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Offensive abilities
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c37925d1e2
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@ -15,7 +15,6 @@ ComboMelee2(
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.5,
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forward_movement: 0.0,
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ori_modifier: 0.6,
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),
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(
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@ -33,11 +32,11 @@ ComboMelee2(
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.3,
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forward_movement: 0.0,
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ori_modifier: 0.6,
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),
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],
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is_stance: true,
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energy_cost_per_strike: 0,
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meta: (
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kind: Some(Sword(Balanced)),
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),
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@ -14,4 +14,7 @@ FinisherMelee(
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angle: 15.0,
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),
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minimum_combo: 10,
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meta: (
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kind: Some(Sword(Balanced)),
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),
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)
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@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 15,
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damage: 12,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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@ -15,11 +15,11 @@ ComboMelee2(
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swing_duration: 0.1,
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hit_timing: 0.6,
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recover_duration: 0.5,
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forward_movement: 0.0,
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ori_modifier: 0.6,
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),
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],
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is_stance: false,
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energy_cost_per_strike: 5,
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meta: (
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kind: Some(Sword(Balanced)),
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),
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@ -1,25 +1,27 @@
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// TODO: Make actual ability, just for testing right now
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BasicMelee(
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energy_cost: 50,
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buildup_duration: 0.3,
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swing_duration: 0.1,
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recover_duration: 0.2,
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melee_constructor: (
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kind: Stab(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 15,
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poise: 0,
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knockback: 0,
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energy_regen: 10,
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),
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range: 6.0,
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angle: 5.0,
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),
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buildup_duration: 0.2,
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swing_duration: 0.1,
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hit_timing: 0.6,
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recover_duration: 0.4,
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movement: Some(Forward(2.5)),
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ori_modifier: 0.6,
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),
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range: 5.0,
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angle: 10.0,
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),
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ori_modifier: 1.0,
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],
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is_stance: false,
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energy_cost_per_strike: 10,
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meta: (
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kind: Some(Sword(Balanced)),
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capabilities: (
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// Block
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bits: 0b00000010,
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),
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kind: Some(Sword(Offensive)),
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),
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)
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)
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@ -1,25 +1,60 @@
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// TODO: Make actual ability, just for testing right now
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BasicMelee(
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energy_cost: 50,
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buildup_duration: 0.3,
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swing_duration: 0.1,
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recover_duration: 0.2,
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melee_constructor: (
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kind: Stab(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.5,
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ori_modifier: 0.6,
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),
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range: 5.0,
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angle: 10.0,
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),
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ori_modifier: 1.0,
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(
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melee_constructor: (
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kind: Slash(
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damage: 14,
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poise: 0,
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knockback: 0,
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energy_regen: 8,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.3,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 9,
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poise: 0,
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knockback: 0,
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energy_regen: 10,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.2,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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],
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is_stance: true,
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energy_cost_per_strike: 5,
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meta: (
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kind: Some(Sword(Balanced)),
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capabilities: (
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// Block
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bits: 0b00000010,
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),
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kind: Some(Sword(Offensive)),
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),
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)
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)
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@ -1,25 +1,30 @@
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// TODO: Make actual ability, just for testing right now
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BasicMelee(
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energy_cost: 50,
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buildup_duration: 0.3,
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FinisherMelee(
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energy_cost: 40,
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buildup_duration: 0.4,
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swing_duration: 0.1,
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recover_duration: 0.2,
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recover_duration: 0.4,
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melee_constructor: (
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kind: Stab(
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damage: 10,
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kind: Slash(
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damage: 30,
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poise: 0,
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knockback: 0,
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energy_regen: 10,
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),
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scaled: Some(Slash(
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damage: 15,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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),
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range: 5.0,
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angle: 10.0,
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)),
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range: 3.0,
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angle: 15.0,
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),
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ori_modifier: 1.0,
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scaling: Some((
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target: Attack,
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kind: Linear,
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)),
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minimum_combo: 10,
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meta: (
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kind: Some(Sword(Balanced)),
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capabilities: (
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// Block
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bits: 0b00000010,
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),
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kind: Some(Sword(Offensive)),
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),
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)
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)
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@ -506,6 +506,7 @@ pub enum CharacterAbility {
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ComboMelee2 {
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strikes: Vec<combo_melee2::Strike<f32>>,
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is_stance: bool,
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energy_cost_per_strike: f32,
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#[serde(default)]
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meta: AbilityMeta,
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},
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@ -744,6 +745,22 @@ impl CharacterAbility {
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| !*scales_with_combo)
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&& update.energy.try_change_by(-*energy_cost).is_ok()
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},
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CharacterAbility::ComboMelee2 {
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is_stance,
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energy_cost_per_strike,
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..
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} => {
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// If it is a stance, just check that enough energy is present, otherwise
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// consume the required energy now
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if *is_stance {
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update.energy.current() > *energy_cost_per_strike
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} else {
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update
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.energy
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.try_change_by(-*energy_cost_per_strike)
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.is_ok()
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}
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},
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CharacterAbility::FinisherMelee {
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energy_cost,
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minimum_combo,
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@ -753,7 +770,6 @@ impl CharacterAbility {
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&& update.energy.try_change_by(-*energy_cost).is_ok()
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},
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CharacterAbility::ComboMelee { .. }
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| CharacterAbility::ComboMelee2 { .. }
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| CharacterAbility::Boost { .. }
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| CharacterAbility::BasicBeam { .. }
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| CharacterAbility::Blink { .. }
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@ -920,8 +936,10 @@ impl CharacterAbility {
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ComboMelee2 {
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ref mut strikes,
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is_stance: _,
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ref mut energy_cost_per_strike,
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meta: _,
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} => {
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*energy_cost_per_strike /= stats.energy_efficiency;
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*strikes = strikes
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.iter_mut()
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.map(|s| s.adjusted_by_stats(stats))
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@ -1208,7 +1226,11 @@ impl CharacterAbility {
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| BasicAura { energy_cost, .. }
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| BasicBlock { energy_cost, .. }
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| SelfBuff { energy_cost, .. }
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| FinisherMelee { energy_cost, .. } => *energy_cost,
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| FinisherMelee { energy_cost, .. }
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| ComboMelee2 {
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energy_cost_per_strike: energy_cost,
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..
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} => *energy_cost,
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BasicBeam { energy_drain, .. } => {
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if *energy_drain > f32::EPSILON {
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1.0
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@ -1218,7 +1240,6 @@ impl CharacterAbility {
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},
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Boost { .. }
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| ComboMelee { .. }
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| ComboMelee2 { .. }
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| Blink { .. }
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| Music { .. }
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| BasicSummon { .. }
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@ -1963,12 +1984,14 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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}),
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CharacterAbility::ComboMelee2 {
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strikes,
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energy_cost_per_strike,
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is_stance,
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meta: _,
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} => CharacterState::ComboMelee2(combo_melee2::Data {
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static_data: combo_melee2::StaticData {
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strikes: strikes.iter().map(|s| s.to_duration()).collect(),
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is_stance: *is_stance,
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energy_cost_per_strike: *energy_cost_per_strike,
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ability_info,
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},
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exhausted: false,
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@ -309,9 +309,13 @@ impl CharacterBehavior for Data {
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);
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// Forward movement
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
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strength: self.static_data.stage_data[stage_index].forward_movement,
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});
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Forward(
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self.static_data.stage_data[stage_index].forward_movement,
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),
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);
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// Swings
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update.character = CharacterState::ComboMelee(Data {
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@ -26,7 +26,7 @@ pub struct Strike<T> {
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/// Initial recover duration of stage (how long until character exits state)
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pub recover_duration: T,
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/// How much forward movement there is in the swing portion of the stage
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pub forward_movement: f32,
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pub movement: Option<ForcedMovement>,
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/// Adjusts turning rate during the attack
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pub ori_modifier: f32,
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}
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@ -39,7 +39,7 @@ impl Strike<f32> {
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swing_duration: Duration::from_secs_f32(self.swing_duration),
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hit_timing: self.hit_timing,
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recover_duration: Duration::from_secs_f32(self.recover_duration),
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forward_movement: self.forward_movement,
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movement: self.movement,
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ori_modifier: self.ori_modifier,
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}
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}
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@ -52,7 +52,7 @@ impl Strike<f32> {
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swing_duration: self.swing_duration / stats.speed,
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hit_timing: self.hit_timing,
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recover_duration: self.recover_duration / stats.speed,
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forward_movement: self.forward_movement,
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movement: self.movement,
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ori_modifier: self.ori_modifier,
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}
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}
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@ -68,6 +68,8 @@ pub struct StaticData {
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/// Whether or not combo melee should function as a stance (where it remains
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/// in the character state after a strike has finished)
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pub is_stance: bool,
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/// The amount of energy consumed with each swing
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pub energy_cost_per_strike: f32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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@ -115,6 +117,9 @@ impl CharacterBehavior for Data {
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match self.stage_section {
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Some(StageSection::Buildup) => {
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if let Some(movement) = strike_data.movement {
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handle_forced_movement(data, &mut update, movement);
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}
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if self.timer < strike_data.buildup_duration {
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// Build up
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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@ -129,9 +134,13 @@ impl CharacterBehavior for Data {
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}
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},
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Some(StageSection::Action) => {
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if let Some(movement) = strike_data.movement {
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handle_forced_movement(data, &mut update, movement);
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}
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if input_is_pressed(data, ability_input) {
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.skip_recover = true;
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// Only allow recovery to be skipped if attack is a stance
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c.skip_recover = c.static_data.is_stance;
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}
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}
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if self.timer.as_secs_f32()
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@ -233,9 +242,15 @@ fn end_strike(update: &mut StateUpdate) {
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fn next_strike(update: &mut StateUpdate) {
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if let CharacterState::ComboMelee2(c) = &mut update.character {
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c.exhausted = false;
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c.skip_recover = false;
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c.timer = Duration::default();
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c.stage_section = Some(StageSection::Buildup);
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if update
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.energy
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.try_change_by(-c.static_data.energy_cost_per_strike)
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.is_ok()
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{
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c.exhausted = false;
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c.skip_recover = false;
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c.timer = Duration::default();
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c.stage_section = Some(StageSection::Buildup);
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}
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}
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}
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|
@ -89,9 +89,13 @@ impl CharacterBehavior for Data {
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.min(1.0);
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handle_orientation(data, &mut update, self.static_data.ori_modifier, None);
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
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strength: self.static_data.forward_speed * charge_frac.sqrt(),
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});
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Forward(
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self.static_data.forward_speed * charge_frac.sqrt(),
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),
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);
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// This logic basically just decides if a charge should end,
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// and prevents the character state spamming attacks
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|
@ -84,14 +84,18 @@ impl CharacterBehavior for Data {
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},
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StageSection::Movement => {
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// Update velocity
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
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strength: self.static_data.roll_strength
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* ((1.0
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- self.timer.as_secs_f32()
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/ self.static_data.movement_duration.as_secs_f32())
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/ 2.0
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+ 0.25),
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});
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Forward(
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self.static_data.roll_strength
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* ((1.0
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- self.timer.as_secs_f32()
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/ self.static_data.movement_duration.as_secs_f32())
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/ 2.0
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+ 0.25),
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),
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);
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if self.timer < self.static_data.movement_duration {
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// Movement
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|
@ -107,9 +107,11 @@ impl CharacterBehavior for Data {
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self.static_data.movement_behavior,
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MovementBehavior::ForwardGround
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) {
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handle_forced_movement(data, &mut update, ForcedMovement::Forward {
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strength: self.static_data.forward_speed,
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});
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handle_forced_movement(
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data,
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&mut update,
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ForcedMovement::Forward(self.static_data.forward_speed),
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);
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}
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// Swings
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|
@ -408,7 +408,7 @@ pub fn handle_forced_movement(
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movement: ForcedMovement,
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) {
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match movement {
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ForcedMovement::Forward { strength } => {
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ForcedMovement::Forward(strength) => {
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let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
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if let Some(accel) = data.physics.on_ground.map(|block| {
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// FRIC_GROUND temporarily used to normalize things around expected values
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@ -416,7 +416,7 @@ pub fn handle_forced_movement(
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}) {
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update.vel.0 += Vec2::broadcast(data.dt.0)
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* accel
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* (data.inputs.move_dir * 0.5 + Vec2::from(update.ori) * 1.5)
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* Vec2::from(update.ori)
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* strength;
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}
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},
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@ -1202,9 +1202,7 @@ pub enum StageSection {
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub enum ForcedMovement {
|
||||
Forward {
|
||||
strength: f32,
|
||||
},
|
||||
Forward(f32),
|
||||
Leap {
|
||||
vertical: f32,
|
||||
forward: f32,
|
||||
|
Loading…
Reference in New Issue
Block a user