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use crate::{
combat::GroupTarget,
comp::{
aura::{AuraBuffConstructor, AuraTarget, Auras},
character_state::OutputEvents,
CharacterState, StateUpdate,
},
event::CreateAuraEntityEvent,
resources::Secs,
states::{
behavior::{CharacterBehavior, JoinData},
sprite_summon::create_sprites,
utils::*,
},
terrain::SpriteKind,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(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,
/// Determines how the aura selects its targets
pub targets: GroupTarget,
/// Has information used to construct the auras
pub auras: Vec<AuraBuffConstructor>,
/// How long aura lasts
pub aura_duration: Option<Secs>,
/// Radius of aura
pub range: f32,
/// Information about sprites if the state should create sprites
pub sprite_info: Option<SpriteInfo>,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[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,
/// If creates sprites, what radius has been achieved so far
pub achieved_radius: Option<i32>,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::StaticAura(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Build up
update.character = CharacterState::StaticAura(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Action,
achieved_radius: self.achieved_radius,
});
}
},
StageSection::Action => {
if self.timer < self.static_data.cast_duration {
// If creates sprites, create sprites
let achieved_radius = if let Some(sprite_info) = self.static_data.sprite_info {
let timer_frac =
self.timer.as_secs_f32() / self.static_data.cast_duration.as_secs_f32();
let achieved_radius = create_sprites(
data,
output_events,
sprite_info.sprite,
timer_frac,
sprite_info.summon_distance,
self.achieved_radius.unwrap_or(0),
360.0,
sprite_info.sparseness,
data.pos.0,
false,
sprite_info.del_timeout,
);
Some(achieved_radius)
} else {
None
};
// Cast
update.character = CharacterState::StaticAura(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, None),
achieved_radius,
..*self
});
} else {
// Creates aura
let targets =
AuraTarget::from((Some(self.static_data.targets), Some(data.uid)));
let mut auras = Vec::new();
for aura_data in &self.static_data.auras {
let aura = aura_data.to_aura(
data.uid,
self.static_data.range,
self.static_data.aura_duration,
targets,
*data.time,
);
auras.push(aura);
}
output_events.emit_server(CreateAuraEntityEvent {
auras: Auras::new(auras),
pos: *data.pos,
creator_uid: *data.uid,
duration: self.static_data.aura_duration,
});
update.character = CharacterState::StaticAura(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Recover,
achieved_radius: self.achieved_radius,
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::StaticAura(Data {
static_data: self.static_data.clone(),
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
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct SpriteInfo {
pub sprite: SpriteKind,
pub del_timeout: Option<(f32, f32)>,
pub summon_distance: (f32, f32),
pub sparseness: f64,
}