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better triple_strike
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4153df66ea
commit
0cdb80427d
@ -150,6 +150,7 @@ impl From<&CharacterAbility> for CharacterState {
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stage: 0,
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stage_exhausted: false,
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stage_time_active: Duration::default(),
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should_transition: true,
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})
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},
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}
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@ -10,7 +10,7 @@ use vek::vec::Vec2;
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const STAGE_DURATION: u64 = 600;
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const BASE_ACCEL: f32 = 200.0;
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const BASE_SPEED: f32 = 250.0;
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const BASE_SPEED: f32 = 25.0;
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/// ### A sequence of 3 incrementally increasing attacks.
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///
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/// While holding down the `primary` button, perform a series of 3 attacks,
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@ -27,6 +27,8 @@ pub struct Data {
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pub stage_time_active: Duration,
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/// Whether current stage has exhausted its attack
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pub stage_exhausted: bool,
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/// Whether to go to next stage
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pub should_transition: bool,
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}
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impl CharacterBehavior for Data {
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@ -41,26 +43,28 @@ impl CharacterBehavior for Data {
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server_events: VecDeque::new(),
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};
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let new_stage_time_active = self
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let stage_time_active = self
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.stage_time_active
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or(Duration::default());
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let mut should_transition = self.should_transition;
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// If player stops holding input,
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if !data.inputs.primary.is_pressed() {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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return update;
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// // Done
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// update.character = CharacterState::Wielding;
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// // Make sure attack component is removed
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// data.updater.remove::<Attacking>(data.entity);
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// return update;
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should_transition = false;
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}
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handle_move(data, &mut update);
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if self.stage < 3 {
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if new_stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
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// Handling movement
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if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
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// Move player forward while in first third of each stage
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// Move player according to move_dir
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if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
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update.vel.0 =
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update.vel.0 + Vec2::broadcast(data.dt.0) * data.ori.0 * BASE_ACCEL;
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@ -69,14 +73,12 @@ impl CharacterBehavior for Data {
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update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
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}
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};
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} else {
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handle_orientation(data, &mut update);
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}
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update.character = CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage,
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stage_time_active: new_stage_time_active,
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stage_exhausted: false,
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});
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} else if new_stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
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// Handling attacking
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if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
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&& !self.stage_exhausted
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{
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// Try to deal damage in second half of stage
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@ -90,22 +92,32 @@ impl CharacterBehavior for Data {
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update.character = CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage,
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stage_time_active: new_stage_time_active,
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stage_time_active,
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stage_exhausted: true,
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should_transition,
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});
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} else if new_stage_time_active > Duration::from_millis(STAGE_DURATION) {
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update.character = CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage + 1,
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stage_time_active: Duration::default(),
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stage_exhausted: false,
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});
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} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
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if should_transition {
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update.character = CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage + 1,
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stage_time_active: Duration::default(),
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stage_exhausted: false,
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should_transition,
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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}
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} else {
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update.character = CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage,
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stage_time_active: new_stage_time_active,
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stage_time_active,
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stage_exhausted: self.stage_exhausted,
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should_transition,
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});
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}
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} else {
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@ -53,6 +53,10 @@ fn basic_move(data: &JoinData, update: &mut StateUpdate) {
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}
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}
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handle_orientation(data, update);
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}
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pub fn handle_orientation(data: &JoinData, update: &mut StateUpdate) {
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// Set direction based on move direction
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let ori_dir = if update.character.is_attack() || update.character.is_block() {
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Vec2::from(data.inputs.look_dir).normalized()
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@ -504,7 +504,14 @@ impl FigureMgr {
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)
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},
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CharacterState::TripleStrike(s) => match s.stage {
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0 | 2 => anim::character::AttackAnimation::update_skeleton(
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0 => anim::character::AttackAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, time),
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state.state_time,
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&mut state_animation_rate,
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skeleton_attr,
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),
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1 => anim::character::AttackAnimation::update_skeleton(
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&target_base,
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(active_tool_kind, time),
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state.state_time,
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