This commit is contained in:
jshipsey 2022-02-05 03:08:01 -05:00 committed by Sam
parent 14080da693
commit 0c788997a4
13 changed files with 164 additions and 33 deletions

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@ -3,7 +3,7 @@
body: RandomWith("gnarling"),
alignment: Alignment(Enemy),
loadout: Extended(
hands: TwoHanded(Item("common.items.npc_weapons.biped_small.gnarling.chieftain_staff")),
hands: TwoHanded(Item("common.items.npc_weapons.biped_small.gnarling.chieftain")),
base_asset: Loadout("common.loadout.dungeon.gnarling.chieftain"),
inventory: [],
),

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@ -3,7 +3,7 @@
body: RandomWith("gnarling"),
alignment: Alignment(Enemy),
loadout: Extended(
hands: TwoHanded(Item("common.items.npc_weapons.biped_small.gnarling.axe")),
hands: TwoHanded(Item("common.items.npc_weapons.biped_small.gnarling.logger")),
base_asset: Loadout("common.loadout.dungeon.gnarling.logger"),
inventory: [],
),

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@ -3,7 +3,7 @@
body: RandomWith("gnarling"),
alignment: Alignment(Enemy),
loadout: Extended(
hands: TwoHanded(Item("common.items.npc_weapons.biped_small.gnarling.dagger")),
hands: TwoHanded(Item("common.items.npc_weapons.biped_small.gnarling.mugger")),
base_asset: Loadout("common.loadout.dungeon.gnarling.mugger"),
inventory: [],
),

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@ -3,7 +3,7 @@
body: RandomWith("gnarling"),
alignment: Alignment(Enemy),
loadout: Extended(
hands: TwoHanded(Item("common.items.npc_weapons.biped_small.gnarling.blowgun")),
hands: TwoHanded(Item("common.items.npc_weapons.biped_small.gnarling.stalker")),
base_asset: Loadout("common.loadout.dungeon.gnarling.stalker"),
inventory: [],
),

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@ -37,7 +37,7 @@
vox_spec: ("npc.gnarling.chieftain.chest", (-4.5, -3.5, -1.0)),
),
"Mandragora": (
vox_spec: ("npc.mandragora.male.chest", (-11.0, -11.0, -6.5)),
vox_spec: ("npc.mandragora.male.chest", (-11.0, -11.0, 0.0)),
),
"Kappa": (
vox_spec: ("npc.kappa.male.chest", (-6.5, -8.0, -7.0)),

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@ -64,7 +64,8 @@ impl Animation for AlphaAnimation {
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let _move1 = move1base * pullback * mirror;
let move1 = move1base * pullback * mirror;
let move2 = move2base * pullback * mirror;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
@ -167,7 +168,14 @@ impl Animation for AlphaAnimation {
* Quaternion::rotation_y(move1abs * -0.4 + move2abs * 1.0)
* Quaternion::rotation_z(-0.3 + move2abs * -2.2);
},
_ => {},
_ => {
next.chest.orientation = Quaternion::rotation_x(move2abs * -1.0)
* Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(1.2);
},
}
next
}

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@ -4,13 +4,15 @@ pub mod dash;
pub mod idle;
pub mod run;
pub mod shoot;
pub mod spinmelee;
pub mod stunned;
pub mod wield;
// Reexports
pub use self::{
alpha::AlphaAnimation, beam::BeamAnimation, dash::DashAnimation, idle::IdleAnimation,
run::RunAnimation, shoot::ShootAnimation, stunned::StunnedAnimation, wield::WieldAnimation,
run::RunAnimation, shoot::ShootAnimation, spinmelee::SpinMeleeAnimation,
stunned::StunnedAnimation, wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
@ -141,7 +143,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Sahagin, _) => (0.0, 15.0),
(Adlet, _) => (0.0, 11.0),
(Gnarling, _) => (0.0, 7.5),
(Mandragora, _) => (0.0, 10.5),
(Mandragora, _) => (0.0, 4.0),
(Kappa, _) => (0.0, 14.5),
(Cactid, _) => (0.0, 7.0),
(Gnoll, _) => (0.0, 15.5),
@ -154,7 +156,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Sahagin, _) => (0.5, -7.0),
(Adlet, _) => (0.0, -3.0),
(Gnarling, _) => (0.0, -3.0),
(Mandragora, _) => (0.0, -6.5),
(Mandragora, _) => (0.0, 0.0),
(Kappa, _) => (0.0, -3.0),
(Cactid, _) => (0.0, -3.0),
(Gnoll, _) => (0.5, -7.5),
@ -180,7 +182,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(Sahagin, _) => (3.5, 3.5, -2.0),
(Adlet, _) => (4.5, -0.5, 2.0),
(Gnarling, _) => (4.0, 0.0, 1.5),
(Mandragora, _) => (4.0, -0.5, -2.5),
(Mandragora, _) => (4.0, -0.5, 4.0),
(Kappa, _) => (4.0, 3.5, -0.5),
(Cactid, _) => (4.0, 0.5, -1.0),
(Gnoll, _) => (3.5, 0.5, -1.0),

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@ -0,0 +1,91 @@
use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct SpinMeleeAnimation;
type SpinMeleeAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f32,
Vec3<f32>,
f32,
Option<StageSection>,
f32,
);
impl Animation for SpinMeleeAnimation {
type Dependency<'a> = SpinMeleeAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_spinmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_spinmelee")]
fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton,
(
active_tool_kind,
velocity,
_orientation,
_last_ori,
global_time,
_avg_vel,
_acc_vel,
stage_section,
timer,
): Self::Dependency<'a>,
anim_time: f32,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let anim_time = anim_time.min(1.0);
let (move1base, tension, move2base, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.sqrt(), (anim_time * 10.0).sin(), 0.0, 0.0),
Some(StageSection::Action) => (1.0, 1.0, anim_time.powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum();
let tension = tension * pullback;
let move1abs = move1base * pullback;
let move2abs = move2base * pullback;
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Spear) => {
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.chest.orientation = Quaternion::rotation_x(move1abs * -0.2 + move2abs * 0.3)
* Quaternion::rotation_z(move1abs * 0.5 + move2abs * -0.6);
},
_ => {
next.chest.orientation =
Quaternion::rotation_x(move1abs * 1.0 + move2abs * -1.5 + tension * 0.2);
next.pants.orientation = Quaternion::rotation_x(move1abs * -0.5 + move2abs * 0.5);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation =
Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * 0.5);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation =
Quaternion::rotation_x(1.2 + move1abs * 1.5 + move2abs * -1.0)
* Quaternion::rotation_y(tension * -0.5);
},
}
next
}
}

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@ -213,7 +213,12 @@ impl Animation for WieldAnimation {
* Quaternion::rotation_y(-0.2 * speednorm)
* Quaternion::rotation_z(-0.3);
},
_ => {},
_ => {
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(1.2);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(1.2);
},
}
next

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@ -178,7 +178,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
(StoneGolem, _) => (3.5, 0.5, -9.5),
(Treant, _) => (3.5, -5.0, -8.5),
(ClayGolem, _) => (3.5, -1.0, -8.5),
(WoodGolem, _) => (2.5, -1.0, -5.5),
(WoodGolem, _) => (2.5, 1.0, -5.5),
},
scaler: match (body.species, body.body_type) {
(StoneGolem, _) => 1.5,

View File

@ -35,14 +35,17 @@ impl Animation for SpinMeleeAnimation {
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z(movement2 * -2.0 * PI) * Quaternion::rotation_x(-0.2);
Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI)
* Quaternion::rotation_x(-0.2);
next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1);
next.upper_torso.orientation = Quaternion::rotation_z(movement2 * 2.0 * PI);
next.upper_torso.position =
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + movement1 * -6.0);
next.upper_torso.orientation =
Quaternion::rotation_z(movement1 * -0.5 * PI + movement2 * 2.5 * PI);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + movement1 * 5.0);
next.lower_torso.orientation = Quaternion::rotation_z(movement2 * -2.0 * PI);
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
next.lower_torso.orientation =
Quaternion::rotation_z(movement1 * 0.5 * PI + movement2 * -2.5 * PI);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation =
@ -58,24 +61,16 @@ impl Animation for SpinMeleeAnimation {
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback);
next.leg_l.position = Vec3::new(
-s_a.leg.0 + movement1 * 3.0,
s_a.leg.1,
s_a.leg.2 + movement1 * 5.0,
) * 1.02;
next.leg_l.position = Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
next.leg_l.orientation = Quaternion::rotation_x(0.0);
next.leg_r.position = Vec3::new(
s_a.leg.0 - movement1 * 3.0,
s_a.leg.1,
s_a.leg.2 + movement1 * 5.0,
) * 1.02;
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + movement1 * 2.0) * 1.02;
next.leg_r.orientation = Quaternion::rotation_x(0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
next.foot_l.orientation = Quaternion::rotation_x(0.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 4.0);
next.foot_r.orientation = Quaternion::rotation_x(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);

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@ -3064,6 +3064,38 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::SpinMelee(s) => {
let stage_time = s.timer.as_secs_f32();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32()
},
StageSection::Action => {
stage_time / s.static_data.swing_duration.as_secs_f32()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::biped_small::SpinMeleeAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
rel_vel,
ori * anim::vek::Vec3::<f32>::unit_y(),
state.last_ori * anim::vek::Vec3::<f32>::unit_y(),
time,
rel_avg_vel,
state.acc_vel,
Some(s.stage_section),
state.state_time,
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::BasicRanged(s) => {
let stage_time = s.timer.as_secs_f32();

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@ -546,8 +546,6 @@ impl Structure for GnarlingFortification {
// Create towers
self.wall_towers.iter().for_each(|point| {
let wpos = point.xy() + self.origin;
let darkwood = Fill::Block(Block::new(BlockKind::Wood, Rgb::new(55, 25, 8)));
let darkwood2 = Fill::Block(Block::new(BlockKind::Wood, Rgb::new(71, 33, 11)));
// Tower base
let tower_depth = 3;