buildup time adjustments

This commit is contained in:
Maxicarlos08 2023-07-18 12:56:44 +02:00
parent 3343ddf4cc
commit 09f7087ac6
No known key found for this signature in database
4 changed files with 159 additions and 164 deletions

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assets/voxygen/voxel/object/portal.vox (Stored with Git LFS)

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@ -120,7 +120,7 @@ impl<'a> System<'a> for Sys {
end_time: Time(time.0 + teleporter.buildup_time.0),
}));
} else if let Some(remaining) = teleporting.and_then(|teleporting| {
((time.0 - teleporting.teleport_start.0) >= teleporter.buildup_time.0 / 2.
((time.0 - teleporting.teleport_start.0) >= teleporter.buildup_time.0 / 3.
&& !matches!(*character_state, CharacterState::Blink(_)))
.then_some(teleporter.buildup_time.0 - (time.0 - teleporting.teleport_start.0))
}) {
@ -181,6 +181,11 @@ impl<'a> System<'a> for Sys {
for entity in cancel_teleport {
teleporting.remove(entity);
character_states.get_mut(entity).map(|mut state| {
if let CharacterState::Blink(data) = &mut *state {
data.stage_section = StageSection::Recover;
}
});
}
for (entity, teleporter) in attempt_teleport {

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@ -667,16 +667,16 @@ impl Floor {
// Move both a bit to the side to prevent teleportation loop, ideally we'd have the portals at another location
supplement.add_entity(EntityInfo::at(top_pos).into_special(
SpecialEntity::Teleporter(Teleporter {
target: bottom_pos+ Vec3::unit_x() * 5.,
target: bottom_pos + Vec3::unit_x() * 5.,
requires_no_aggro: false,
buildup_time: Secs(1.),
}),
));
supplement.add_entity(EntityInfo::at(bottom_pos).into_special(
SpecialEntity::Teleporter(Teleporter {
target: top_pos+ Vec3::unit_x() * 5.,
target: top_pos + Vec3::unit_x() * 5.,
requires_no_aggro: true,
buildup_time: Secs(3.),
buildup_time: Secs(5.),
}),
));
}
@ -1188,173 +1188,163 @@ impl Floor {
let mut chests = None;
'room: {
if let Some(room) = room.map(|i| self.rooms.get(*i)) {
height = height.min(room.height);
if let Tile::UpStair(_, kind) = tile {
if self.final_level {
break 'room;
if let Some(room) = room.map(|i| self.rooms.get(*i)) {
height = height.min(room.height);
if let Tile::UpStair(_, kind) = tile && !self.final_level {
// Construct the staircase that connects this tile to the matching DownStair
// tile on the floor above (or to the surface if this is the top floor), and
// a hollow bounding box to place air in
let center = tile_center.with_z(floor_z);
let radius = TILE_SIZE as f32 / 2.0;
let aabb = aabr_with_z(tile_aabr, floor_z..floor_z + self.total_depth());
let outer_aabb = aabr_with_z(
outer_tile_aabr(2),
floor_z + tunnel_height as i32..floor_z + self.total_depth() - 1,
);
let bb = painter.prim(match kind {
StairsKind::Spiral => Primitive::Cylinder(aabb),
StairsKind::WallSpiral => Primitive::Aabb(aabb),
});
let outer_bb = painter.prim(match kind {
StairsKind::WallSpiral => Primitive::Aabb(outer_aabb),
StairsKind::Spiral => Primitive::Cylinder(outer_aabb),
});
let stair = painter.prim(Primitive::sampling(bb, match kind {
StairsKind::Spiral => spiral_staircase(center, radius, 0.5, 9.0),
StairsKind::WallSpiral => wall_staircase(center, radius, 27.0),
}));
// Construct the lights that go inside the staircase, starting above the
// ceiling to avoid placing them floating in mid-air
let mut lights = painter.prim(Primitive::Empty);
for i in height..self.total_depth() {
if i % 9 == 0 {
let mut light = painter.prim(Primitive::Aabb(Aabb {
min: aabb.min.with_z(floor_z + i),
max: aabb.max.with_z(floor_z + i + 1),
}));
let inner = painter.prim(Primitive::Aabb(Aabb {
min: (aabb.min + Vec3::new(1, 1, 0)).with_z(floor_z + i),
max: (aabb.max - Vec3::new(1, 1, 0)).with_z(floor_z + i + 1),
}));
light = painter.prim(Primitive::without(light, inner));
lights = painter.prim(Primitive::union(light, lights));
}
// Construct the staircase that connects this tile to the matching DownStair
// tile on the floor above (or to the surface if this is the top floor), and
// a hollow bounding box to place air in
let center = tile_center.with_z(floor_z);
let radius = TILE_SIZE as f32 / 2.0;
let aabb = aabr_with_z(tile_aabr, floor_z..floor_z + self.total_depth());
let outer_aabb = aabr_with_z(
outer_tile_aabr(2),
floor_z + tunnel_height as i32..floor_z + self.total_depth() - 1,
);
let bb = painter.prim(match kind {
StairsKind::Spiral => Primitive::Cylinder(aabb),
StairsKind::WallSpiral => Primitive::Aabb(aabb),
});
let outer_bb = painter.prim(match kind {
StairsKind::WallSpiral => Primitive::Aabb(outer_aabb),
StairsKind::Spiral => Primitive::Cylinder(outer_aabb),
});
let stair = painter.prim(Primitive::sampling(bb, match kind {
StairsKind::Spiral => spiral_staircase(center, radius, 0.5, 9.0),
StairsKind::WallSpiral => wall_staircase(center, radius, 27.0),
}
lights = painter.prim(Primitive::intersect(lights, lighting_mask));
stairs_bb.push(bb);
stair_walls.push(outer_bb);
stairs.push((stair, lights));
}
if matches!(tile, Tile::Room(_) | Tile::DownStair(_)) {
let seed = room.seed;
let loot_density = room.loot_density;
let difficulty = room.difficulty;
// Place chests with a random distribution based on the
// room's loot density in valid sprite locations,
// filled based on the room's difficulty
let chest_sprite = painter.prim(Primitive::sampling(
sprite_layer,
Box::new(move |pos| RandomField::new(seed).chance(pos, loot_density * 0.5)),
));
let chest_sprite_fill = Fill::Block(Block::air(match difficulty {
2 => SpriteKind::DungeonChest2,
3 => SpriteKind::DungeonChest3,
4 => SpriteKind::DungeonChest4,
5 => SpriteKind::DungeonChest5,
_ => SpriteKind::Chest,
}));
chests = Some((chest_sprite, chest_sprite_fill));
// If a room has pits, place them
if room.pits.is_some() {
// Make an air pit
let tile_pit = painter.prim(Primitive::Aabb(aabr_with_z(
tile_aabr,
floor_z - 7..floor_z,
)));
let tile_pit = painter.prim(Primitive::without(tile_pit, wall_contours));
painter.fill(tile_pit, Fill::Block(vacant));
// Fill with lava
let tile_lava = painter.prim(Primitive::Aabb(aabr_with_z(
tile_aabr,
floor_z - 7..floor_z - 5,
)));
let tile_lava = painter.prim(Primitive::without(tile_lava, wall_contours));
//pits.push(tile_pit);
//pits.push(tile_lava);
painter.fill(tile_lava, Fill::Block(lava));
}
if room
.pits
.map(|pit_space| {
tile_pos.map(|e| e.rem_euclid(pit_space) == 0).reduce_and()
})
.unwrap_or(false)
{
let platform = painter.prim(Primitive::Aabb(Aabb {
min: (tile_center - Vec2::broadcast(pillar_thickness - 1))
.with_z(floor_z - 7),
max: (tile_center + Vec2::broadcast(pillar_thickness)).with_z(floor_z),
}));
// Construct the lights that go inside the staircase, starting above the
// ceiling to avoid placing them floating in mid-air
let mut lights = painter.prim(Primitive::Empty);
for i in height..self.total_depth() {
if i % 9 == 0 {
let mut light = painter.prim(Primitive::Aabb(Aabb {
min: aabb.min.with_z(floor_z + i),
max: aabb.max.with_z(floor_z + i + 1),
}));
let inner = painter.prim(Primitive::Aabb(Aabb {
min: (aabb.min + Vec3::new(1, 1, 0)).with_z(floor_z + i),
max: (aabb.max - Vec3::new(1, 1, 0)).with_z(floor_z + i + 1),
}));
light = painter.prim(Primitive::without(light, inner));
lights = painter.prim(Primitive::union(light, lights));
}
}
lights = painter.prim(Primitive::intersect(lights, lighting_mask));
stairs_bb.push(bb);
stair_walls.push(outer_bb);
stairs.push((stair, lights));
painter.fill(platform, Fill::Block(stone));
}
if matches!(tile, Tile::Room(_) | Tile::DownStair(_)) {
let seed = room.seed;
let loot_density = room.loot_density;
let difficulty = room.difficulty;
// Place chests with a random distribution based on the
// room's loot density in valid sprite locations,
// filled based on the room's difficulty
let chest_sprite = painter.prim(Primitive::sampling(
sprite_layer,
Box::new(move |pos| {
RandomField::new(seed).chance(pos, loot_density * 0.5)
}),
));
let chest_sprite_fill = Fill::Block(Block::air(match difficulty {
2 => SpriteKind::DungeonChest2,
3 => SpriteKind::DungeonChest3,
4 => SpriteKind::DungeonChest4,
5 => SpriteKind::DungeonChest5,
_ => SpriteKind::Chest,
// If a room has pillars, the current tile aligns with the pillar spacing,
// and we're not too close to a wall (i.e. the
// adjacent tiles are rooms and not hallways/solid),
// place a pillar
if room
.pillars
.map(|pillar_space| {
tile_pos
.map(|e| e.rem_euclid(pillar_space) == 0)
.reduce_and()
})
.unwrap_or(false)
&& DIRS
.iter()
.map(|dir| tile_pos + *dir)
.all(|other_tile_pos| {
matches!(self.tiles.get(other_tile_pos), Some(Tile::Room(_)))
})
{
let mut pillar = painter.prim(Primitive::Cylinder(Aabb {
min: (tile_center - Vec2::broadcast(pillar_thickness - 1))
.with_z(floor_z),
max: (tile_center + Vec2::broadcast(pillar_thickness))
.with_z(floor_z + height),
}));
let base = painter.prim(Primitive::Cylinder(Aabb {
min: (tile_center - Vec2::broadcast(1 + pillar_thickness - 1))
.with_z(floor_z),
max: (tile_center + Vec2::broadcast(1 + pillar_thickness))
.with_z(floor_z + 1),
}));
chests = Some((chest_sprite, chest_sprite_fill));
// If a room has pits, place them
if room.pits.is_some() {
// Make an air pit
let tile_pit = painter.prim(Primitive::Aabb(aabr_with_z(
tile_aabr,
floor_z - 7..floor_z,
)));
let tile_pit =
painter.prim(Primitive::without(tile_pit, wall_contours));
painter.fill(tile_pit, Fill::Block(vacant));
// Fill with lava
let tile_lava = painter.prim(Primitive::Aabb(aabr_with_z(
tile_aabr,
floor_z - 7..floor_z - 5,
)));
let tile_lava =
painter.prim(Primitive::without(tile_lava, wall_contours));
//pits.push(tile_pit);
//pits.push(tile_lava);
painter.fill(tile_lava, Fill::Block(lava));
let scale = (pillar_thickness + 2) as f32 / pillar_thickness as f32;
let mut lights = painter
.prim(Primitive::scale(pillar, Vec2::broadcast(scale).with_z(1.0)));
lights = painter.prim(Primitive::intersect(lighting_plane, lights));
// Only add the base (and shift the lights up)
// for boss-rooms pillars
if room.kind == RoomKind::Boss {
lights = painter.prim(Primitive::translate(lights, 3 * Vec3::unit_z()));
pillar = painter.prim(Primitive::union(pillar, base));
}
if room
.pits
.map(|pit_space| {
tile_pos.map(|e| e.rem_euclid(pit_space) == 0).reduce_and()
})
.unwrap_or(false)
{
let platform = painter.prim(Primitive::Aabb(Aabb {
min: (tile_center - Vec2::broadcast(pillar_thickness - 1))
.with_z(floor_z - 7),
max: (tile_center + Vec2::broadcast(pillar_thickness))
.with_z(floor_z),
}));
painter.fill(platform, Fill::Block(stone));
}
// If a room has pillars, the current tile aligns with the pillar spacing,
// and we're not too close to a wall (i.e. the
// adjacent tiles are rooms and not hallways/solid),
// place a pillar
if room
.pillars
.map(|pillar_space| {
tile_pos
.map(|e| e.rem_euclid(pillar_space) == 0)
.reduce_and()
})
.unwrap_or(false)
&& DIRS
.iter()
.map(|dir| tile_pos + *dir)
.all(|other_tile_pos| {
matches!(self.tiles.get(other_tile_pos), Some(Tile::Room(_)))
})
{
let mut pillar = painter.prim(Primitive::Cylinder(Aabb {
min: (tile_center - Vec2::broadcast(pillar_thickness - 1))
.with_z(floor_z),
max: (tile_center + Vec2::broadcast(pillar_thickness))
.with_z(floor_z + height),
}));
let base = painter.prim(Primitive::Cylinder(Aabb {
min: (tile_center - Vec2::broadcast(1 + pillar_thickness - 1))
.with_z(floor_z),
max: (tile_center + Vec2::broadcast(1 + pillar_thickness))
.with_z(floor_z + 1),
}));
let scale = (pillar_thickness + 2) as f32 / pillar_thickness as f32;
let mut lights = painter
.prim(Primitive::scale(pillar, Vec2::broadcast(scale).with_z(1.0)));
lights = painter.prim(Primitive::intersect(lighting_plane, lights));
// Only add the base (and shift the lights up)
// for boss-rooms pillars
if room.kind == RoomKind::Boss {
lights =
painter.prim(Primitive::translate(lights, 3 * Vec3::unit_z()));
pillar = painter.prim(Primitive::union(pillar, base));
}
// Specifically don't include pillars in Minotaur arena
if !(room.kind == RoomKind::Boss && self.difficulty == 4) {
pillars.push((tile_center, pillar, lights));
}
// Specifically don't include pillars in Minotaur arena
if !(room.kind == RoomKind::Boss && self.difficulty == 4) {
pillars.push((tile_center, pillar, lights));
}
}
}
// Keep track of the boss room to be able to add decorations later
if room.kind == RoomKind::Boss {
boss_room_center =
Some(floor_corner + TILE_SIZE * room.area.center() + TILE_SIZE / 2);
}
// Keep track of the boss room to be able to add decorations later
if room.kind == RoomKind::Boss {
boss_room_center =
Some(floor_corner + TILE_SIZE * room.area.center() + TILE_SIZE / 2);
}
}