mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Applied basic functionality of attack-effects system to melee.
This commit is contained in:
parent
d3b75df76f
commit
2690e9caa1
@ -24,11 +24,12 @@ pub enum GroupTarget {
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OutOfGroup,
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}
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#[derive(Debug, Serialize, Deserialize)]
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pub struct Attack {
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damages: Vec<DamageComponent>,
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effects: Vec<EffectComponent>,
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crit_chance: f32,
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crit_multiplier: f32,
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pub crit_chance: f32,
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pub crit_multiplier: f32,
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}
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impl Default for Attack {
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@ -58,8 +59,17 @@ impl Attack {
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self.crit_multiplier = cm;
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self
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}
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pub fn damages(&self) -> impl Iterator<Item = &DamageComponent> {
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self.damages.iter()
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}
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pub fn effects(&self) -> impl Iterator<Item = &EffectComponent> {
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self.effects.iter()
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}
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}
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#[derive(Debug, Serialize, Deserialize)]
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pub struct DamageComponent {
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damage: Damage,
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target: Option<GroupTarget>,
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@ -79,8 +89,21 @@ impl DamageComponent {
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self.effects.push(effect);
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self
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}
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pub fn target(&self) -> Option<GroupTarget> {
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self.target
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}
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pub fn damage(&self) -> Damage {
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self.damage
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}
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pub fn effects(&self) -> impl Iterator<Item = &AttackEffect> {
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self.effects.iter()
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}
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}
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#[derive(Debug, Serialize, Deserialize)]
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pub struct EffectComponent {
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target: Option<GroupTarget>,
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effect: AttackEffect,
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@ -92,12 +115,13 @@ impl EffectComponent {
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}
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}
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#[derive(Debug, Serialize, Deserialize)]
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pub enum AttackEffect {
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Heal(f32),
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Buff(effect::BuffEffect),
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//Heal(f32),
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//Buff(effect::BuffEffect),
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Knockback(Knockback),
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EnergyChange(f32),
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Lifesteal(f32),
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/*EnergyChange(f32),
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*Lifesteal(f32), */
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}
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Serialize, Deserialize)]
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@ -1,8 +1,8 @@
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use crate::{
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combat::Attack,
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comp::{Energy, Ori, PoiseChange, Pos, Vel},
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event::{LocalEvent, ServerEvent},
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states::{behavior::JoinData, *},
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Damage, GroupTarget, Knockback,
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};
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use serde::{Deserialize, Serialize};
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use specs::{Component, DerefFlaggedStorage, VecStorage};
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@ -169,14 +169,13 @@ impl Component for CharacterState {
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type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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#[derive(Debug, Serialize, Deserialize)]
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pub struct MeleeAttack {
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pub effects: Vec<(Option<GroupTarget>, Damage, PoiseChange)>,
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pub attack: Attack,
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pub range: f32,
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pub max_angle: f32,
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pub applied: bool,
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pub hit_count: u32,
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pub knockback: Knockback,
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}
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impl Component for MeleeAttack {
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@ -1,4 +1,5 @@
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use crate::{
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combat::{Attack, AttackEffect, DamageComponent},
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comp::{
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CharacterState, EnergyChange, EnergySource, MeleeAttack, PoiseChange, PoiseSource,
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StateUpdate,
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@ -92,27 +93,25 @@ impl CharacterBehavior for Data {
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..*self
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});
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let damage = Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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};
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let knockback = AttackEffect::Knockback(Knockback {
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strength: self.static_data.knockback,
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direction: KnockbackDir::Away,
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});
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let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
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.with_effect(knockback);
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let attack = Attack::default().with_damage(damage);
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// Hit attempt
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data.updater.insert(data.entity, MeleeAttack {
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effects: vec![(
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Some(GroupTarget::OutOfGroup),
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Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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},
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PoiseChange {
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amount: -(self.static_data.base_poise_damage as i32),
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source: PoiseSource::Attack,
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},
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)],
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attack,
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range: self.static_data.range,
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max_angle: 180_f32.to_radians(),
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max_angle: self.static_data.max_angle,
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applied: false,
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hit_count: 0,
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knockback: Knockback {
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strength: self.static_data.knockback,
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direction: KnockbackDir::Away,
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},
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});
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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@ -1,4 +1,5 @@
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use crate::{
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combat::{Attack, AttackEffect, DamageComponent},
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comp::{
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CharacterState, EnergyChange, EnergySource, MeleeAttack, PoiseChange, PoiseSource,
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StateUpdate,
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@ -168,18 +169,21 @@ impl CharacterBehavior for Data {
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};
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let knockback = self.static_data.initial_knockback
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+ self.charge_amount * self.static_data.scaled_knockback;
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let knockback = AttackEffect::Knockback(Knockback {
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strength: knockback,
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direction: KnockbackDir::Away,
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});
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let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
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.with_effect(knockback);
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let attack = Attack::default().with_damage(damage);
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// Hit attempt
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data.updater.insert(data.entity, MeleeAttack {
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effects: vec![(Some(GroupTarget::OutOfGroup), damage, poise_damage)],
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attack,
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range: self.static_data.range,
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max_angle: self.static_data.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback {
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strength: knockback,
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direction: KnockbackDir::Away,
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},
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});
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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@ -1,4 +1,5 @@
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use crate::{
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combat::{Attack, AttackEffect, DamageComponent},
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comp::{
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CharacterState, EnergyChange, EnergySource, MeleeAttack, PoiseChange, PoiseSource,
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StateUpdate,
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@ -181,26 +182,25 @@ impl CharacterBehavior for Data {
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.scales_from_combo
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.min(self.combo / self.static_data.num_stages)
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* self.static_data.stage_data[stage_index].poise_damage_increase;
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let damage = Damage {
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source: DamageSource::Melee,
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value: damage as f32,
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};
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let knockback = AttackEffect::Knockback(Knockback {
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strength: self.static_data.stage_data[stage_index].knockback,
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direction: KnockbackDir::Away,
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});
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let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
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.with_effect(knockback);
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let attack = Attack::default().with_damage(damage);
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data.updater.insert(data.entity, MeleeAttack {
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effects: vec![(
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Some(GroupTarget::OutOfGroup),
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Damage {
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source: DamageSource::Melee,
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value: damage as f32,
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},
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PoiseChange {
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amount: -(poise_damage as i32),
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source: PoiseSource::Attack,
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},
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)],
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attack,
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range: self.static_data.stage_data[stage_index].range,
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max_angle: self.static_data.stage_data[stage_index].angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback {
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strength: self.static_data.stage_data[stage_index].knockback,
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direction: KnockbackDir::Away,
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},
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});
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}
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},
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@ -1,4 +1,5 @@
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use crate::{
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combat::{Attack, AttackEffect, DamageComponent},
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comp::{
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CharacterState, EnergyChange, EnergySource, MeleeAttack, PoiseChange, PoiseSource,
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StateUpdate,
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@ -145,20 +146,21 @@ impl CharacterBehavior for Data {
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};
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let knockback = self.static_data.base_knockback
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+ charge_frac * self.static_data.scaled_knockback;
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let knockback = AttackEffect::Knockback(Knockback {
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strength: knockback,
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direction: KnockbackDir::Away,
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});
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let damage =
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DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
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.with_effect(knockback);
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let attack = Attack::default().with_damage(damage);
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data.updater.insert(data.entity, MeleeAttack {
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effects: vec![(
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Some(GroupTarget::OutOfGroup),
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damage,
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poise_damage,
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)],
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attack,
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range: self.static_data.range,
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max_angle: self.static_data.angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback {
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strength: knockback,
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direction: KnockbackDir::Away,
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},
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});
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}
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update.character = CharacterState::DashMelee(Data {
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@ -1,4 +1,5 @@
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use crate::{
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combat::{Attack, AttackEffect, DamageComponent},
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comp::{CharacterState, MeleeAttack, PoiseChange, PoiseSource, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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@ -147,27 +148,25 @@ impl CharacterBehavior for Data {
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},
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StageSection::Recover => {
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if !self.exhausted {
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let damage = Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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};
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let knockback = AttackEffect::Knockback(Knockback {
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strength: self.static_data.knockback,
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direction: KnockbackDir::Away,
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});
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let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
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.with_effect(knockback);
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let attack = Attack::default().with_damage(damage);
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// Hit attempt, when animation plays
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data.updater.insert(data.entity, MeleeAttack {
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effects: vec![(
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Some(GroupTarget::OutOfGroup),
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Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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},
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PoiseChange {
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amount: -(self.static_data.base_poise_damage as i32),
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source: PoiseSource::Attack,
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},
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)],
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attack,
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range: self.static_data.range,
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max_angle: self.static_data.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback {
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strength: self.static_data.knockback,
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direction: KnockbackDir::Away,
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},
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});
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update.character = CharacterState::LeapMelee(Data {
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@ -1,4 +1,5 @@
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use crate::{
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combat::{Attack, AttackEffect, DamageComponent},
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comp::{
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CharacterState, EnergyChange, EnergySource, MeleeAttack, PoiseChange, PoiseSource,
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StateUpdate,
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@ -114,27 +115,26 @@ impl CharacterBehavior for Data {
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exhausted: true,
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..*self
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});
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let damage = Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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};
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let knockback = AttackEffect::Knockback(Knockback {
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strength: self.static_data.knockback,
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direction: KnockbackDir::Away,
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});
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let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
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.with_effect(knockback);
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let attack = Attack::default().with_damage(damage);
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// Hit attempt
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data.updater.insert(data.entity, MeleeAttack {
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effects: vec![(
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Some(GroupTarget::OutOfGroup),
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Damage {
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source: DamageSource::Melee,
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value: self.static_data.base_damage as f32,
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},
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PoiseChange {
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amount: -(self.static_data.base_poise_damage as i32),
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source: PoiseSource::Attack,
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},
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)],
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attack,
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range: self.static_data.range,
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max_angle: 180_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: Knockback {
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strength: self.static_data.knockback,
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direction: KnockbackDir::Away,
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},
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});
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} else if self.timer < self.static_data.swing_duration {
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if matches!(
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@ -16,7 +16,15 @@ pub mod state;
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mod stats;
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// External
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use specs::DispatcherBuilder;
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use common::{
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combat::{Attack, AttackEffect, GroupTarget},
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comp::Inventory,
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event::ServerEvent,
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uid::Uid,
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util::Dir,
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};
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use rand::{thread_rng, Rng};
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use specs::{DispatcherBuilder, Entity as EcsEntity};
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// System names
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pub const CHARACTER_BEHAVIOR_SYS: &str = "character_behavior_sys";
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@ -48,3 +56,39 @@ pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
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dispatch_builder.add(melee::Sys, MELEE_SYS, &[PROJECTILE_SYS]);
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dispatch_builder.add(aura::Sys, AURAS_SYS, &[]);
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}
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pub fn apply_attack(
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attack: &Attack,
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target_group: GroupTarget,
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target_entity: EcsEntity,
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inventory: Option<&Inventory>,
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uid: Uid,
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dir: Dir,
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) -> Vec<ServerEvent> {
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let is_crit = thread_rng().gen::<f32>() < attack.crit_chance;
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let mut accumulated_damage = 0.0;
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let mut server_events = Vec::new();
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for damage in attack
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.damages()
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.filter(|d| d.target().map_or(true, |t| t == target_group))
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{
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let change = damage.damage().modify_damage(inventory, Some(uid));
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if change.amount != 0 {
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server_events.push(ServerEvent::Damage { entity: target_entity, change });
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for effect in damage.effects() {
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match effect {
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AttackEffect::Knockback(kb) => {
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let impulse = kb.calculate_impulse(dir);
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if !impulse.is_approx_zero() {
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server_events.push(ServerEvent::Knockback {
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entity: target_entity,
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impulse,
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});
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}
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},
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}
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}
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}
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}
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server_events
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}
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@ -1,3 +1,4 @@
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use crate::apply_attack;
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use common::{
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comp::{buff, group, Body, CharacterState, Health, Inventory, MeleeAttack, Ori, Pos, Scale},
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event::{EventBus, LocalEvent, ServerEvent},
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@ -75,13 +76,14 @@ impl<'a> System<'a> for Sys {
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attack.applied = true;
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// Go through all other entities
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for (b, pos_b, scale_b_maybe, health_b, body_b, char_state_b_maybe) in (
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for (b, pos_b, scale_b_maybe, health_b, body_b, char_state_b_maybe, inventory_b_maybe) in (
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&entities,
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&positions,
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scales.maybe(),
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&healths,
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&bodies,
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char_states.maybe(),
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inventories.maybe(),
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)
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.join()
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{
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@ -118,7 +120,22 @@ impl<'a> System<'a> for Sys {
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GroupTarget::OutOfGroup
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};
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for (target, damage, poise_change) in attack.effects.iter() {
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let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
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let server_events = apply_attack(
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&attack.attack,
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target_group,
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b,
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inventory_b_maybe,
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*uid,
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dir,
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);
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for event in server_events {
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server_emitter.emit(event);
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}
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/*for (target, damage) in attack.damages.iter() {
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if let Some(target) = target {
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if *target != target_group
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|| (!matches!(target, GroupTarget::InGroup) && is_dodge)
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@ -165,7 +182,7 @@ impl<'a> System<'a> for Sys {
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}
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attack.hit_count += 1;
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}
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}*/
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}
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}
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}
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