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Sceptre M2 Revamp
This commit is contained in:
parent
6c2d73c357
commit
1c99542df9
@ -2,5 +2,6 @@ TargetedEffect(
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buildup_duration: 0.5,
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recover_duration: 0.5,
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max_range: 25.0,
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effect: heal: 100.0,
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heal: 100.0,
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energy_cost:150,
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)
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@ -10,5 +10,5 @@ BasicBeam(
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energy_regen: 25,
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energy_drain: 0,
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orientation_behavior: Normal,
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specifier: HealingBeam,
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)
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specifier: LifestealBeam,
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)
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@ -76,7 +76,7 @@
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),
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Sceptre: (
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primary: "common.abilities.sceptre.lifestealbeam",
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secondary: "common.abilities.sceptre.healingbeam",
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secondary: "common.abilities.sceptre.targetedheal",
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abilities: [
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(Some(Sceptre(UnlockAura)), "common.abilities.sceptre.wardingaura"),
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],
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@ -61,7 +61,7 @@
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"hud.skill.sc_heal_cost_title": "Stamina Cost",
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"hud.skill.sc_heal_cost": "Healing others requires 20% less stamina{SP}",
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"hud.skill.sc_heal_range_title": "Range",
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"hud.skill.sc_heal_range": "Your beam reachs 20% further{SP}",
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"hud.skill.sc_heal_range": "The duration is decreased by 15%{SP}",
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"hud.skill.sc_wardaura_unlock_title": "Warding Aura Unlock",
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"hud.skill.sc_wardaura_unlock": "Allows you to ward your allies against enemy attacks{SP}",
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"hud.skill.sc_wardaura_strength_title": "Strength",
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@ -138,7 +138,7 @@ impl Attack {
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accumulated_damage += applied_damage;
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emit_outcome(Outcome::Damage { pos: target.pos });
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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emit(ServerEvent::HealthChange {
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entity: target.entity,
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change,
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});
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@ -183,7 +183,7 @@ impl Attack {
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},
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};
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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emit(ServerEvent::HealthChange {
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entity: attacker_entity,
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change,
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});
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@ -208,7 +208,7 @@ impl Attack {
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},
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};
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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emit(ServerEvent::HealthChange {
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entity: target.entity,
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change,
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});
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@ -318,7 +318,7 @@ impl Attack {
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},
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};
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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emit(ServerEvent::HealthChange {
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entity: attacker_entity,
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change,
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});
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@ -343,7 +343,7 @@ impl Attack {
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},
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};
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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emit(ServerEvent::HealthChange {
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entity: target.entity,
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change,
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});
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@ -30,6 +30,7 @@ pub enum CharacterAbilityType {
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BasicBeam,
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RepeaterRanged,
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BasicAura,
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}
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impl From<&CharacterState> for CharacterAbilityType {
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@ -48,7 +49,7 @@ impl From<&CharacterState> for CharacterAbilityType {
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CharacterState::Shockwave(_) => Self::Shockwave,
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CharacterState::BasicBeam(_) => Self::BasicBeam,
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CharacterState::RepeaterRanged(_) => Self::RepeaterRanged,
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CharacterState::BasicAura(_) => Self::BasicAura,
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CharacterState::BasicAura(_) => Self::BasicAura,
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_ => Self::BasicMelee,
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}
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}
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@ -241,17 +242,6 @@ pub enum CharacterAbility {
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range: f32,
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energy_cost: f32,
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},
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HealingBeam {
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buildup_duration: f32,
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recover_duration: f32,
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beam_duration: f32,
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heal: f32,
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tick_rate: f32,
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range: f32,
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max_angle: f32,
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energy_cost: f32,
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specifier: beam::FrontendSpecifier,
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},
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Blink {
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buildup_duration: f32,
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recover_duration: f32,
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@ -269,6 +259,7 @@ pub enum CharacterAbility {
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recover_duration: f32,
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max_range: f32,
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heal: f32,
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energy_cost: f32,
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},
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}
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@ -334,8 +325,15 @@ impl CharacterAbility {
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok()
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},
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CharacterAbility::HealingBeam { .. } => data.combo.counter() > 0,
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_ => true,
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CharacterAbility::TargetedEffect { energy_cost, .. } => {
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data.combo.counter() > 0 &&
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update
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.energy
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok()
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}
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_=> true,
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}
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}
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@ -538,18 +536,6 @@ impl CharacterAbility {
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*recover_duration /= speed;
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aura.strength *= power;
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},
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HealingBeam {
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ref mut buildup_duration,
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ref mut recover_duration,
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ref mut heal,
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ref mut tick_rate,
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..
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} => {
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*buildup_duration /= speed;
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*recover_duration /= speed;
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*heal *= power;
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*tick_rate *= speed;
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},
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Blink {
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ref mut buildup_duration,
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ref mut recover_duration,
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@ -594,7 +580,6 @@ impl CharacterAbility {
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| ChargedMelee { energy_cost, .. }
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| ChargedRanged { energy_cost, .. }
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| Shockwave { energy_cost, .. }
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| HealingBeam { energy_cost, .. }
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| BasicAura { energy_cost, .. } => *energy_cost as u32,
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BasicBeam { energy_drain, .. } => {
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if *energy_drain > f32::EPSILON {
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@ -1077,26 +1062,6 @@ impl CharacterAbility {
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*lifesteal *= 1.15_f32.powi(level.into());
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}
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},
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HealingBeam {
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ref mut heal,
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ref mut energy_cost,
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ref mut range,
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ref mut beam_duration,
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..
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} => {
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if let Ok(Some(level)) = skillset.skill_level(Sceptre(HHeal)) {
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*heal *= 1.2_f32.powi(level.into());
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}
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if let Ok(Some(level)) = skillset.skill_level(Sceptre(HRange)) {
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let range_mod = 1.2_f32.powi(level.into());
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*range *= range_mod;
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// Duration modified to keep velocity constant
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*beam_duration *= range_mod;
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}
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if let Ok(Some(level)) = skillset.skill_level(Sceptre(HCost)) {
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*energy_cost *= 0.8_f32.powi(level.into());
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}
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},
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BasicAura {
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ref mut aura,
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ref mut range,
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@ -1581,32 +1546,6 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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}),
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CharacterAbility::HealingBeam {
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buildup_duration,
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recover_duration,
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beam_duration,
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heal,
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tick_rate,
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range,
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max_angle,
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energy_cost,
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specifier,
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} => CharacterState::HealingBeam(healing_beam::Data {
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static_data: healing_beam::StaticData {
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buildup_duration: Duration::from_secs_f32(*buildup_duration),
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recover_duration: Duration::from_secs_f32(*recover_duration),
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beam_duration: Duration::from_secs_f32(*beam_duration),
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heal: *heal,
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tick_rate: *tick_rate,
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range: *range,
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max_angle: *max_angle,
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energy_cost: *energy_cost,
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ability_info,
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specifier: *specifier,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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}),
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CharacterAbility::Blink {
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buildup_duration,
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recover_duration,
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@ -1622,6 +1561,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
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stage_section: StageSection::Buildup,
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}),
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CharacterAbility::TargetedEffect {
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energy_cost,
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buildup_duration,
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recover_duration,
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max_range, heal } => CharacterState::TargetedEffect(targeted_effect::Data {
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@ -1630,7 +1570,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
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recover_duration: Duration::from_secs_f32(*recover_duration),
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max_range: *max_range,
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ability_info,
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heal,
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heal: *heal,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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@ -50,6 +50,5 @@ impl Component for Beam {
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pub enum FrontendSpecifier {
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Flamethrower,
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LifestealBeam,
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HealingBeam,
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Cultist,
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}
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@ -92,8 +92,6 @@ pub enum CharacterState {
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/// beam as a large amount of functionality needed to be special cased
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/// specifically for the healing beam. There was also functionality present
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/// on basic beam which was unnecessary for the healing beam.
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HealingBeam(healing_beam::Data),
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/// A short teleport that targets either a position or entity
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Blink(blink::Data),
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/// Summons creatures that fight for the caster
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BasicSummon(basic_summon::Data),
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@ -119,7 +117,6 @@ impl CharacterState {
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| CharacterState::Shockwave(_)
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| CharacterState::BasicBeam(_)
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| CharacterState::BasicAura(_)
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| CharacterState::HealingBeam(_)
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)
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}
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@ -142,7 +139,6 @@ impl CharacterState {
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| CharacterState::Shockwave(_)
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| CharacterState::BasicBeam(_)
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| CharacterState::BasicAura(_)
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| CharacterState::HealingBeam(_)
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)
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}
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@ -163,7 +159,6 @@ impl CharacterState {
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| CharacterState::Stunned(_)
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| CharacterState::Wielding
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| CharacterState::Talk
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| CharacterState::HealingBeam(_)
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)
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}
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@ -35,16 +35,12 @@ pub enum LocalEvent {
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#[allow(clippy::large_enum_variant)] // TODO: Pending review in #587
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pub enum ServerEvent {
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HealthChange {
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entity: EcsEntity,
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change: comp::HealthChange,
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},
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Explosion {
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pos: Vec3<f32>,
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explosion: Explosion,
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owner: Option<Uid>,
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},
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Damage {
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HealthChange {
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entity: EcsEntity,
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change: comp::HealthChange,
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},
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@ -5,7 +5,7 @@ use crate::{
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InventoryAction, Melee, Ori, PhysicsState, Pos, SkillSet, StateUpdate, Stats, Vel,
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},
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resources::DeltaTime,
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uid::Uid,
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uid::{Uid, UidAllocator},
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};
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use specs::{
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hibitset,
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@ -95,6 +95,7 @@ pub struct JoinData<'a> {
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pub msm: &'a MaterialStatManifest,
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pub combo: &'a Combo,
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pub alignment: Option<&'a comp::Alignment>,
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pub uid_allocator: &'a UidAllocator,
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}
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type RestrictedMut<'a, C> = PairedStorage<
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@ -125,6 +126,7 @@ pub struct JoinStruct<'a> {
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pub skill_set: &'a SkillSet,
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pub combo: &'a Combo,
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pub alignment: Option<&'a comp::Alignment>,
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pub uid_allocator: &'a UidAllocator,
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}
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impl<'a> JoinData<'a> {
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@ -156,6 +158,7 @@ impl<'a> JoinData<'a> {
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msm,
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combo: j.combo,
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alignment: j.alignment,
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uid_allocator: j.uid_allocator,
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}
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}
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}
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@ -1,163 +0,0 @@
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use crate::{
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combat::{Attack, AttackEffect, CombatEffect, CombatRequirement, GroupTarget},
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comp::{beam, CharacterState, Ori, Pos, StateUpdate},
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event::ServerEvent,
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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},
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uid::Uid,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::*;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long until state should deal damage or heal
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pub buildup_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// How long each beam segment persists for
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pub beam_duration: Duration,
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/// Base healing per tick
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pub heal: f32,
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/// Ticks of healing per second
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pub tick_rate: f32,
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/// Max range
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pub range: f32,
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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// Energy consumed per second for heal ticks
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pub energy_cost: f32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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/// Used to specify the beam to the frontend
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pub specifier: beam::FrontendSpecifier,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// What section the character stage is in
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pub stage_section: StageSection,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update, 1.0);
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::HealingBeam(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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// Creates beam
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data.updater.insert(data.entity, beam::Beam {
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hit_entities: Vec::<Uid>::new(),
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tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
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timer: Duration::default(),
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});
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// Build up
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update.character = CharacterState::HealingBeam(Data {
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timer: Duration::default(),
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stage_section: StageSection::Cast,
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..*self
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});
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}
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},
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StageSection::Cast => {
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if input_is_pressed(data, self.static_data.ability_info.input) {
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let speed =
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self.static_data.range / self.static_data.beam_duration.as_secs_f32();
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let heal = AttackEffect::new(
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Some(GroupTarget::InGroup),
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CombatEffect::Heal(self.static_data.heal),
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)
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.with_requirement(CombatRequirement::Energy(self.static_data.energy_cost))
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.with_requirement(CombatRequirement::Combo(1));
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let attack = Attack::default().with_effect(heal);
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let properties = beam::Properties {
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attack,
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angle: self.static_data.max_angle.to_radians(),
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speed,
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duration: self.static_data.beam_duration,
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owner: Some(*data.uid),
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specifier: self.static_data.specifier,
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};
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// Gets offsets
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let body_offsets = Vec3::new(
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(data.body.radius() + 0.2) * data.inputs.look_dir.x,
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(data.body.radius() + 0.2) * data.inputs.look_dir.y,
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data.body.eye_height() * 0.6,
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);
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let pos = Pos(data.pos.0 + body_offsets);
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// Create beam segment
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update.server_events.push_front(ServerEvent::BeamSegment {
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properties,
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pos,
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ori: Ori::from(data.inputs.look_dir),
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});
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update.character = CharacterState::HealingBeam(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} else {
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update.character = CharacterState::HealingBeam(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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..*self
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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update.character = CharacterState::HealingBeam(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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..*self
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});
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} 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
|
||||
}
|
||||
}
|
@ -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;
|
||||
|
@ -8,6 +8,7 @@ use crate::{
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
use specs::saveload::MarkerAllocator;
|
||||
|
||||
/// Separated out to condense update portions of character state
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
@ -16,12 +17,12 @@ pub struct StaticData {
|
||||
pub buildup_duration: Duration,
|
||||
/// How long the state recovers for
|
||||
pub recover_duration: Duration,
|
||||
/// What the max range of the teleport is
|
||||
/// What the max range of the heal is
|
||||
pub max_range: f32,
|
||||
/// Miscellaneous information about the ability
|
||||
pub ability_info: AbilityInfo,
|
||||
/// Heal
|
||||
pub heal: HealthChange,
|
||||
pub heal: f32,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
@ -53,12 +54,18 @@ impl CharacterBehavior for Data {
|
||||
// Heals a target
|
||||
if let Some(input_attr) = self.static_data.ability_info.input_attr {
|
||||
if let Some(target) = input_attr.target_entity {
|
||||
update.server_events.push_front(ServerEvent::HealthChange {
|
||||
entity: target,
|
||||
change: HealthChange {
|
||||
amount: self.static_data.heal as i32,
|
||||
cause: HealthSource::Heal { by: Some(*data.uid) },
|
||||
}});
|
||||
if let Some(target) = data.uid_allocator.retrieve_entity_internal(target.into()) {
|
||||
update.server_events.push_front(ServerEvent::HealthChange {
|
||||
entity: target,
|
||||
change: HealthChange {
|
||||
amount: self.static_data.heal as i32,
|
||||
cause: HealthSource::Heal { by: Some(*data.uid) },
|
||||
}});
|
||||
update.server_events.push_front(ServerEvent::ComboChange {
|
||||
entity: data.entity,
|
||||
change: -1,
|
||||
})
|
||||
}
|
||||
}
|
||||
}
|
||||
// Transitions to recover section of stage
|
||||
|
@ -132,7 +132,7 @@ impl<'a> System<'a> for Sys {
|
||||
(health.maximum() as f32 * *accumulated) as i32
|
||||
},
|
||||
};
|
||||
server_emitter.emit(ServerEvent::Damage {
|
||||
server_emitter.emit(ServerEvent::HealthChange {
|
||||
entity,
|
||||
change: HealthChange { amount, cause },
|
||||
});
|
||||
|
@ -20,6 +20,7 @@ use common::{
|
||||
behavior::{CharacterBehavior, JoinData, JoinStruct},
|
||||
},
|
||||
uid::Uid,
|
||||
uid::UidAllocator,
|
||||
};
|
||||
use common_ecs::{Job, Origin, Phase, System};
|
||||
use std::time::Duration;
|
||||
@ -77,6 +78,7 @@ pub struct ReadData<'a> {
|
||||
msm: Read<'a, MaterialStatManifest>,
|
||||
combos: ReadStorage<'a, Combo>,
|
||||
alignments: ReadStorage<'a, comp::Alignment>,
|
||||
uid_allocator: Read<'a, UidAllocator>,
|
||||
}
|
||||
|
||||
/// ## Character Behavior System
|
||||
@ -265,6 +267,8 @@ impl<'a> System<'a> for Sys {
|
||||
skill_set: &skill_set,
|
||||
combo: &combo,
|
||||
alignment: read_data.alignments.get(entity),
|
||||
uid_allocator: &read_data.uid_allocator,
|
||||
|
||||
};
|
||||
|
||||
for action in actions {
|
||||
@ -311,7 +315,6 @@ 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::TargetedEffect(data) => data.handle_event(&j, action),
|
||||
@ -319,7 +322,7 @@ impl<'a> System<'a> for Sys {
|
||||
local_emitter.append(&mut state_update.local_events);
|
||||
server_emitter.append(&mut state_update.server_events);
|
||||
incorporate_update(&mut join_struct, state_update);
|
||||
}
|
||||
}
|
||||
|
||||
// Mounted occurs after control actions have been handled
|
||||
// If mounted, character state is controlled by mount
|
||||
@ -366,7 +369,6 @@ 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::TargetedEffect(data) => data.behavior(&j),
|
||||
|
@ -246,7 +246,6 @@ impl<'a> System<'a> for Sys {
|
||||
| CharacterState::Shockwave { .. }
|
||||
| CharacterState::BasicBeam { .. }
|
||||
| CharacterState::BasicAura { .. }
|
||||
| CharacterState::HealingBeam { .. }
|
||||
| CharacterState::Blink { .. }
|
||||
| CharacterState::TargetedEffect { .. }
|
||||
| CharacterState::BasicSummon { .. } => {
|
||||
|
@ -92,7 +92,7 @@ impl Server {
|
||||
ServerEvent::Knockback { entity, impulse } => {
|
||||
handle_knockback(&self, entity, impulse)
|
||||
},
|
||||
ServerEvent::Damage { entity, change } => handle_damage(&self, entity, change),
|
||||
ServerEvent::HealthChange { entity, change } => handle_damage(&self, entity, change),
|
||||
ServerEvent::PoiseChange {
|
||||
entity,
|
||||
change,
|
||||
|
@ -390,7 +390,7 @@ impl SfxMgr {
|
||||
audio.play_sfx(file_ref, *pos, None);
|
||||
},
|
||||
Outcome::Beam { pos, specifier } => match specifier {
|
||||
beam::FrontendSpecifier::LifestealBeam | beam::FrontendSpecifier::HealingBeam => {
|
||||
beam::FrontendSpecifier::LifestealBeam => {
|
||||
let file_ref = "voxygen.audio.sfx.abilities.sceptre_channeling";
|
||||
if thread_rng().gen_bool(0.5) {
|
||||
audio.play_sfx(file_ref, *pos, None);
|
||||
|
@ -110,7 +110,6 @@ pub enum ParticleMode {
|
||||
Firefly = 11,
|
||||
Bee = 12,
|
||||
GroundShockwave = 13,
|
||||
HealingBeam = 14,
|
||||
EnergyNature = 15,
|
||||
FlameThrower = 16,
|
||||
FireShockwave = 17,
|
||||
|
@ -1284,32 +1284,6 @@ 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();
|
||||
|
@ -718,19 +718,6 @@ 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));
|
||||
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));
|
||||
|
Loading…
Reference in New Issue
Block a user