration::default(),
stage_section: StageSection::Action,
..*self
});
}
},
StageSection::Action => {
if self.timer < self.static_data.cast_duration {
let timer_frac =
self.timer.as_secs_f32() / self.static_data.cast_duration.as_secs_f32();
let anchor_pos = match self.static_data.anchor {
SpriteSummonAnchor::Summoner => data.pos.0,
// Use the selected target position, falling back to the
// summoner position
SpriteSummonAnchor::Target => target_pos().unwrap_or(data.pos.0),
};
let achieved_radius = create_sprites(
data,
output_events,
self.static_data.sprite,
timer_frac,
self.static_data.summon_distance,
self.achieved_radius,
self.static_data.angle,
self.static_data.sparseness,
anchor_pos,
matches!(self.static_data.anchor, SpriteSummonAnchor::Target),
self.static_data.del_timeout,
);
update.character = CharacterState::SpriteSummon(Data {
timer: tick_attack_or_default(data, self.timer, None),
achieved_radius,
..*self
});
// Send local event used for frontend shenanigans
match self.static_data.sprite {
SpriteKind::IceSpike => {
let summoner_pos =
data.pos.0 + *data.ori.look_dir() * data.body.max_radius();
output_events.emit_local(LocalEvent::CreateOutcome(
Outcome::IceCrack {
pos: match self.static_data.anchor {
SpriteSummonAnchor::Summoner => summoner_pos,
SpriteSummonAnchor::Target => {
target_pos().unwrap_or(summoner_pos)
},
},
},
));
},
SpriteKind::IronSpike => {
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Whoosh {
pos: data.pos.0,
}));
},
SpriteKind::FireBlock => {
output_events.emit_local(LocalEvent::CreateOutcome(Outcome::Bleep {
pos: data.pos.0 + *data.ori.look_dir() * (data.body.max_radius()),
}));
},
_ => {},
}
} else {
// Transitions to recover section of stage
update.character = CharacterState::SpriteSummon(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
update.character = CharacterState::SpriteSummon(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);
},
}
update
}
}
/// Returns achieved radius
pub fn create_sprites(
data: &JoinData,
output_events: &mut OutputEvents,
sprite: SpriteKind,
timer_frac: f32,
summon_distance: (f32, f32),
achieved_radius: i32,
angle: f32,
sparseness: f64,
anchor_pos: Vec3<f32>,
stack_sprites: bool,
del_timeout: Option<(f32, f32)>,
) -> i32 {
// Determines distance from summoner sprites should be created. Goes outward
// with time.
let summon_distance = timer_frac * (summon_distance.1 - summon_distance.0) + summon_distance.0;
let summon_distance = summon_distance.round() as i32;
// Only summons sprites if summon distance is greater than achieved radius
for radius in achieved_radius..=summon_distance {
// 1 added to make range correct, too lazy to add 1 to both variables above
let radius = radius + 1;
// Creates a spiral iterator for the newly achieved radius
let spiral = Spiral2d::with_edge_radius(radius);
for point in spiral {
// If square is in the angle and is not sparse, generate sprite
if data
.ori
.look_vec()
.xy()
.angle_between(point.as_())
.to_degrees()
<= (angle / 2.0)
&& !thread_rng().gen_bool(sparseness)
{
// The coordinates of where the sprite is created
let sprite_pos = Vec3::new(
anchor_pos.x.floor() as i32 + point.x,
anchor_pos.y.floor() as i32 + point.y,
anchor_pos.z.floor() as i32,
);
// Check for collision in z up to 10 blocks up or down
let (obstacle_z, obstacle_z_result) = data
.terrain
.ray(
sprite_pos.map(|x| x as f32 + 0.5) + Vec3::unit_z() * 10.0,
sprite_pos.map(|x| x as f32 + 0.5) - Vec3::unit_z() * 10.0,
)
.until(|b| {
// Until reaching a solid block that is not the created
// sprite
Block::is_solid(b) && b.get_sprite() != Some(sprite)
})
.cast();
let z = match sprite {
// z height - 1 to delete sprite layer below caster
SpriteKind::Empty => sprite_pos.z + (10.5 - obstacle_z).ceil() as i32 - 1,
_ => {
sprite_pos.z
+ if let (true, Ok(None)) = (stack_sprites, obstacle_z_result) {
0
} else {
(10.5 - obstacle_z).ceil() as i32
}
},
};
// Location sprite will be created
let sprite_pos = Vec3::new(sprite_pos.x, sprite_pos.y, z);
// Layers of sprites
let layers = match sprite {
SpriteKind::SeaUrchin => 2,
_ => 1,
};
for i in 0..layers {
// Send server event to create sprite
output_events.emit_server(CreateSpriteEvent {
pos: Vec3::new(sprite_pos.x, sprite_pos.y, z + i),
sprite,
del_timeout,
});
}
}
}
}
summon_distance
}