update triple_strike

This commit is contained in:
Adam Whitehurst 2020-03-19 15:40:03 -07:00
parent 3a55ae5848
commit 0b7a572178
5 changed files with 114 additions and 13 deletions

View File

@ -36,6 +36,9 @@ pub enum CharacterAbility {
recover_duration: Duration,
base_damage: u32,
},
TripleStrike {
base_damage: u32,
},
}
impl CharacterAbility {
@ -146,6 +149,14 @@ impl From<&CharacterAbility> for CharacterState {
stage_time_active: Duration::default(),
base_damage: *base_damage,
}),
CharacterAbility::TripleStrike { base_damage } => {
CharacterState::TripleStrike(triple_strike::Data {
base_damage: *base_damage,
stage: 0,
stage_exhausted: false,
stage_time_active: Duration::default(),
})
},
}
}
}

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@ -64,6 +64,13 @@ impl CharacterState {
}
}
pub fn can_swap(&self) -> bool {
match self {
CharacterState::Wielding => true,
_ => false,
}
}
pub fn is_attack(&self) -> bool {
match self {
CharacterState::BasicMelee(_)

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@ -69,11 +69,12 @@ impl ToolData {
match self.kind {
Sword(_) => vec![
BasicMelee {
buildup_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(500),
base_damage: 6,
},
// BasicMelee {
// buildup_duration: Duration::from_millis(100),
// recover_duration: Duration::from_millis(500),
// base_damage: 6,
// },
CharacterAbility::TripleStrike { base_damage: 7 },
DashMelee {
buildup_duration: Duration::from_millis(500),
recover_duration: Duration::from_millis(500),

View File

@ -1,13 +1,16 @@
use crate::{
comp::{StateUpdate, ToolData},
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::{CharacterBehavior, JoinData},
};
use std::{collections::VecDeque, time::Duration};
use vek::vec::Vec2;
// In millis
const STAGE_DURATION: u64 = 600;
const BASE_ACCEL: f32 = 200.0;
const BASE_SPEED: f32 = 250.0;
/// ### A sequence of 3 incrementally increasing attacks.
///
/// While holding down the `primary` button, perform a series of 3 attacks,
@ -17,13 +20,13 @@ const STAGE_DURATION: u64 = 600;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// The tool this state will read to handle damage, etc.
pub tool: ToolData,
pub base_damage: u32,
/// `int` denoting what stage (of 3) the attack is in.
pub stage: i8,
/// How long current stage has been active
pub stage_time_active: Duration,
/// Whether current stage has exhausted its attack
stage_exhausted: bool,
pub stage_exhausted: bool,
}
impl CharacterBehavior for Data {
@ -38,7 +41,6 @@ impl CharacterBehavior for Data {
server_events: VecDeque::new(),
};
let new_stage_exhausted = self.stage_exhausted;
let new_stage_time_active = self
.stage_time_active
.checked_add(Duration::from_secs_f32(data.dt.0))
@ -46,19 +48,83 @@ impl CharacterBehavior for Data {
// If player stops holding input,
if !data.inputs.primary.is_pressed() {
attempt_wield(data, &mut update);
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
return update;
}
if self.stage < 3 {
if new_stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
// Move player forward while in first third of each stage
handle_move(data, &mut update);
// Move player according to move_dir
if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
update.vel.0 =
update.vel.0 + Vec2::broadcast(data.dt.0) * data.ori.0 * BASE_ACCEL;
let mag2 = update.vel.0.magnitude_squared();
if mag2 > BASE_SPEED.powf(2.0) {
update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
}
};
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active: new_stage_time_active,
stage_exhausted: false,
});
} else if new_stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
&& !new_stage_exhausted
&& !self.stage_exhausted
{
// Allow player to influence orientation a little
handle_move(data, &mut update);
// Try to deal damage in second half of stage
// TODO: deal damage
data.updater.insert(data.entity, Attacking {
base_damage: self.base_damage * (self.stage as u32 + 1),
max_angle: 180_f32.to_radians(),
applied: false,
hit_count: 0,
});
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active: new_stage_time_active,
stage_exhausted: true,
});
} else if new_stage_time_active > Duration::from_millis(STAGE_DURATION) {
// Allow player to influence orientation a little
handle_move(data, &mut update);
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage + 1,
stage_time_active: Duration::default(),
stage_exhausted: false,
});
} else {
update.character = CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active: new_stage_time_active,
stage_exhausted: self.stage_exhausted,
});
}
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
// Grant energy on successful hit
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(100, EnergySource::HitEnemy);
4
}
}

View File

@ -504,6 +504,22 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::TripleStrike(s) => match s.stage {
0 | 2 => anim::character::AttackAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
_ => anim::character::ChargeAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
},
CharacterState::TimedCombo(s) => match s.stage {
0 | 2 => anim::character::AttackAnimation::update_skeleton(
&target_base,