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
use std::time::Duration;
use common_assets::AssetExt;
use rand::thread_rng;
use serde::{Deserialize, Serialize};
use tracing::error;
use crate::{
comp::{item::Reagent, CharacterState, StateUpdate},
event::TransformEvent,
generation::{EntityConfig, EntityInfo},
states::utils::{end_ability, tick_attack_or_default},
};
use super::{
behavior::CharacterBehavior,
utils::{AbilityInfo, StageSection},
};
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum FrontendSpecifier {
Evolve,
Cursekeeper,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state has until transformation
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// The entity configuration you will be transformed into
pub target: String,
pub ability_info: AbilityInfo,
/// Whether players are allowed to transform
pub allow_players: bool,
/// Used to specify the transformation to the frontend
pub specifier: Option<FrontendSpecifier>,
}
#[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: &super::behavior::JoinData,
output_events: &mut crate::comp::character_state::OutputEvents,
) -> crate::comp::StateUpdate {
let mut update = StateUpdate::from(data);
match self.stage_section {
StageSection::Buildup => {
// Tick the timer as long as buildup hasn't finihsed
if self.timer < self.static_data.buildup_duration {
update.character = CharacterState::Transform(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
// Buildup finished, start transformation
} else {
let Ok(entity_config) = EntityConfig::load(&self.static_data.target) else {
error!(?self.static_data.target, "Failed to load entity configuration");
end_ability(data, &mut update);
return update;
};
let entity_info = EntityInfo::at(data.pos.0).with_entity_config(
entity_config.read().clone(),
Some(&self.static_data.target),
&mut thread_rng(),
None,
);
// Handle frontend events
if let Some(specifier) = self.static_data.specifier {
match specifier {
FrontendSpecifier::Evolve => {
output_events.emit_local(crate::event::LocalEvent::CreateOutcome(
crate::outcome::Outcome::Explosion {
pos: data.pos.0,
power: 5.0,
radius: 2.0,
is_attack: false,
reagent: Some(Reagent::White),
},
))
},
FrontendSpecifier::Cursekeeper => {
output_events.emit_local(crate::event::LocalEvent::CreateOutcome(
crate::outcome::Outcome::Explosion {
pos: data.pos.0,
power: 5.0,
radius: 2.0,
is_attack: false,
reagent: Some(Reagent::Purple),
},
))
},
}
}
output_events.emit_server(TransformEvent {
target_entity: *data.uid,
entity_info,
allow_players: self.static_data.allow_players,
delete_on_failure: false,
});
update.character = CharacterState::Transform(Data {
static_data: self.static_data.clone(),
timer: Duration::default(),
stage_section: StageSection::Recover,
});
}
},
StageSection::Recover => {
// Wait for recovery period to finish
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::Transform(Data {
static_data: self.static_data.clone(),
timer: tick_attack_or_default(
data,
self.timer,
Some(data.stats.recovery_speed_modifier),
),
..*self
});
} else {
// End the ability after recovery is done
end_ability(data, &mut update);
}
},
_ => {
// If we somehow ended up in an incorrect character state, end the ability
end_ability(data, &mut update);
},
}
update
}
}