Removed references to Healing Beam, which Healing Aura is replacing

This commit is contained in:
Knightress Paladin 2021-07-10 21:39:11 -07:00
parent 42c3872528
commit 146f86be2c
15 changed files with 9 additions and 307 deletions

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@ -191,7 +191,7 @@
abilities: [],
),
Custom("Quad Low Beam"): (
primary: "common.abilities.custom.quadlowbeam.healingbeam",
primary: "common.abilities.custom.quadlowbeam.lifestealbeam",
secondary: "common.abilities.custom.quadlowbreathe.triplestrike",
abilities: [
(None, "common.abilities.custom.quadlowbreathe.dash"),

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@ -11,5 +11,5 @@ BasicBeam(
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: HealingBeam,
specifier: LifestealBeam,
)

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@ -1,11 +0,0 @@
HealingBeam(
buildup_duration: 0.25,
recover_duration: 0.25,
beam_duration: 1.0,
heal: 40,
tick_rate: 2.0,
range: 25.0,
max_angle: 1.0,
energy_cost: 75,
specifier: HealingBeam,
)

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@ -261,18 +261,7 @@ pub enum CharacterAbility {
range: f32,
energy_cost: f32,
scales_with_combo: bool,
specifier: aura::FrontendSpecifier,
},
HealingBeam {
buildup_duration: f32,
recover_duration: f32,
beam_duration: f32,
heal: f32,
tick_rate: f32,
range: f32,
max_angle: f32,
energy_cost: f32,
specifier: beam::FrontendSpecifier,
specifier: aura::Specifier,
},
Blink {
buildup_duration: f32,
@ -381,7 +370,6 @@ impl CharacterAbility {
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok()
},
CharacterAbility::HealingBeam { .. } => data.combo.counter() > 0,
CharacterAbility::ComboMelee { .. }
| CharacterAbility::Boost { .. }
| CharacterAbility::BasicBeam { .. }
@ -733,26 +721,6 @@ impl CharacterAbility {
*range *= stats.range;
*energy_cost /= stats.energy_efficiency;
},
HealingBeam {
ref mut buildup_duration,
ref mut recover_duration,
ref mut beam_duration,
ref mut heal,
ref mut tick_rate,
ref mut range,
max_angle: _,
ref mut energy_cost,
specifier: _,
} => {
*buildup_duration /= stats.speed;
*recover_duration /= stats.speed;
*heal *= stats.power;
*tick_rate *= stats.speed;
*range *= stats.range;
// Duration modified to keep velocity constant
*beam_duration *= stats.range;
*energy_cost /= stats.energy_efficiency;
},
Blink {
ref mut buildup_duration,
ref mut recover_duration,
@ -825,7 +793,6 @@ impl CharacterAbility {
| ChargedMelee { energy_cost, .. }
| ChargedRanged { energy_cost, .. }
| Shockwave { energy_cost, .. }
| HealingBeam { energy_cost, .. }
| BasicAura { energy_cost, .. }
| BasicBlock { energy_cost, .. }
| SelfBuff { energy_cost, .. } => *energy_cost as u32,
@ -1320,26 +1287,6 @@ impl CharacterAbility {
*lifesteal *= 1.15_f32.powi(level.into());
}
},
HealingBeam {
ref mut heal,
ref mut energy_cost,
ref mut range,
ref mut beam_duration,
..
} => {
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HHeal)) {
*heal *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HRange)) {
let range_mod = 1.2_f32.powi(level.into());
*range *= range_mod;
// Duration modified to keep velocity constant
*beam_duration *= range_mod;
}
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HCost)) {
*energy_cost *= 0.8_f32.powi(level.into());
}
},
BasicAura {
ref mut aura,
ref mut range,
@ -1347,7 +1294,7 @@ impl CharacterAbility {
ref specifier,
..
} => {
if matches!(*specifier, aura::FrontendSpecifier::WardingAura) {
if matches!(*specifier, aura::Specifier::WardingAura) {
if let Ok(Some(level)) = skillset.skill_level(Sceptre(AStrength)) {
aura.strength *= 1.15_f32.powi(level.into());
}
@ -1360,7 +1307,7 @@ impl CharacterAbility {
if let Ok(Some(level)) = skillset.skill_level(Sceptre(ACost)) {
*energy_cost *= 0.85_f32.powi(level.into());
}
} else if matches!(*specifier, aura::FrontendSpecifier::HealingAura) {
} else if matches!(*specifier, aura::Specifier::HealingAura) {
if let Ok(Some(level)) = skillset.skill_level(Sceptre(HHeal)) {
aura.strength *= 1.15_f32.powi(level.into());
}
@ -1898,32 +1845,6 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
timer: Duration::default(),
stage_section: StageSection::Buildup,
}),
CharacterAbility::HealingBeam {
buildup_duration,
recover_duration,
beam_duration,
heal,
tick_rate,
range,
max_angle,
energy_cost,
specifier,
} => CharacterState::HealingBeam(healing_beam::Data {
static_data: healing_beam::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration),
recover_duration: Duration::from_secs_f32(*recover_duration),
beam_duration: Duration::from_secs_f32(*beam_duration),
heal: *heal,
tick_rate: *tick_rate,
range: *range,
max_angle: *max_angle,
energy_cost: *energy_cost,
ability_info,
specifier: *specifier,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
}),
CharacterAbility::Blink {
buildup_duration,
recover_duration,

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@ -72,7 +72,7 @@ pub enum AuraTarget {
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum FrontendSpecifier {
pub enum Specifier {
WardingAura,
HealingAura,
}

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@ -50,7 +50,6 @@ impl Component for Beam {
pub enum FrontendSpecifier {
Flamethrower,
LifestealBeam,
HealingBeam,
Cultist,
ClayGolem,
Bubbles,

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@ -93,11 +93,6 @@ pub enum CharacterState {
BasicBeam(basic_beam::Data),
/// Creates an aura that persists as long as you are actively casting
BasicAura(basic_aura::Data),
/// A directed beam that heals targets in range. This is separate from basic
/// beam as a large amount of functionality needed to be special cased
/// specifically for the healing beam. There was also functionality present
/// on basic beam which was unnecessary for the healing beam.
HealingBeam(healing_beam::Data),
/// A short teleport that targets either a position or entity
Blink(blink::Data),
/// Summons creatures that fight for the caster
@ -128,7 +123,6 @@ impl CharacterState {
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::HealingBeam(_)
| CharacterState::SelfBuff(_)
| CharacterState::Blink(_)
| CharacterState::BasicSummon(_)
@ -155,7 +149,6 @@ impl CharacterState {
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::HealingBeam(_)
| CharacterState::SelfBuff(_)
| CharacterState::Blink(_)
| CharacterState::BasicSummon(_)
@ -181,7 +174,6 @@ impl CharacterState {
| CharacterState::UseItem(_)
| CharacterState::Wielding
| CharacterState::Talk
| CharacterState::HealingBeam(_)
)
}

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@ -1,7 +1,7 @@
use crate::{
combat::GroupTarget,
comp::{
aura::{AuraBuffConstructor, AuraChange, AuraKind, AuraTarget, FrontendSpecifier},
aura::{AuraBuffConstructor, AuraChange, AuraKind, AuraTarget, Specifier},
CharacterState, StateUpdate,
},
event::ServerEvent,
@ -35,7 +35,7 @@ pub struct StaticData {
/// Whether the aura's effect scales with the user's current combo
pub scales_with_combo: bool,
/// Used to specify aura to the frontend
pub specifier: FrontendSpecifier,
pub specifier: Specifier,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]

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@ -1,155 +0,0 @@
use crate::{
combat::{Attack, AttackEffect, CombatEffect, CombatRequirement, GroupTarget},
comp::{beam, CharacterState, Ori, Pos, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
uid::Uid,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage or heal
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// How long each beam segment persists for
pub beam_duration: Duration,
/// Base healing per tick
pub heal: f32,
/// Ticks of healing per second
pub tick_rate: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Energy consumed per second for heal ticks
pub energy_cost: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Used to specify the beam to the frontend
pub specifier: beam::FrontendSpecifier,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 0.6);
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update, 1.0);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::HealingBeam(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Creates beam
data.updater.insert(data.entity, beam::Beam {
hit_entities: Vec::<Uid>::new(),
tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
timer: Duration::default(),
});
// Build up
update.character = CharacterState::HealingBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Cast,
..*self
});
}
},
StageSection::Cast => {
if input_is_pressed(data, self.static_data.ability_info.input) {
let speed =
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
let heal = AttackEffect::new(
Some(GroupTarget::InGroup),
CombatEffect::Heal(self.static_data.heal),
)
.with_requirement(CombatRequirement::Energy(self.static_data.energy_cost))
.with_requirement(CombatRequirement::Combo(1));
let attack = Attack::default().with_effect(heal);
let properties = beam::Properties {
attack,
angle: self.static_data.max_angle.to_radians(),
speed,
duration: self.static_data.beam_duration,
owner: Some(*data.uid),
specifier: self.static_data.specifier,
};
// Gets offsets
let body_offsets = Vec3::new(
(data.body.radius() + 0.2) * data.inputs.look_dir.x,
(data.body.radius() + 0.2) * data.inputs.look_dir.y,
data.body.eye_height() * 0.6,
);
let pos = Pos(data.pos.0 + body_offsets);
// Create beam segment
update.server_events.push_front(ServerEvent::BeamSegment {
properties,
pos,
ori: Ori::from(data.inputs.look_dir),
});
update.character = CharacterState::HealingBeam(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
update.character = CharacterState::HealingBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::HealingBeam(Data {
timer: tick_attack_or_default(data, self.timer, None),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(data.entity);
},
}
// At end of state logic so an interrupt isn't overwritten
if !input_is_pressed(data, self.static_data.ability_info.input) {
handle_state_interrupt(data, &mut update, false);
}
update
}
}

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@ -16,7 +16,6 @@ pub mod dash_melee;
pub mod equipping;
pub mod glide;
pub mod glide_wield;
pub mod healing_beam;
pub mod idle;
pub mod leap_melee;
pub mod repeater_ranged;

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@ -339,7 +339,6 @@ impl<'a> System<'a> for Sys {
CharacterState::Shockwave(data) => data.handle_event(&j, action),
CharacterState::BasicBeam(data) => data.handle_event(&j, action),
CharacterState::BasicAura(data) => data.handle_event(&j, action),
CharacterState::HealingBeam(data) => data.handle_event(&j, action),
CharacterState::Blink(data) => data.handle_event(&j, action),
CharacterState::BasicSummon(data) => data.handle_event(&j, action),
CharacterState::SelfBuff(data) => data.handle_event(&j, action),
@ -396,7 +395,6 @@ impl<'a> System<'a> for Sys {
CharacterState::Shockwave(data) => data.behavior(&j),
CharacterState::BasicBeam(data) => data.behavior(&j),
CharacterState::BasicAura(data) => data.behavior(&j),
CharacterState::HealingBeam(data) => data.behavior(&j),
CharacterState::Blink(data) => data.behavior(&j),
CharacterState::BasicSummon(data) => data.behavior(&j),
CharacterState::SelfBuff(data) => data.behavior(&j),

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@ -276,7 +276,6 @@ impl<'a> System<'a> for Sys {
| CharacterState::Shockwave { .. }
| CharacterState::BasicBeam { .. }
| CharacterState::BasicAura { .. }
| CharacterState::HealingBeam { .. }
| CharacterState::Blink { .. }
| CharacterState::BasicSummon { .. }
| CharacterState::SelfBuff { .. }

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@ -479,7 +479,7 @@ impl SfxMgr {
audio.emit_sfx(sfx_trigger_item, *pos, None, false);
},
Outcome::Beam { pos, specifier } => match specifier {
beam::FrontendSpecifier::LifestealBeam | beam::FrontendSpecifier::HealingBeam => {
beam::FrontendSpecifier::LifestealBeam => {
if thread_rng().gen_bool(0.5) {
let sfx_trigger_item = triggers.get_key_value(&SfxEvent::HealingBeam);
audio.emit_sfx(sfx_trigger_item, *pos, None, false);

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@ -1309,32 +1309,6 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::HealingBeam(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::Cast => s.timer.as_secs_f32(),
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f32()
},
_ => 0.0,
};
anim::character::BeamAnimation::update_skeleton(
&target_base,
(
Some(s.static_data.ability_info),
hands,
time,
rel_vel.magnitude(),
Some(s.stage_section),
),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::ComboMelee(s) => {
let stage_index = (s.stage - 1) as usize;
let stage_time = s.timer.as_secs_f32();

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@ -826,20 +826,6 @@ impl ParticleMgr {
},
);
},
beam::FrontendSpecifier::HealingBeam => {
// Emit a light when using healing
lights.push(Light::new(pos.0, Rgb::new(0.1, 1.0, 0.15), 1.0));
self.particles.reserve(beam_tick_count as usize);
for i in 0..beam_tick_count {
self.particles.push(Particle::new_directed(
beam.properties.duration,
time + i as f64 / 1000.0,
ParticleMode::HealingBeam,
pos.0,
pos.0 + *ori.look_dir() * range,
));
}
},
beam::FrontendSpecifier::LifestealBeam => {
// Emit a light when using lifesteal beam
lights.push(Light::new(pos.0, Rgb::new(0.8, 1.0, 0.5), 1.0));