veloren/common/src/comp/ability.rs

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use crate::{
assets::{self, Asset},
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comp::{
projectile::ProjectileConstructor, Body, CharacterState, EnergySource, Gravity,
LightEmitter, StateUpdate,
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},
states::{
behavior::JoinData,
utils::{AbilityKey, StageSection},
*,
},
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Knockback,
};
use serde::{Deserialize, Serialize};
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use std::time::Duration;
use vek::Vec3;
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum CharacterAbilityType {
BasicMelee,
BasicRanged,
Boost,
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ChargedMelee(StageSection),
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ChargedRanged,
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DashMelee(StageSection),
BasicBlock,
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ComboMelee(StageSection, u32),
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LeapMelee(StageSection),
SpinMelee(StageSection),
Shockwave,
BasicBeam,
RepeaterRanged,
}
impl From<&CharacterState> for CharacterAbilityType {
fn from(state: &CharacterState) -> Self {
match state {
CharacterState::BasicMelee(_) => Self::BasicMelee,
CharacterState::BasicRanged(_) => Self::BasicRanged,
CharacterState::Boost(_) => Self::Boost,
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CharacterState::DashMelee(data) => Self::DashMelee(data.stage_section),
CharacterState::BasicBlock => Self::BasicBlock,
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CharacterState::LeapMelee(data) => Self::LeapMelee(data.stage_section),
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CharacterState::ComboMelee(data) => Self::ComboMelee(data.stage_section, data.stage),
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CharacterState::SpinMelee(data) => Self::SpinMelee(data.stage_section),
CharacterState::ChargedMelee(data) => Self::ChargedMelee(data.stage_section),
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CharacterState::ChargedRanged(_) => Self::ChargedRanged,
CharacterState::Shockwave(_) => Self::Shockwave,
CharacterState::BasicBeam(_) => Self::BasicBeam,
CharacterState::RepeaterRanged(_) => Self::RepeaterRanged,
_ => Self::BasicMelee,
}
}
}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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pub enum CharacterAbility {
BasicMelee {
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energy_cost: u32,
buildup_duration: u64,
swing_duration: u64,
recover_duration: u64,
base_damage: u32,
knockback: f32,
range: f32,
max_angle: f32,
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},
BasicRanged {
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energy_cost: u32,
buildup_duration: u64,
recover_duration: u64,
projectile: ProjectileConstructor,
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projectile_body: Body,
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projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
projectile_speed: f32,
can_continue: bool,
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},
RepeaterRanged {
energy_cost: u32,
movement_duration: u64,
buildup_duration: u64,
shoot_duration: u64,
recover_duration: u64,
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leap: Option<f32>,
projectile: ProjectileConstructor,
projectile_body: Body,
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
projectile_speed: f32,
reps_remaining: u32,
},
Boost {
movement_duration: u64,
only_up: bool,
},
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DashMelee {
energy_cost: u32,
base_damage: u32,
scaled_damage: u32,
base_knockback: f32,
scaled_knockback: f32,
range: f32,
angle: f32,
energy_drain: u32,
forward_speed: f32,
buildup_duration: u64,
charge_duration: u64,
swing_duration: u64,
recover_duration: u64,
infinite_charge: bool,
is_interruptible: bool,
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},
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BasicBlock,
Roll {
energy_cost: u32,
buildup_duration: u64,
movement_duration: u64,
recover_duration: u64,
roll_strength: f32,
},
ComboMelee {
stage_data: Vec<combo_melee::Stage<u64>>,
initial_energy_gain: u32,
max_energy_gain: u32,
energy_increase: u32,
speed_increase: f32,
max_speed_increase: f32,
scales_from_combo: u32,
is_interruptible: bool,
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},
LeapMelee {
energy_cost: u32,
buildup_duration: u64,
movement_duration: u64,
swing_duration: u64,
recover_duration: u64,
base_damage: u32,
range: f32,
max_angle: f32,
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knockback: f32,
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forward_leap_strength: f32,
vertical_leap_strength: f32,
},
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SpinMelee {
buildup_duration: u64,
swing_duration: u64,
recover_duration: u64,
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base_damage: u32,
knockback: f32,
range: f32,
energy_cost: u32,
is_infinite: bool,
is_helicopter: bool,
is_interruptible: bool,
forward_speed: f32,
num_spins: u32,
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},
ChargedMelee {
energy_cost: u32,
energy_drain: u32,
initial_damage: u32,
scaled_damage: u32,
initial_knockback: f32,
scaled_knockback: f32,
range: f32,
max_angle: f32,
speed: f32,
charge_duration: u64,
swing_duration: u64,
hit_timing: f32,
recover_duration: u64,
},
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ChargedRanged {
energy_cost: u32,
energy_drain: u32,
initial_damage: u32,
scaled_damage: u32,
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initial_knockback: f32,
scaled_knockback: f32,
speed: f32,
buildup_duration: u64,
charge_duration: u64,
recover_duration: u64,
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projectile_body: Body,
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
initial_projectile_speed: f32,
scaled_projectile_speed: f32,
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},
Shockwave {
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energy_cost: u32,
buildup_duration: u64,
swing_duration: u64,
recover_duration: u64,
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damage: u32,
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knockback: Knockback,
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shockwave_angle: f32,
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shockwave_vertical_angle: f32,
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shockwave_speed: f32,
shockwave_duration: u64,
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requires_ground: bool,
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move_efficiency: f32,
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},
BasicBeam {
buildup_duration: u64,
recover_duration: u64,
beam_duration: u64,
base_hps: u32,
base_dps: u32,
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tick_rate: f32,
range: f32,
max_angle: f32,
lifesteal_eff: f32,
energy_regen: u32,
energy_cost: u32,
energy_drain: u32,
},
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}
impl Default for CharacterAbility {
fn default() -> Self {
CharacterAbility::BasicMelee {
energy_cost: 0,
buildup_duration: 250,
swing_duration: 250,
recover_duration: 500,
base_damage: 10,
knockback: 0.0,
range: 3.5,
max_angle: 15.0,
}
}
}
impl Asset for CharacterAbility {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
}
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impl CharacterAbility {
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/// Attempts to fulfill requirements, mutating `update` (taking energy) if
/// applicable.
pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
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match self {
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CharacterAbility::Roll { energy_cost, .. } => {
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data.physics.on_ground
&& data.vel.0.xy().magnitude_squared() > 0.5
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&& update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok()
},
CharacterAbility::DashMelee { energy_cost, .. } => update
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.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
CharacterAbility::BasicMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::BasicRanged { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::LeapMelee { energy_cost, .. } => {
update.vel.0.z >= 0.0
&& update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok()
},
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CharacterAbility::SpinMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
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CharacterAbility::ChargedRanged { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::ChargedMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::RepeaterRanged {
energy_cost, leap, ..
} => {
(leap.is_none() || update.vel.0.z >= 0.0)
&& update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok()
},
CharacterAbility::Shockwave { energy_cost, .. } => update
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.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
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_ => true,
}
}
pub fn default_roll() -> CharacterAbility {
CharacterAbility::Roll {
energy_cost: 100,
buildup_duration: 100,
movement_duration: 250,
recover_duration: 150,
roll_strength: 2.5,
}
}
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pub fn adjusted_by_stats(mut self, power: f32, speed: f32) -> Self {
use CharacterAbility::*;
match self {
BasicMelee {
ref mut buildup_duration,
ref mut swing_duration,
ref mut recover_duration,
ref mut base_damage,
..
} => {
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*swing_duration = (*swing_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
*base_damage = (*base_damage as f32 * power) as u32;
},
BasicRanged {
ref mut buildup_duration,
ref mut recover_duration,
ref mut projectile,
..
} => {
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
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*projectile = projectile.modified_projectile(power);
},
RepeaterRanged {
ref mut movement_duration,
ref mut buildup_duration,
ref mut shoot_duration,
ref mut recover_duration,
ref mut projectile,
..
} => {
*movement_duration = (*movement_duration as f32 / speed) as u64;
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*shoot_duration = (*shoot_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
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*projectile = projectile.modified_projectile(power);
},
Boost {
ref mut movement_duration,
..
} => {
*movement_duration = (*movement_duration as f32 / speed) as u64;
},
DashMelee {
ref mut base_damage,
ref mut scaled_damage,
ref mut buildup_duration,
ref mut swing_duration,
ref mut recover_duration,
..
} => {
*base_damage = (*base_damage as f32 * power) as u32;
*scaled_damage = (*scaled_damage as f32 * power) as u32;
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*swing_duration = (*swing_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
},
BasicBlock => {},
Roll {
ref mut buildup_duration,
ref mut movement_duration,
ref mut recover_duration,
..
} => {
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*movement_duration = (*movement_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
},
ComboMelee {
ref mut stage_data, ..
} => {
*stage_data = stage_data
.iter_mut()
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.map(|s| s.adjusted_by_stats(power, speed))
.collect();
},
LeapMelee {
ref mut buildup_duration,
ref mut movement_duration,
ref mut swing_duration,
ref mut recover_duration,
ref mut base_damage,
..
} => {
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*movement_duration = (*movement_duration as f32 / speed) as u64;
*swing_duration = (*swing_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
*base_damage = (*base_damage as f32 * power) as u32;
},
SpinMelee {
ref mut buildup_duration,
ref mut swing_duration,
ref mut recover_duration,
ref mut base_damage,
..
} => {
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*swing_duration = (*swing_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
*base_damage = (*base_damage as f32 * power) as u32;
},
ChargedMelee {
ref mut initial_damage,
ref mut scaled_damage,
speed: ref mut ability_speed,
ref mut charge_duration,
ref mut swing_duration,
ref mut recover_duration,
..
} => {
*initial_damage = (*initial_damage as f32 * power) as u32;
*scaled_damage = (*scaled_damage as f32 * power) as u32;
*ability_speed *= speed;
*charge_duration = (*charge_duration as f32 / speed) as u64;
*swing_duration = (*swing_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
},
ChargedRanged {
ref mut initial_damage,
ref mut scaled_damage,
speed: ref mut ability_speed,
ref mut buildup_duration,
ref mut charge_duration,
ref mut recover_duration,
..
} => {
*initial_damage = (*initial_damage as f32 * power) as u32;
*scaled_damage = (*scaled_damage as f32 * power) as u32;
*ability_speed *= speed;
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*charge_duration = (*charge_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
},
Shockwave {
ref mut buildup_duration,
ref mut swing_duration,
ref mut recover_duration,
ref mut damage,
..
} => {
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*swing_duration = (*swing_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
*damage = (*damage as f32 * power) as u32;
},
BasicBeam {
ref mut buildup_duration,
ref mut recover_duration,
ref mut base_hps,
ref mut base_dps,
ref mut tick_rate,
..
} => {
*buildup_duration = (*buildup_duration as f32 / speed) as u64;
*recover_duration = (*recover_duration as f32 / speed) as u64;
*base_hps = (*base_hps as f32 * power) as u32;
*base_dps = (*base_dps as f32 * power) as u32;
*tick_rate *= speed;
},
}
self
}
pub fn get_energy_cost(&self) -> u32 {
use CharacterAbility::*;
match self {
BasicMelee { energy_cost, .. }
| BasicRanged { energy_cost, .. }
| RepeaterRanged { energy_cost, .. }
| DashMelee { energy_cost, .. }
| Roll { energy_cost, .. }
| LeapMelee { energy_cost, .. }
| SpinMelee { energy_cost, .. }
| ChargedMelee { energy_cost, .. }
| ChargedRanged { energy_cost, .. }
| Shockwave { energy_cost, .. }
| BasicBeam { energy_cost, .. } => *energy_cost,
_ => 0,
}
}
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}
impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
fn from((ability, key): (&CharacterAbility, AbilityKey)) -> Self {
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match ability {
CharacterAbility::BasicMelee {
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buildup_duration,
swing_duration,
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recover_duration,
base_damage,
knockback,
range,
max_angle,
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energy_cost: _,
} => CharacterState::BasicMelee(basic_melee::Data {
static_data: basic_melee::StaticData {
buildup_duration: Duration::from_millis(*buildup_duration),
swing_duration: Duration::from_millis(*swing_duration),
recover_duration: Duration::from_millis(*recover_duration),
base_damage: *base_damage,
knockback: *knockback,
range: *range,
max_angle: *max_angle,
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ability_key: key,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
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exhausted: false,
}),
CharacterAbility::BasicRanged {
buildup_duration,
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recover_duration,
projectile,
projectile_body,
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projectile_light,
projectile_gravity,
projectile_speed,
can_continue,
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energy_cost: _,
} => CharacterState::BasicRanged(basic_ranged::Data {
static_data: basic_ranged::StaticData {
buildup_duration: Duration::from_millis(*buildup_duration),
recover_duration: Duration::from_millis(*recover_duration),
projectile: *projectile,
projectile_body: *projectile_body,
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
projectile_speed: *projectile_speed,
can_continue: *can_continue,
ability_key: key,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
continue_next: false,
}),
CharacterAbility::Boost {
movement_duration,
only_up,
} => CharacterState::Boost(boost::Data {
static_data: boost::StaticData {
movement_duration: Duration::from_millis(*movement_duration),
only_up: *only_up,
},
timer: Duration::default(),
}),
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CharacterAbility::DashMelee {
energy_cost: _,
base_damage,
scaled_damage,
base_knockback,
scaled_knockback,
range,
angle,
energy_drain,
forward_speed,
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buildup_duration,
charge_duration,
swing_duration,
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recover_duration,
infinite_charge,
is_interruptible,
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} => CharacterState::DashMelee(dash_melee::Data {
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static_data: dash_melee::StaticData {
base_damage: *base_damage,
scaled_damage: *scaled_damage,
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base_knockback: *base_knockback,
scaled_knockback: *scaled_knockback,
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range: *range,
angle: *angle,
energy_drain: *energy_drain,
forward_speed: *forward_speed,
infinite_charge: *infinite_charge,
buildup_duration: Duration::from_millis(*buildup_duration),
charge_duration: Duration::from_millis(*charge_duration),
swing_duration: Duration::from_millis(*swing_duration),
recover_duration: Duration::from_millis(*recover_duration),
is_interruptible: *is_interruptible,
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ability_key: key,
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},
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auto_charge: false,
timer: Duration::default(),
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refresh_timer: Duration::default(),
stage_section: StageSection::Buildup,
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exhausted: false,
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}),
CharacterAbility::BasicBlock => CharacterState::BasicBlock,
CharacterAbility::Roll {
energy_cost: _,
buildup_duration,
movement_duration,
recover_duration,
roll_strength,
} => CharacterState::Roll(roll::Data {
static_data: roll::StaticData {
buildup_duration: Duration::from_millis(*buildup_duration),
movement_duration: Duration::from_millis(*movement_duration),
recover_duration: Duration::from_millis(*recover_duration),
roll_strength: *roll_strength,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
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was_wielded: false, // false by default. utils might set it to true
was_sneak: false,
was_combo: None,
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}),
CharacterAbility::ComboMelee {
stage_data,
initial_energy_gain,
max_energy_gain,
energy_increase,
speed_increase,
max_speed_increase,
scales_from_combo,
is_interruptible,
} => CharacterState::ComboMelee(combo_melee::Data {
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static_data: combo_melee::StaticData {
num_stages: stage_data.len() as u32,
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stage_data: stage_data.iter().map(|stage| stage.to_duration()).collect(),
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initial_energy_gain: *initial_energy_gain,
max_energy_gain: *max_energy_gain,
energy_increase: *energy_increase,
speed_increase: 1.0 - *speed_increase,
max_speed_increase: *max_speed_increase - 1.0,
scales_from_combo: *scales_from_combo,
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is_interruptible: *is_interruptible,
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ability_key: key,
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},
stage: 1,
combo: 0,
timer: Duration::default(),
stage_section: StageSection::Buildup,
next_stage: false,
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}),
CharacterAbility::LeapMelee {
energy_cost: _,
buildup_duration,
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movement_duration,
swing_duration,
recover_duration,
base_damage,
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knockback,
range,
max_angle,
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forward_leap_strength,
vertical_leap_strength,
} => CharacterState::LeapMelee(leap_melee::Data {
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static_data: leap_melee::StaticData {
buildup_duration: Duration::from_millis(*buildup_duration),
movement_duration: Duration::from_millis(*movement_duration),
swing_duration: Duration::from_millis(*swing_duration),
recover_duration: Duration::from_millis(*recover_duration),
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base_damage: *base_damage,
knockback: *knockback,
range: *range,
max_angle: *max_angle,
forward_leap_strength: *forward_leap_strength,
vertical_leap_strength: *vertical_leap_strength,
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ability_key: key,
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},
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
}),
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CharacterAbility::SpinMelee {
buildup_duration,
swing_duration,
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recover_duration,
base_damage,
knockback,
range,
energy_cost,
is_infinite,
is_helicopter,
is_interruptible,
forward_speed,
num_spins,
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} => CharacterState::SpinMelee(spin_melee::Data {
static_data: spin_melee::StaticData {
buildup_duration: Duration::from_millis(*buildup_duration),
swing_duration: Duration::from_millis(*swing_duration),
recover_duration: Duration::from_millis(*recover_duration),
base_damage: *base_damage,
knockback: *knockback,
range: *range,
energy_cost: *energy_cost,
is_infinite: *is_infinite,
is_helicopter: *is_helicopter,
is_interruptible: *is_interruptible,
forward_speed: *forward_speed,
num_spins: *num_spins,
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ability_key: key,
},
timer: Duration::default(),
spins_remaining: *num_spins - 1,
stage_section: StageSection::Buildup,
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exhausted: false,
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}),
CharacterAbility::ChargedMelee {
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energy_cost,
energy_drain,
initial_damage,
scaled_damage,
initial_knockback,
scaled_knockback,
speed,
charge_duration,
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swing_duration,
hit_timing,
recover_duration,
range,
max_angle,
} => CharacterState::ChargedMelee(charged_melee::Data {
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static_data: charged_melee::StaticData {
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energy_cost: *energy_cost,
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energy_drain: *energy_drain,
initial_damage: *initial_damage,
scaled_damage: *scaled_damage,
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initial_knockback: *initial_knockback,
scaled_knockback: *scaled_knockback,
speed: *speed,
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range: *range,
max_angle: *max_angle,
charge_duration: Duration::from_millis(*charge_duration),
swing_duration: Duration::from_millis(*swing_duration),
hit_timing: *hit_timing,
recover_duration: Duration::from_millis(*recover_duration),
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ability_key: key,
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},
stage_section: StageSection::Charge,
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timer: Duration::default(),
exhausted: false,
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charge_amount: 0.0,
}),
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CharacterAbility::ChargedRanged {
energy_cost: _,
energy_drain,
initial_damage,
scaled_damage,
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initial_knockback,
scaled_knockback,
speed,
buildup_duration,
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charge_duration,
recover_duration,
projectile_body,
projectile_light,
projectile_gravity,
initial_projectile_speed,
scaled_projectile_speed,
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} => CharacterState::ChargedRanged(charged_ranged::Data {
static_data: charged_ranged::StaticData {
buildup_duration: Duration::from_millis(*buildup_duration),
charge_duration: Duration::from_millis(*charge_duration),
recover_duration: Duration::from_millis(*recover_duration),
energy_drain: *energy_drain,
initial_damage: *initial_damage,
scaled_damage: *scaled_damage,
speed: *speed,
initial_knockback: *initial_knockback,
scaled_knockback: *scaled_knockback,
projectile_body: *projectile_body,
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
initial_projectile_speed: *initial_projectile_speed,
scaled_projectile_speed: *scaled_projectile_speed,
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ability_key: key,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
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exhausted: false,
}),
CharacterAbility::RepeaterRanged {
energy_cost: _,
movement_duration,
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buildup_duration,
shoot_duration,
recover_duration,
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leap,
projectile,
projectile_body,
projectile_light,
projectile_gravity,
projectile_speed,
reps_remaining,
} => CharacterState::RepeaterRanged(repeater_ranged::Data {
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static_data: repeater_ranged::StaticData {
movement_duration: Duration::from_millis(*movement_duration),
buildup_duration: Duration::from_millis(*buildup_duration),
shoot_duration: Duration::from_millis(*shoot_duration),
recover_duration: Duration::from_millis(*recover_duration),
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leap: *leap,
projectile: *projectile,
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projectile_body: *projectile_body,
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
projectile_speed: *projectile_speed,
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ability_key: key,
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},
timer: Duration::default(),
stage_section: StageSection::Movement,
reps_remaining: *reps_remaining,
}),
CharacterAbility::Shockwave {
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energy_cost: _,
buildup_duration,
swing_duration,
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recover_duration,
damage,
knockback,
shockwave_angle,
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shockwave_vertical_angle,
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shockwave_speed,
shockwave_duration,
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requires_ground,
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move_efficiency,
} => CharacterState::Shockwave(shockwave::Data {
static_data: shockwave::StaticData {
buildup_duration: Duration::from_millis(*buildup_duration),
swing_duration: Duration::from_millis(*swing_duration),
recover_duration: Duration::from_millis(*recover_duration),
damage: *damage,
knockback: *knockback,
shockwave_angle: *shockwave_angle,
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shockwave_vertical_angle: *shockwave_vertical_angle,
shockwave_speed: *shockwave_speed,
shockwave_duration: Duration::from_millis(*shockwave_duration),
requires_ground: *requires_ground,
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move_efficiency: *move_efficiency,
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ability_key: key,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
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}),
CharacterAbility::BasicBeam {
buildup_duration,
recover_duration,
beam_duration,
base_hps,
base_dps,
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tick_rate,
range,
max_angle,
lifesteal_eff,
energy_regen,
energy_cost,
energy_drain,
} => CharacterState::BasicBeam(basic_beam::Data {
static_data: basic_beam::StaticData {
buildup_duration: Duration::from_millis(*buildup_duration),
recover_duration: Duration::from_millis(*recover_duration),
beam_duration: Duration::from_millis(*beam_duration),
base_hps: *base_hps,
base_dps: *base_dps,
tick_rate: *tick_rate,
range: *range,
max_angle: *max_angle,
lifesteal_eff: *lifesteal_eff,
energy_regen: *energy_regen,
energy_cost: *energy_cost,
energy_drain: *energy_drain,
ability_key: key,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
particle_ori: None::<Vec3<f32>>,
offset: Vec3::zero(),
}),
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}
}
}