Merge branch 'sam/rework-bow' into 'master'

Bow Rework

See merge request veloren/veloren!2310
This commit is contained in:
Justin Shipsey 2021-05-26 04:44:09 +00:00
commit 285904a850
36 changed files with 640 additions and 595 deletions

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@ -23,10 +23,10 @@
], ],
), ),
Tool(Bow): ( Tool(Bow): (
primary: "common.abilities.bow.basic", primary: "common.abilities.bow.charged",
secondary: "common.abilities.bow.charged", secondary: "common.abilities.bow.repeater",
abilities: [ abilities: [
(Some(Bow(UnlockRepeater)), "common.abilities.bow.repeater"), (Some(Bow(UnlockShotgun)), "common.abilities.bow.shotgun"),
], ],
), ),
Custom("Husk"): ( Custom("Husk"): (

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@ -1,18 +1,19 @@
ChargedRanged( ChargedRanged(
energy_cost: 1, energy_cost: 0,
energy_drain: 300, energy_drain: 0,
initial_damage: 10, initial_regen: 50,
scaled_damage: 190, scaled_regen: 150,
initial_knockback: 10.0, initial_damage: 50,
scaled_damage: 200,
initial_knockback: 0.0,
scaled_knockback: 10.0, scaled_knockback: 10.0,
speed: 1.0, speed: 1.0,
buildup_duration: 0.1, buildup_duration: 0.2,
charge_duration: 1.5, charge_duration: 2.0,
recover_duration: 0.5, recover_duration: 0.3,
projectile_body: Object(MultiArrow), projectile_body: Object(Arrow),
projectile_light: None, projectile_light: None,
initial_projectile_speed: 120.0, initial_projectile_speed: 100.0,
scaled_projectile_speed: 160.0, scaled_projectile_speed: 150.0,
move_speed: 0.3, move_speed: 0.6,
damage_kind: Piercing,
) )

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@ -1,10 +1,10 @@
RepeaterRanged( RepeaterRanged(
energy_cost: 450, energy_cost: 50,
movement_duration: 0.3,
buildup_duration: 0.2, buildup_duration: 0.2,
shoot_duration: 0.2, shoot_duration: 1.0,
recover_duration: 0.8, recover_duration: 0.8,
leap: Some(5.0), max_speed: 5.0,
half_speed_at: 4,
projectile: Arrow( projectile: Arrow(
damage: 40.0, damage: 40.0,
knockback: 5.0, knockback: 5.0,
@ -12,6 +12,5 @@ RepeaterRanged(
), ),
projectile_body: Object(Arrow), projectile_body: Object(Arrow),
projectile_light: None, projectile_light: None,
projectile_speed: 120.0, projectile_speed: 100.0,
reps_remaining: 3,
) )

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@ -1,13 +1,15 @@
BasicRanged( BasicRanged(
energy_cost: 0, energy_cost: 450,
buildup_duration: 0.4, buildup_duration: 0.4,
recover_duration: 0.3, recover_duration: 0.3,
projectile_spread: 0.05,
projectile: Arrow( projectile: Arrow(
damage: 90.0, damage: 40.0,
knockback: 5.0, knockback: 5.0,
energy_regen: 40, energy_regen: 0,
), ),
projectile_body: Object(Arrow), projectile_body: Object(Arrow),
projectile_light: None, projectile_light: None,
projectile_speed: 120.0, projectile_speed: 60.0,
num_projectiles: 4,
) )

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@ -10,4 +10,6 @@ BasicRanged(
projectile_body: Object(Arrow), projectile_body: Object(Arrow),
projectile_light: None, projectile_light: None,
projectile_speed: 100.0, projectile_speed: 100.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -14,4 +14,6 @@ BasicRanged(
}),*/ }),*/
projectile_gravity: Some(Gravity(0.15)), projectile_gravity: Some(Gravity(0.15)),
projectile_speed: 60.0, projectile_speed: 60.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -14,4 +14,6 @@ BasicRanged(
}),*/ }),*/
projectile_gravity: Some(Gravity(0.15)), projectile_gravity: Some(Gravity(0.15)),
projectile_speed: 60.0, projectile_speed: 60.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -10,4 +10,6 @@ BasicRanged(
projectile_body: Object(ClayRocket), projectile_body: Object(ClayRocket),
projectile_light: None, projectile_light: None,
projectile_speed: 30.0, projectile_speed: 30.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -8,5 +8,7 @@ BasicRanged(
), ),
projectile_body: Object(FireworkPurple), projectile_body: Object(FireworkPurple),
projectile_speed: 100.0, projectile_speed: 100.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -13,4 +13,6 @@ BasicRanged(
..Default::default() ..Default::default()
}),*/ }),*/
projectile_speed: 70.0, projectile_speed: 70.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -10,4 +10,6 @@ BasicRanged(
projectile_body: Object(ArrowTurret), projectile_body: Object(ArrowTurret),
projectile_light: None, projectile_light: None,
projectile_speed: 130.0, projectile_speed: 130.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -12,4 +12,6 @@ BasicRanged(
..Default::default() ..Default::default()
}),*/ }),*/
projectile_speed: 60.0, projectile_speed: 60.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -9,4 +9,6 @@ BasicRanged(
..Default::default() ..Default::default()
}),*/ }),*/
projectile_speed: 100.0, projectile_speed: 100.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -1,5 +1,5 @@
LeapMelee( LeapMelee(
energy_cost: 700, energy_cost: 500,
buildup_duration: 0.1, buildup_duration: 0.1,
movement_duration: 0.8, movement_duration: 0.8,
swing_duration: 0.15, swing_duration: 0.15,

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@ -9,4 +9,6 @@ BasicRanged(
), ),
projectile_body: Object(BoltFire), projectile_body: Object(BoltFire),
projectile_speed: 60.0, projectile_speed: 60.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -13,4 +13,6 @@ BasicRanged(
..Default::default() ..Default::default()
}),*/ }),*/
projectile_speed: 60.0, projectile_speed: 60.0,
num_projectiles: 1,
projectile_spread: 0.0,
) )

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@ -36,17 +36,18 @@
Hammer(LKnockback): Some(2), Hammer(LKnockback): Some(2),
Hammer(LRange): Some(2), Hammer(LRange): Some(2),
Bow(ProjSpeed): Some(2), Bow(ProjSpeed): Some(2),
Bow(BDamage): Some(3),
Bow(BRegen): Some(2),
Bow(CDamage): Some(3), Bow(CDamage): Some(3),
Bow(CRegen): Some(2),
Bow(CKnockback): Some(2), Bow(CKnockback): Some(2),
Bow(CProjSpeed): Some(2),
Bow(CDrain): Some(2),
Bow(CSpeed): Some(2), Bow(CSpeed): Some(2),
Bow(CMove): Some(2), Bow(CMove): Some(2),
Bow(RDamage): Some(2), Bow(RDamage): Some(3),
Bow(RArrows): Some(2),
Bow(RCost): Some(2), Bow(RCost): Some(2),
Bow(RSpeed): Some(2),
Bow(SDamage): Some(2),
Bow(SCost): Some(2),
Bow(SArrows): Some(2),
Bow(SSpread): Some(2),
Staff(BDamage): Some(3), Staff(BDamage): Some(3),
Staff(BRegen): Some(2), Staff(BRegen): Some(2),
Staff(BRadius): Some(3), Staff(BRadius): Some(3),

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@ -12,10 +12,10 @@
Hammer(LDistance): {Hammer(UnlockLeap): None}, Hammer(LDistance): {Hammer(UnlockLeap): None},
Hammer(LKnockback): {Hammer(UnlockLeap): None}, Hammer(LKnockback): {Hammer(UnlockLeap): None},
Hammer(LRange): {Hammer(UnlockLeap): None}, Hammer(LRange): {Hammer(UnlockLeap): None},
Bow(RDamage): {Bow(UnlockRepeater): None}, Bow(SDamage): {Bow(UnlockShotgun): None},
Bow(RGlide): {Bow(UnlockRepeater): None}, Bow(SCost): {Bow(UnlockShotgun): None},
Bow(RArrows): {Bow(UnlockRepeater): None}, Bow(SArrows): {Bow(UnlockShotgun): None},
Bow(RCost): {Bow(UnlockRepeater): None}, Bow(SSpread): {Bow(UnlockShotgun): None},
Staff(SDamage): {Staff(UnlockShockwave): None}, Staff(SDamage): {Staff(UnlockShockwave): None},
Staff(SKnockback): {Staff(UnlockShockwave): None}, Staff(SKnockback): {Staff(UnlockShockwave): None},
Staff(SRange): {Staff(UnlockShockwave): None}, Staff(SRange): {Staff(UnlockShockwave): None},

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@ -67,19 +67,19 @@
], ],
Weapon(Bow): [ Weapon(Bow): [
Bow(ProjSpeed), Bow(ProjSpeed),
Bow(BDamage),
Bow(BRegen),
Bow(CDamage), Bow(CDamage),
Bow(CRegen),
Bow(CKnockback), Bow(CKnockback),
Bow(CProjSpeed),
Bow(CDrain),
Bow(CSpeed), Bow(CSpeed),
Bow(CMove), Bow(CMove),
Bow(UnlockRepeater),
Bow(RDamage), Bow(RDamage),
Bow(RGlide),
Bow(RArrows),
Bow(RCost), Bow(RCost),
Bow(RSpeed),
Bow(UnlockShotgun),
Bow(SDamage),
Bow(SCost),
Bow(SArrows),
Bow(SSpread),
], ],
Weapon(Staff): [ Weapon(Staff): [
Staff(BDamage), Staff(BDamage),

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@ -76,21 +76,23 @@
(UnlockGroup(Weapon(Bow)), 1), (UnlockGroup(Weapon(Bow)), 1),
(Bow(ProjSpeed), 2), (Bow(ProjSpeed), 2),
(Bow(BDamage), 3),
(Bow(BRegen), 2),
(Bow(CDamage), 3), (Bow(CDamage), 3),
(Bow(CKnockback), 2), (Bow(CKnockback), 2),
(Bow(CProjSpeed), 2),
(Bow(CDrain), 2),
(Bow(CSpeed), 2), (Bow(CSpeed), 2),
(Bow(CRegen), 2),
(Bow(CMove), 2), (Bow(CMove), 2),
(Bow(UnlockRepeater), 1), (Bow(RDamage), 3),
(Bow(RGlide), 1),
(Bow(RDamage), 2),
(Bow(RArrows), 2),
(Bow(RCost), 2), (Bow(RCost), 2),
(Bow(RSpeed), 2),
(Bow(UnlockShotgun), 1),
(Bow(SDamage), 2),
(Bow(SCost), 2),
(Bow(SArrows), 2),
(Bow(SSpread), 2),
// Staff // Staff
(UnlockGroup(Weapon(Staff)), 1), (UnlockGroup(Weapon(Staff)), 1),
@ -126,4 +128,40 @@
(Sceptre(ARange), 2), (Sceptre(ARange), 2),
(Sceptre(ACost), 2), (Sceptre(ACost), 2),
], ],
// Basic skill preset to unlock all abilities
"basic": [
// General skills
// Sword
(UnlockGroup(Weapon(Sword)), 1),
(Sword(InterruptingAttacks), 1),
(Sword(DInfinite), 1),
(Sword(UnlockSpin), 1),
// Axe
(UnlockGroup(Weapon(Axe)), 1),
(Axe(SInfinite), 1),
(Axe(UnlockLeap), 1),
// Hammer
(UnlockGroup(Weapon(Hammer)), 1),
(Hammer(UnlockLeap), 1),
// Bow
(UnlockGroup(Weapon(Bow)), 1),
(Bow(UnlockShotgun), 1),
// Staff
(UnlockGroup(Weapon(Staff)), 1),
(Staff(UnlockShockwave), 1),
// Sceptre
(UnlockGroup(Weapon(Sceptre)), 1),
(Sceptre(UnlockAura), 1),
],
}) })

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@ -104,36 +104,36 @@
// Bow // Bow
"hud.skill.bow_projectile_speed_title" : "Projectile Speed", "hud.skill.bow_projectile_speed_title" : "Projectile Speed",
"hud.skill.bow_projectile_speed" : "Allows you to shoot arrows further, faster, by 30%{SP}", "hud.skill.bow_projectile_speed" : "Allows you to shoot arrows further, faster, by 30%{SP}",
"hud.skill.bow_arrow_count_title" : "Arrow Count",
"hud.skill.bow_arrow_count" : "shoot an additional arrow when you leap{SP}",
"hud.skill.bow_repeater_cost_title" : "Repeater Cost",
"hud.skill.bow_repeater_cost" : "Decreases the energy cost to become a gliding repeater by 30%{SP}",
"hud.skill.bow_repeater_glide_title" : "Repeater Glide",
"hud.skill.bow_repeater_glide" : "Glide further while repeating{SP}",
"hud.skill.bow_repeater_damage_title" : "Repeater Damage",
"hud.skill.bow_repeater_damage" : "Increases the damage done by 40%{SP}",
"hud.skill.bow_repeater_unlock_title" : "Repeater Unlock",
"hud.skill.bow_repeater_unlock" : "Unlocks the ability to leap in the air and shoot a barrage of arrows{SP}",
"hud.skill.bow_charged_title" : "Charged Shoot", "hud.skill.bow_charged_title" : "Charged Shoot",
"hud.skill.bow_charged" : "Because you waited longer", "hud.skill.bow_charged" : "Because you waited longer",
"hud.skill.bow_charged_knockback_title" : "Charged Knockback",
"hud.skill.bow_charged_knockback" : "Knock enemies further back by 25%{SP}",
"hud.skill.bow_charged_move_speed_title" : "Charged Move Speed",
"hud.skill.bow_charged_move_speed" : "Increases how fast you can shuffle while charging the attack by 25%{SP}",
"hud.skill.bow_charged_speed_title" : "Charged Speed",
"hud.skill.bow_charged_speed" : "Increases the rate that you charge the attack by 10%{SP}",
"hud.skill.bow_charged_projectile_speed_title" : "Charged Projectile Speed",
"hud.skill.bow_charged_projectile_speed" : "Projectile speed increased by an additional 20% while charging{SP}",
"hud.skill.bow_charged_drain_title" : "Charged Drain",
"hud.skill.bow_charged_drain" : "Decreases the rate of stamina drain by 15%{SP}",
"hud.skill.bow_charged_damage_title" : "Charged Damage", "hud.skill.bow_charged_damage_title" : "Charged Damage",
"hud.skill.bow_charged_damage" : "Increases damage by 20%{SP}", "hud.skill.bow_charged_damage" : "Increases damage by 20%{SP}",
"hud.skill.bow_energy_regen_title" : "Energy Regen", "hud.skill.bow_charged_energy_regen_title" : "Charged Regen",
"hud.skill.bow_energy_regen" : "Increases stamina gain by 40%{SP}", "hud.skill.bow_charged_energy_regen" : "Increases stamina recovery by 20%{SP}",
"hud.skill.bow_title" : "Arrow Shoot", "hud.skill.bow_charged_knockback_title" : "Charged Knockback",
"hud.skill.bow" : "Infinite quiver included, not suitable for children", "hud.skill.bow_charged_knockback" : "Knock enemies further back by 20%{SP}",
"hud.skill.bow_damage_title" : "Damage", "hud.skill.bow_charged_speed_title" : "Charged Speed",
"hud.skill.bow_damage" : "Increases damage by 25%{SP}", "hud.skill.bow_charged_speed" : "Increases the rate that you charge the attack by 10%{SP}",
"hud.skill.bow_charged_move_title" : "Charged Move Speed",
"hud.skill.bow_charged_move" : "Increases how fast you can shuffle while charging the attack by 10%{SP}",
"hud.skill.bow_repeater_title" : "Repeater",
"hud.skill.bow_repeater" : "Shoots faster the longer you fire for",
"hud.skill.bow_repeater_damage_title" : "Repeater Damage",
"hud.skill.bow_repeater_damage" : "Increases the damage done by 20%{SP}",
"hud.skill.bow_repeater_cost_title" : "Repeater Cost",
"hud.skill.bow_repeater_cost" : "Decreases the energy cost to become a repeater by 20%{SP}",
"hud.skill.bow_repeater_speed_title" : "Repeater Speed",
"hud.skill.bow_repeater_speed" : "Increases the rate at which you fire arrows by 20%{SP}",
"hud.skill.bow_shotgun_unlock_title" : "Unlocks Shotgun",
"hud.skill.bow_shotgun_unlock" : "Unlocks ability to fire multiple arrows at once{SP}",
"hud.skill.bow_shotgun_damage_title" : "Shotgun Damage",
"hud.skill.bow_shotgun_damage" : "Increases the damage done by 20%{SP}",
"hud.skill.bow_shotgun_cost_title" : "Shotgun Cost",
"hud.skill.bow_shotgun_cost" : "Decreases the cost of shotgun by 20%{SP}",
"hud.skill.bow_shotgun_arrow_count_title" : "Shotgun Arrows",
"hud.skill.bow_shotgun_arrow_count" : "Increases the number of arrows in the burst by 1{SP}",
"hud.skill.bow_shotgun_spread_title" : "Shotgun Spread",
"hud.skill.bow_shotgun_spread" : "Decreases the spread of the arrows by 20%{SP}",
// Hammer // Hammer
"hud.skill.hmr_leap_radius_title" : "Leap Radius", "hud.skill.hmr_leap_radius_title" : "Leap Radius",
"hud.skill.hmr_leap_radius" : "Increases attack radius on ground slam by 1 meter{SP}", "hud.skill.hmr_leap_radius" : "Increases attack radius on ground slam by 1 meter{SP}",

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@ -912,3 +912,13 @@ impl ArgumentSpec {
} }
} }
} }
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_loading_skill_presets() {
SkillPresetManifest::load_expect("server.manifests.presets");
}
}

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@ -79,19 +79,20 @@ pub enum CharacterAbility {
projectile_body: Body, projectile_body: Body,
projectile_light: Option<LightEmitter>, projectile_light: Option<LightEmitter>,
projectile_speed: f32, projectile_speed: f32,
num_projectiles: u32,
projectile_spread: f32,
}, },
RepeaterRanged { RepeaterRanged {
energy_cost: f32, energy_cost: f32,
movement_duration: f32,
buildup_duration: f32, buildup_duration: f32,
shoot_duration: f32, shoot_duration: f32,
recover_duration: f32, recover_duration: f32,
leap: Option<f32>, max_speed: f32,
half_speed_at: u32,
projectile: ProjectileConstructor, projectile: ProjectileConstructor,
projectile_body: Body, projectile_body: Body,
projectile_light: Option<LightEmitter>, projectile_light: Option<LightEmitter>,
projectile_speed: f32, projectile_speed: f32,
reps_remaining: u32,
}, },
Boost { Boost {
movement_duration: f32, movement_duration: f32,
@ -201,6 +202,8 @@ pub enum CharacterAbility {
ChargedRanged { ChargedRanged {
energy_cost: f32, energy_cost: f32,
energy_drain: f32, energy_drain: f32,
initial_regen: f32,
scaled_regen: f32,
initial_damage: f32, initial_damage: f32,
scaled_damage: f32, scaled_damage: f32,
initial_knockback: f32, initial_knockback: f32,
@ -214,7 +217,6 @@ pub enum CharacterAbility {
initial_projectile_speed: f32, initial_projectile_speed: f32,
scaled_projectile_speed: f32, scaled_projectile_speed: f32,
move_speed: f32, move_speed: f32,
damage_kind: DamageKind,
}, },
Shockwave { Shockwave {
energy_cost: f32, energy_cost: f32,
@ -340,14 +342,9 @@ impl CharacterAbility {
.energy .energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability) .try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(), .is_ok(),
CharacterAbility::RepeaterRanged { // Consumes energy within state, so value only checked before entering state
energy_cost, leap, .. CharacterAbility::RepeaterRanged { energy_cost, .. } => {
} => { update.energy.current() as f32 >= *energy_cost
(leap.is_none() || update.vel.0.z >= 0.0)
&& update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok()
}, },
CharacterAbility::LeapMelee { energy_cost, .. } => { CharacterAbility::LeapMelee { energy_cost, .. } => {
update.vel.0.z >= 0.0 update.vel.0.z >= 0.0
@ -414,14 +411,12 @@ impl CharacterAbility {
*projectile = projectile.modified_projectile(power, 1_f32, 1_f32); *projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
}, },
RepeaterRanged { RepeaterRanged {
ref mut movement_duration,
ref mut buildup_duration, ref mut buildup_duration,
ref mut shoot_duration, ref mut shoot_duration,
ref mut recover_duration, ref mut recover_duration,
ref mut projectile, ref mut projectile,
.. ..
} => { } => {
*movement_duration /= speed;
*buildup_duration /= speed; *buildup_duration /= speed;
*shoot_duration /= speed; *shoot_duration /= speed;
*recover_duration /= speed; *recover_duration /= speed;
@ -944,81 +939,90 @@ impl CharacterAbility {
Some(ToolKind::Bow) => { Some(ToolKind::Bow) => {
use skills::BowSkill::*; use skills::BowSkill::*;
match self { match self {
BasicRanged {
ref mut projectile,
ref mut projectile_speed,
..
} => {
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*projectile_speed *= 1.3_f32.powi(level.into());
}
let damage_level = skillset
.skill_level(Bow(BDamage))
.unwrap_or(None)
.unwrap_or(0);
let regen_level = skillset
.skill_level(Bow(BRegen))
.unwrap_or(None)
.unwrap_or(0);
let power = 1.20_f32.powi(damage_level.into());
let regen = 1.4_f32.powi(regen_level.into());
*projectile = projectile.modified_projectile(power, regen, 1_f32);
},
ChargedRanged { ChargedRanged {
ref mut initial_damage,
ref mut scaled_damage, ref mut scaled_damage,
ref mut initial_regen,
ref mut scaled_regen,
ref mut initial_knockback,
ref mut scaled_knockback, ref mut scaled_knockback,
ref mut energy_drain,
ref mut speed, ref mut speed,
ref mut move_speed,
ref mut initial_projectile_speed, ref mut initial_projectile_speed,
ref mut scaled_projectile_speed, ref mut scaled_projectile_speed,
ref mut move_speed,
.. ..
} => { } => {
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*initial_projectile_speed *= 1.3_f32.powi(level.into()); let projectile_speed_scaling = 1.2_f32.powi(level.into());
*initial_projectile_speed *= projectile_speed_scaling;
*scaled_projectile_speed *= projectile_speed_scaling;
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) {
*scaled_damage *= 1.2_f32.powi(level.into()); let damage_scaling = 1.2_f32.powi(level.into());
*initial_damage *= damage_scaling;
*scaled_damage *= damage_scaling;
}
if let Ok(Some(level)) = skillset.skill_level(Bow(CRegen)) {
let regen_scaling = 1.2_f32.powi(level.into());
*initial_regen *= regen_scaling;
*scaled_regen *= regen_scaling;
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) {
*scaled_knockback *= 1.25_f32.powi(level.into()); let knockback_scaling = 1.2_f32.powi(level.into());
} *initial_knockback *= knockback_scaling;
if let Ok(Some(level)) = skillset.skill_level(Bow(CProjSpeed)) { *scaled_knockback *= knockback_scaling;
*scaled_projectile_speed *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(CDrain)) {
*energy_drain *= 0.85_f32.powi(level.into());
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) {
*speed *= 1.10_f32.powi(level.into()); *speed *= 1.1_f32.powi(level.into());
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) { if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) {
*move_speed *= 1.25_f32.powi(level.into()); *move_speed *= 1.1_f32.powi(level.into());
} }
}, },
RepeaterRanged { RepeaterRanged {
ref mut energy_cost, ref mut energy_cost,
ref mut buildup_duration,
ref mut projectile, ref mut projectile,
ref mut reps_remaining, ref mut max_speed,
ref mut projectile_speed, ref mut projectile_speed,
.. ..
} => { } => {
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*projectile_speed *= 1.3_f32.powi(level.into()); *projectile_speed *= 1.2_f32.powi(level.into());
} }
if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) { if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) {
let power = 1.4_f32.powi(level.into()); let power = 1.2_f32.powi(level.into());
*projectile = projectile.modified_projectile(power, 1_f32, 1_f32); *projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
} }
if !skillset.has_skill(Bow(RGlide)) {
*buildup_duration = 0.001;
}
if let Ok(Some(level)) = skillset.skill_level(Bow(RArrows)) {
*reps_remaining += level as u32;
}
if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) { if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) {
*energy_cost *= 0.70_f32.powi(level.into()); *energy_cost *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(RSpeed)) {
*max_speed *= 1.2_f32.powi(level.into());
}
},
BasicRanged {
ref mut projectile,
ref mut energy_cost,
ref mut num_projectiles,
ref mut projectile_spread,
ref mut projectile_speed,
..
} => {
if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) {
*projectile_speed *= 1.2_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(SDamage)) {
let power = 1.2_f32.powi(level.into());
*projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
}
if let Ok(Some(level)) = skillset.skill_level(Bow(SCost)) {
*energy_cost *= 0.8_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Bow(SArrows)) {
*num_projectiles += level as u32;
}
if let Ok(Some(level)) = skillset.skill_level(Bow(SSpread)) {
*projectile_spread *= 0.8_f32.powi(level.into());
} }
}, },
_ => {}, _ => {},
@ -1233,6 +1237,8 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
projectile_light, projectile_light,
projectile_speed, projectile_speed,
energy_cost: _, energy_cost: _,
num_projectiles,
projectile_spread,
} => CharacterState::BasicRanged(basic_ranged::Data { } => CharacterState::BasicRanged(basic_ranged::Data {
static_data: basic_ranged::StaticData { static_data: basic_ranged::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration), buildup_duration: Duration::from_secs_f32(*buildup_duration),
@ -1241,6 +1247,8 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
projectile_body: *projectile_body, projectile_body: *projectile_body,
projectile_light: *projectile_light, projectile_light: *projectile_light,
projectile_speed: *projectile_speed, projectile_speed: *projectile_speed,
num_projectiles: *num_projectiles,
projectile_spread: *projectile_spread,
ability_info, ability_info,
}, },
timer: Duration::default(), timer: Duration::default(),
@ -1500,6 +1508,8 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
CharacterAbility::ChargedRanged { CharacterAbility::ChargedRanged {
energy_cost: _, energy_cost: _,
energy_drain, energy_drain,
initial_regen,
scaled_regen,
initial_damage, initial_damage,
scaled_damage, scaled_damage,
initial_knockback, initial_knockback,
@ -1513,13 +1523,14 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
initial_projectile_speed, initial_projectile_speed,
scaled_projectile_speed, scaled_projectile_speed,
move_speed, move_speed,
damage_kind,
} => CharacterState::ChargedRanged(charged_ranged::Data { } => CharacterState::ChargedRanged(charged_ranged::Data {
static_data: charged_ranged::StaticData { static_data: charged_ranged::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration), buildup_duration: Duration::from_secs_f32(*buildup_duration),
charge_duration: Duration::from_secs_f32(*charge_duration), charge_duration: Duration::from_secs_f32(*charge_duration),
recover_duration: Duration::from_secs_f32(*recover_duration), recover_duration: Duration::from_secs_f32(*recover_duration),
energy_drain: *energy_drain, energy_drain: *energy_drain,
initial_regen: *initial_regen,
scaled_regen: *scaled_regen,
initial_damage: *initial_damage, initial_damage: *initial_damage,
scaled_damage: *scaled_damage, scaled_damage: *scaled_damage,
speed: *speed, speed: *speed,
@ -1531,31 +1542,31 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
scaled_projectile_speed: *scaled_projectile_speed, scaled_projectile_speed: *scaled_projectile_speed,
move_speed: *move_speed, move_speed: *move_speed,
ability_info, ability_info,
damage_kind: *damage_kind,
}, },
timer: Duration::default(), timer: Duration::default(),
stage_section: StageSection::Buildup, stage_section: StageSection::Buildup,
exhausted: false, exhausted: false,
}), }),
CharacterAbility::RepeaterRanged { CharacterAbility::RepeaterRanged {
energy_cost: _, energy_cost,
movement_duration,
buildup_duration, buildup_duration,
shoot_duration, shoot_duration,
recover_duration, recover_duration,
leap, max_speed,
half_speed_at,
projectile, projectile,
projectile_body, projectile_body,
projectile_light, projectile_light,
projectile_speed, projectile_speed,
reps_remaining,
} => CharacterState::RepeaterRanged(repeater_ranged::Data { } => CharacterState::RepeaterRanged(repeater_ranged::Data {
static_data: repeater_ranged::StaticData { static_data: repeater_ranged::StaticData {
movement_duration: Duration::from_secs_f32(*movement_duration),
buildup_duration: Duration::from_secs_f32(*buildup_duration), buildup_duration: Duration::from_secs_f32(*buildup_duration),
shoot_duration: Duration::from_secs_f32(*shoot_duration), shoot_duration: Duration::from_secs_f32(*shoot_duration),
recover_duration: Duration::from_secs_f32(*recover_duration), recover_duration: Duration::from_secs_f32(*recover_duration),
leap: *leap, energy_cost: *energy_cost,
// 1.0 is subtracted as 1.0 is added in state file
max_speed: *max_speed - 1.0,
half_speed_at: *half_speed_at,
projectile: *projectile, projectile: *projectile,
projectile_body: *projectile_body, projectile_body: *projectile_body,
projectile_light: *projectile_light, projectile_light: *projectile_light,
@ -1563,8 +1574,9 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
ability_info, ability_info,
}, },
timer: Duration::default(), timer: Duration::default(),
stage_section: StageSection::Movement, stage_section: StageSection::Buildup,
reps_remaining: *reps_remaining, projectiles_fired: 0,
speed: 1.0,
}), }),
CharacterAbility::Shockwave { CharacterAbility::Shockwave {
energy_cost: _, energy_cost: _,

View File

@ -12,7 +12,7 @@ use specs::Component;
use specs_idvs::IdvStorage; use specs_idvs::IdvStorage;
use std::time::Duration; use std::time::Duration;
#[derive(Debug, Serialize, Deserialize)] #[derive(Clone, Debug, Serialize, Deserialize)]
pub enum Effect { pub enum Effect {
Attack(Attack), Attack(Attack),
Explode(Explosion), Explode(Explosion),
@ -21,7 +21,7 @@ pub enum Effect {
Possess, Possess,
} }
#[derive(Debug, Serialize, Deserialize)] #[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Projectile { pub struct Projectile {
// TODO: use SmallVec for these effects // TODO: use SmallVec for these effects
pub hit_solid: Vec<Effect>, pub hit_solid: Vec<Effect>,

View File

@ -183,22 +183,22 @@ pub enum HammerSkill {
pub enum BowSkill { pub enum BowSkill {
// Passives // Passives
ProjSpeed, ProjSpeed,
// Basic ranged upgrades // Charged upgrades
BDamage,
BRegen,
// Charged ranged upgrades
CDamage, CDamage,
CRegen,
CKnockback, CKnockback,
CProjSpeed,
CDrain,
CSpeed, CSpeed,
CMove, CMove,
// Repeater upgrades // Repeater upgrades
UnlockRepeater,
RDamage, RDamage,
RGlide,
RArrows,
RCost, RCost,
RSpeed,
// Shotgun upgrades
UnlockShotgun,
SDamage,
SCost,
SArrows,
SSpread,
} }
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]

View File

@ -51,11 +51,11 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1)) .with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
}, },
_ => Self::default(), _ => Self::default(),
} }
@ -66,11 +66,11 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1)) .with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
}, },
_ => Self::default(), _ => Self::default(),
} }
@ -81,11 +81,11 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1)) .with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
}, },
_ => Self::default(), _ => Self::default(),
} }
@ -96,11 +96,11 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1)) .with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
}, },
_ => Self::default(), _ => Self::default(),
} }
@ -111,11 +111,11 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1)) .with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
}, },
_ => Self::default(), _ => Self::default(),
} }
@ -176,11 +176,11 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RSpeed), Some(1))
}, },
Some(ToolKind::Staff) => { Some(ToolKind::Staff) => {
// Staff // Staff
@ -234,13 +234,13 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1)) .with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None) .with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1)) .with_skill(Skill::Bow(BowSkill::UnlockShotgun), None)
.with_skill(Skill::Bow(BowSkill::SArrows), Some(1))
}, },
Some(ToolKind::Staff) => { Some(ToolKind::Staff) => {
// Staff // Staff
@ -303,14 +303,14 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::BRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDrain), Some(1)) .with_skill(Skill::Bow(BowSkill::CRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None) .with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None) .with_skill(Skill::Bow(BowSkill::RCost), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockShotgun), None)
.with_skill(Skill::Bow(BowSkill::SCost), Some(1))
.with_skill(Skill::Bow(BowSkill::RCost), Some(1)) .with_skill(Skill::Bow(BowSkill::RCost), Some(1))
}, },
Some(ToolKind::Staff) => { Some(ToolKind::Staff) => {
@ -376,16 +376,16 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDrain), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None) .with_skill(Skill::Bow(BowSkill::RSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1)) .with_skill(Skill::Bow(BowSkill::RCost), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockShotgun), None)
.with_skill(Skill::Bow(BowSkill::SDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::SArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::SSpread), Some(1))
}, },
Some(ToolKind::Staff) => { Some(ToolKind::Staff) => {
// Staff // Staff
@ -453,16 +453,16 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDrain), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None)
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::RCost), Some(1)) .with_skill(Skill::Bow(BowSkill::RCost), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockShotgun), None)
.with_skill(Skill::Bow(BowSkill::SDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::SSpread), Some(1))
.with_skill(Skill::Bow(BowSkill::SArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::SCost), Some(1))
}, },
Some(ToolKind::Staff) => { Some(ToolKind::Staff) => {
// Staff // Staff
@ -536,18 +536,18 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::BRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1)) .with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None) .with_skill(Skill::Bow(BowSkill::RSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1)) .with_skill(Skill::Bow(BowSkill::UnlockShotgun), None)
.with_skill(Skill::Bow(BowSkill::RCost), Some(1)) .with_skill(Skill::Bow(BowSkill::SDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::SSpread), Some(1))
.with_skill(Skill::Bow(BowSkill::SArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::SCost), Some(1))
}, },
Some(ToolKind::Staff) => { Some(ToolKind::Staff) => {
// Staff // Staff
@ -629,20 +629,20 @@ impl SkillSetBuilder {
// Bow // Bow
Self::default() Self::default()
.with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow)) .with_skill_group(SkillGroupKind::Weapon(ToolKind::Bow))
.with_skill(Skill::Bow(BowSkill::BDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::ProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::BRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::CDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::CRegen), Some(1))
.with_skill(Skill::Bow(BowSkill::CKnockback), Some(1)) .with_skill(Skill::Bow(BowSkill::CKnockback), Some(1))
.with_skill(Skill::Bow(BowSkill::CProjSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CDrain), Some(1))
.with_skill(Skill::Bow(BowSkill::CSpeed), Some(1)) .with_skill(Skill::Bow(BowSkill::CSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::CMove), Some(1)) .with_skill(Skill::Bow(BowSkill::CMove), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockRepeater), None)
.with_skill(Skill::Bow(BowSkill::RDamage), Some(1)) .with_skill(Skill::Bow(BowSkill::RDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::RGlide), None) .with_skill(Skill::Bow(BowSkill::RSpeed), Some(1))
.with_skill(Skill::Bow(BowSkill::RArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::RCost), Some(1)) .with_skill(Skill::Bow(BowSkill::RCost), Some(1))
.with_skill(Skill::Bow(BowSkill::UnlockShotgun), None)
.with_skill(Skill::Bow(BowSkill::SDamage), Some(1))
.with_skill(Skill::Bow(BowSkill::SSpread), Some(1))
.with_skill(Skill::Bow(BowSkill::SArrows), Some(1))
.with_skill(Skill::Bow(BowSkill::SCost), Some(1))
}, },
Some(ToolKind::Staff) => { Some(ToolKind::Staff) => {
// Staff // Staff

View File

@ -5,7 +5,9 @@ use crate::{
behavior::{CharacterBehavior, JoinData}, behavior::{CharacterBehavior, JoinData},
utils::*, utils::*,
}, },
util::Dir,
}; };
use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::time::Duration; use std::time::Duration;
@ -16,11 +18,15 @@ pub struct StaticData {
pub buildup_duration: Duration, pub buildup_duration: Duration,
/// How long the state has until exiting /// How long the state has until exiting
pub recover_duration: Duration, pub recover_duration: Duration,
/// How much spread there is when more than 1 projectile is created
pub projectile_spread: f32,
/// Projectile variables /// Projectile variables
pub projectile: ProjectileConstructor, pub projectile: ProjectileConstructor,
pub projectile_body: Body, pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>, pub projectile_light: Option<LightEmitter>,
pub projectile_speed: f32, pub projectile_speed: f32,
/// How many projectiles are simultaneously fired
pub num_projectiles: u32,
/// What key is used to press ability /// What key is used to press ability
pub ability_info: AbilityInfo, pub ability_info: AbilityInfo,
} }
@ -76,15 +82,28 @@ impl CharacterBehavior for Data {
crit_chance, crit_chance,
crit_mult, crit_mult,
); );
// Shoots all projectiles simultaneously
for i in 0..self.static_data.num_projectiles {
// Adds a slight spread to the projectiles. First projectile has no spread,
// and spread increases linearly with number of projectiles created.
let dir = Dir::from_unnormalized(data.inputs.look_dir.map(|x| {
let offset = (2.0 * thread_rng().gen::<f32>() - 1.0)
* self.static_data.projectile_spread
* i as f32;
x + offset
}))
.unwrap_or(data.inputs.look_dir);
// Tells server to create and shoot the projectile
update.server_events.push_front(ServerEvent::Shoot { update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity, entity: data.entity,
dir: data.inputs.look_dir, dir,
body: self.static_data.projectile_body, body: self.static_data.projectile_body,
projectile, projectile: projectile.clone(),
light: self.static_data.projectile_light, light: self.static_data.projectile_light,
speed: self.static_data.projectile_speed, speed: self.static_data.projectile_speed,
object: None, object: None,
}); });
}
update.character = CharacterState::BasicRanged(Data { update.character = CharacterState::BasicRanged(Data {
exhausted: true, exhausted: true,

View File

@ -1,11 +1,7 @@
use crate::{ use crate::{
combat::{
Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage,
DamageKind, DamageSource, GroupTarget, Knockback, KnockbackDir,
},
comp::{ comp::{
projectile, Body, CharacterState, EnergyChange, EnergySource, LightEmitter, Projectile, projectile::ProjectileConstructor, Body, CharacterState, EnergyChange, EnergySource,
StateUpdate, LightEmitter, StateUpdate,
}, },
event::ServerEvent, event::ServerEvent,
states::{ states::{
@ -27,6 +23,10 @@ pub struct StaticData {
pub recover_duration: Duration, pub recover_duration: Duration,
/// How much energy is drained per second when charging /// How much energy is drained per second when charging
pub energy_drain: f32, pub energy_drain: f32,
/// How much energy is gained with no charge
pub initial_regen: f32,
/// How much the energy gain scales as it is charged
pub scaled_regen: f32,
/// How much damage is dealt with no charge /// How much damage is dealt with no charge
pub initial_damage: f32, pub initial_damage: f32,
/// How much the damage scales as it is charged /// How much the damage scales as it is charged
@ -46,8 +46,6 @@ pub struct StaticData {
pub move_speed: f32, pub move_speed: f32,
/// What key is used to press ability /// What key is used to press ability
pub ability_info: AbilityInfo, pub ability_info: AbilityInfo,
/// What kind of damage the attack does
pub damage_kind: DamageKind,
} }
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)] #[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
@ -96,45 +94,19 @@ impl CharacterBehavior for Data {
let charge_frac = (self.timer.as_secs_f32() let charge_frac = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32()) / self.static_data.charge_duration.as_secs_f32())
.min(1.0); .min(1.0);
let knockback = AttackEffect::new( let arrow = ProjectileConstructor::Arrow {
Some(GroupTarget::OutOfGroup), damage: self.static_data.initial_damage as f32
CombatEffect::Knockback(Knockback {
strength: self.static_data.initial_knockback
+ charge_frac * self.static_data.scaled_knockback,
direction: KnockbackDir::Away,
}),
)
.with_requirement(CombatRequirement::AnyDamage);
let buff = CombatEffect::Buff(CombatBuff::default_physical());
let damage = AttackDamage::new(
Damage {
source: DamageSource::Projectile,
kind: self.static_data.damage_kind,
value: self.static_data.initial_damage as f32
+ charge_frac * self.static_data.scaled_damage as f32, + charge_frac * self.static_data.scaled_damage as f32,
}, knockback: self.static_data.initial_knockback
Some(GroupTarget::OutOfGroup), + charge_frac * self.static_data.scaled_knockback,
) energy_regen: self.static_data.initial_regen
.with_effect(buff); + charge_frac * self.static_data.scaled_regen,
};
// Fire
let (crit_chance, crit_mult) = let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info); get_crit_data(data, self.static_data.ability_info);
let attack = Attack::default() let projectile =
.with_damage(damage) arrow.create_projectile(Some(*data.uid), crit_chance, crit_mult);
.with_crit(crit_chance, crit_mult)
.with_effect(knockback)
.with_combo_increment();
// Fire
let projectile = Projectile {
hit_solid: vec![projectile::Effect::Stick],
hit_entity: vec![
projectile::Effect::Attack(attack),
projectile::Effect::Vanish,
],
time_left: Duration::from_secs(15),
owner: Some(*data.uid),
ignore_group: true,
};
update.server_events.push_front(ServerEvent::Shoot { update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity, entity: data.entity,
dir: data.inputs.look_dir, dir: data.inputs.look_dir,
@ -166,7 +138,7 @@ impl CharacterBehavior for Data {
..*self ..*self
}); });
// Consumes energy if there's enough left and RMB is held down // Consumes energy if there's enough left and input is held down
update.energy.change_by(EnergyChange { update.energy.change_by(EnergyChange {
amount: -(self.static_data.energy_drain as f32 amount: -(self.static_data.energy_drain as f32
* data.dt.0 * data.dt.0

View File

@ -1,29 +1,32 @@
use crate::{ use crate::{
comp::{Body, CharacterState, LightEmitter, ProjectileConstructor, StateUpdate}, comp::{
Body, CharacterState, EnergyChange, EnergySource, LightEmitter, ProjectileConstructor,
StateUpdate,
},
event::ServerEvent, event::ServerEvent,
states::{ states::{
behavior::{CharacterBehavior, JoinData}, behavior::{CharacterBehavior, JoinData},
utils::{StageSection, *}, utils::{StageSection, *},
}, },
util::dir::*,
}; };
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::time::Duration; use std::time::Duration;
use vek::Vec3;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
/// Separated out to condense update portions of character state /// Separated out to condense update portions of character state
pub struct StaticData { pub struct StaticData {
/// How long the state is in movement
pub movement_duration: Duration,
/// How long we've readied the weapon /// How long we've readied the weapon
pub buildup_duration: Duration, pub buildup_duration: Duration,
/// How long the state is shooting /// How long the state is shooting
pub shoot_duration: Duration, pub shoot_duration: Duration,
/// How long the state has until exiting /// How long the state has until exiting
pub recover_duration: Duration, pub recover_duration: Duration,
/// Whether there should be a jump and how strong the leap is /// Energy cost per projectile
pub leap: Option<f32>, pub energy_cost: f32,
/// Max speed that can be reached
pub max_speed: f32,
/// Projectiles required to reach half of max speed
pub half_speed_at: u32,
/// Projectile options /// Projectile options
pub projectile: ProjectileConstructor, pub projectile: ProjectileConstructor,
pub projectile_body: Body, pub projectile_body: Body,
@ -42,64 +45,20 @@ pub struct Data {
pub timer: Duration, pub timer: Duration,
/// What section the character stage is in /// What section the character stage is in
pub stage_section: StageSection, pub stage_section: StageSection,
/// How many repetitions remaining /// Speed of the state while in shoot section
pub reps_remaining: u32, pub speed: f32,
/// Number of projectiles fired so far
pub projectiles_fired: u32,
} }
impl CharacterBehavior for Data { impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate { fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data); let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0); handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 1.0); handle_move(data, &mut update, 0.3);
handle_jump(data, &mut update, 1.0);
match self.stage_section { match self.stage_section {
StageSection::Movement => {
// Jumping
if let Some(leap_strength) = self.static_data.leap {
let progress = 1.0
- self.timer.as_secs_f32()
/ self.static_data.movement_duration.as_secs_f32();
handle_forced_movement(
data,
&mut update,
ForcedMovement::Leap {
vertical: leap_strength,
forward: 10.0,
progress,
direction: MovementDirection::Move,
},
1.0,
);
}
if self.timer < self.static_data.movement_duration {
// Do movement
update.character = CharacterState::RepeaterRanged(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Transition to buildup
update.character = CharacterState::RepeaterRanged(Data {
timer: Duration::default(),
stage_section: StageSection::Buildup,
..*self
});
}
},
StageSection::Buildup => { StageSection::Buildup => {
// Aim gliding
if self.static_data.leap.is_some() {
handle_forced_movement(
data,
&mut update,
ForcedMovement::Hover { move_input: 0.1 },
1.0,
);
}
if self.timer < self.static_data.buildup_duration { if self.timer < self.static_data.buildup_duration {
// Buildup to attack // Buildup to attack
update.character = CharacterState::RepeaterRanged(Data { update.character = CharacterState::RepeaterRanged(Data {
@ -119,12 +78,19 @@ impl CharacterBehavior for Data {
} }
}, },
StageSection::Shoot => { StageSection::Shoot => {
// Aim gliding if self.timer < self.static_data.shoot_duration {
if self.static_data.leap.is_some() { // Draw projectile
update.vel.0 = Vec3::new(data.vel.0.x, data.vel.0.y, 0.0); update.character = CharacterState::RepeaterRanged(Data {
} timer: self
if self.reps_remaining > 0 { .timer
// Fire .checked_add(Duration::from_secs_f32(data.dt.0 * self.speed))
.unwrap_or_default(),
..*self
});
} else if input_is_pressed(data, self.static_data.ability_info.input)
&& update.energy.current() as f32 >= self.static_data.energy_cost
{
// Fire if input is pressed still
let (crit_chance, crit_mult) = let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info); get_crit_data(data, self.static_data.ability_info);
let projectile = self.static_data.projectile.create_projectile( let projectile = self.static_data.projectile.create_projectile(
@ -134,23 +100,7 @@ impl CharacterBehavior for Data {
); );
update.server_events.push_front(ServerEvent::Shoot { update.server_events.push_front(ServerEvent::Shoot {
entity: data.entity, entity: data.entity,
// Provides slight variation to projectile direction dir: data.inputs.look_dir,
dir: Dir::from_unnormalized(Vec3::new(
data.inputs.look_dir[0]
+ (if self.reps_remaining % 2 == 0 {
self.reps_remaining as f32 / 400.0
} else {
-1.0 * self.reps_remaining as f32 / 400.0
}),
data.inputs.look_dir[1]
+ (if self.reps_remaining % 2 == 0 {
-1.0 * self.reps_remaining as f32 / 400.0
} else {
self.reps_remaining as f32 / 400.0
}),
data.inputs.look_dir[2],
))
.unwrap_or(data.inputs.look_dir),
body: self.static_data.projectile_body, body: self.static_data.projectile_body,
projectile, projectile,
light: self.static_data.projectile_light, light: self.static_data.projectile_light,
@ -158,22 +108,26 @@ impl CharacterBehavior for Data {
object: None, object: None,
}); });
// Shoot projectiles // Removes energy from character when arrow is fired
update.character = CharacterState::RepeaterRanged(Data { update.server_events.push_front(ServerEvent::EnergyChange {
timer: self entity: data.entity,
.timer change: EnergyChange {
.checked_add(Duration::from_secs_f32(data.dt.0)) amount: -self.static_data.energy_cost as i32,
.unwrap_or_default(), source: EnergySource::Ability,
reps_remaining: self.reps_remaining - 1, },
..*self
}); });
} else if self.timer < self.static_data.shoot_duration {
// Finish shooting // Sets new speed of shoot. Scales based off of the number of projectiles fired.
let new_speed = 1.0
+ self.projectiles_fired as f32
/ (self.static_data.half_speed_at as f32
+ self.projectiles_fired as f32)
* self.static_data.max_speed;
update.character = CharacterState::RepeaterRanged(Data { update.character = CharacterState::RepeaterRanged(Data {
timer: self timer: Duration::default(),
.timer speed: new_speed,
.checked_add(Duration::from_secs_f32(data.dt.0)) projectiles_fired: self.projectiles_fired + 1,
.unwrap_or_default(),
..*self ..*self
}); });
} else { } else {
@ -186,10 +140,7 @@ impl CharacterBehavior for Data {
} }
}, },
StageSection::Recover => { StageSection::Recover => {
if self.static_data.leap.is_some() && data.physics.on_ground { if self.timer < self.static_data.recover_duration {
// Done
update.character = CharacterState::Wielding;
} else if self.timer < self.static_data.recover_duration {
// Recover from attack // Recover from attack
update.character = CharacterState::RepeaterRanged(Data { update.character = CharacterState::RepeaterRanged(Data {
timer: self timer: self

View File

@ -3058,11 +3058,12 @@ fn handle_skill_preset(
fn clear_skillset(skill_set: &mut comp::SkillSet) { *skill_set = comp::SkillSet::default(); } fn clear_skillset(skill_set: &mut comp::SkillSet) { *skill_set = comp::SkillSet::default(); }
fn set_skills(skill_set: &mut comp::SkillSet, preset: &str) -> CmdResult<()> { fn set_skills(skill_set: &mut comp::SkillSet, preset: &str) -> CmdResult<()> {
let presets = let presets = match common::cmd::SkillPresetManifest::load("server.manifests.presets") {
if let Ok(presets) = common::cmd::SkillPresetManifest::load("server.manifests.presets") { Ok(presets) => presets.read().0.clone(),
presets.read().0.clone() Err(err) => {
} else { warn!("Error in preset: {}", err);
return Err("Error while loading presets".to_owned()); return Err("Error while loading presets".to_owned());
},
}; };
if let Some(preset) = presets.get(preset) { if let Some(preset) = presets.get(preset) {
for (skill, level) in preset { for (skill, level) in preset {

View File

@ -0,0 +1,19 @@
-- Resets bow skill tree by deleting bow skills and setting available skill points to earned skill points
-- Deletes all bow skills, does not delete unlock bow skill
DELETE FROM skill WHERE skill = 'Bow ProjSpeed';
DELETE FROM skill WHERE skill = 'Bow BDamage';
DELETE FROM skill WHERE skill = 'Bow BRegen';
DELETE FROM skill WHERE skill = 'Bow CDamage';
DELETE FROM skill WHERE skill = 'Bow CKnockback';
DELETE FROM skill WHERE skill = 'Bow CProjSpeed';
DELETE FROM skill WHERE skill = 'Bow CDrain';
DELETE FROM skill WHERE skill = 'Bow CSpeed';
DELETE FROM skill WHERE skill = 'Bow CMove';
DELETE FROM skill WHERE skill = 'Bow UnlockRepeater';
DELETE FROM skill WHERE skill = 'Bow RDamage';
DELETE FROM skill WHERE skill = 'Bow RGlide';
DELETE FROM skill WHERE skill = 'Bow RArrows';
DELETE FROM skill WHERE skill = 'Bow RCost';
-- Resets available skill points to earned skill points for bow skill tree
UPDATE skill_group
SET available_sp = earned_sp WHERE skill_group_kind = 'Weapon Bow';

View File

@ -92,19 +92,19 @@ pub fn skill_to_db_string(skill: comp::skills::Skill) -> String {
Hammer(HammerSkill::LKnockback) => "Hammer LKnockback", Hammer(HammerSkill::LKnockback) => "Hammer LKnockback",
Hammer(HammerSkill::LRange) => "Hammer LRange", Hammer(HammerSkill::LRange) => "Hammer LRange",
Bow(BowSkill::ProjSpeed) => "Bow ProjSpeed", Bow(BowSkill::ProjSpeed) => "Bow ProjSpeed",
Bow(BowSkill::BDamage) => "Bow BDamage",
Bow(BowSkill::BRegen) => "Bow BRegen",
Bow(BowSkill::CDamage) => "Bow CDamage", Bow(BowSkill::CDamage) => "Bow CDamage",
Bow(BowSkill::CRegen) => "Bow CRegen",
Bow(BowSkill::CKnockback) => "Bow CKnockback", Bow(BowSkill::CKnockback) => "Bow CKnockback",
Bow(BowSkill::CProjSpeed) => "Bow CProjSpeed",
Bow(BowSkill::CDrain) => "Bow CDrain",
Bow(BowSkill::CSpeed) => "Bow CSpeed", Bow(BowSkill::CSpeed) => "Bow CSpeed",
Bow(BowSkill::CMove) => "Bow CMove", Bow(BowSkill::CMove) => "Bow CMove",
Bow(BowSkill::UnlockRepeater) => "Bow UnlockRepeater",
Bow(BowSkill::RDamage) => "Bow RDamage", Bow(BowSkill::RDamage) => "Bow RDamage",
Bow(BowSkill::RGlide) => "Bow RGlide",
Bow(BowSkill::RArrows) => "Bow RArrows",
Bow(BowSkill::RCost) => "Bow RCost", Bow(BowSkill::RCost) => "Bow RCost",
Bow(BowSkill::RSpeed) => "Bow RSpeed",
Bow(BowSkill::UnlockShotgun) => "Bow UnlockShotgun",
Bow(BowSkill::SDamage) => "Bow SDamage",
Bow(BowSkill::SCost) => "Bow SCost",
Bow(BowSkill::SArrows) => "Bow SArrows",
Bow(BowSkill::SSpread) => "Bow SSpread",
Staff(StaffSkill::BDamage) => "Staff BDamage", Staff(StaffSkill::BDamage) => "Staff BDamage",
Staff(StaffSkill::BRegen) => "Staff BRegen", Staff(StaffSkill::BRegen) => "Staff BRegen",
Staff(StaffSkill::BRadius) => "Staff BRadius", Staff(StaffSkill::BRadius) => "Staff BRadius",
@ -212,19 +212,19 @@ pub fn db_string_to_skill(skill_string: &str) -> comp::skills::Skill {
"Hammer LKnockback" => Hammer(HammerSkill::LKnockback), "Hammer LKnockback" => Hammer(HammerSkill::LKnockback),
"Hammer LRange" => Hammer(HammerSkill::LRange), "Hammer LRange" => Hammer(HammerSkill::LRange),
"Bow ProjSpeed" => Bow(BowSkill::ProjSpeed), "Bow ProjSpeed" => Bow(BowSkill::ProjSpeed),
"Bow BDamage" => Bow(BowSkill::BDamage),
"Bow BRegen" => Bow(BowSkill::BRegen),
"Bow CDamage" => Bow(BowSkill::CDamage), "Bow CDamage" => Bow(BowSkill::CDamage),
"Bow CRegen" => Bow(BowSkill::CRegen),
"Bow CKnockback" => Bow(BowSkill::CKnockback), "Bow CKnockback" => Bow(BowSkill::CKnockback),
"Bow CProjSpeed" => Bow(BowSkill::CProjSpeed),
"Bow CDrain" => Bow(BowSkill::CDrain),
"Bow CSpeed" => Bow(BowSkill::CSpeed), "Bow CSpeed" => Bow(BowSkill::CSpeed),
"Bow CMove" => Bow(BowSkill::CMove), "Bow CMove" => Bow(BowSkill::CMove),
"Bow UnlockRepeater" => Bow(BowSkill::UnlockRepeater),
"Bow RDamage" => Bow(BowSkill::RDamage), "Bow RDamage" => Bow(BowSkill::RDamage),
"Bow RGlide" => Bow(BowSkill::RGlide),
"Bow RArrows" => Bow(BowSkill::RArrows),
"Bow RCost" => Bow(BowSkill::RCost), "Bow RCost" => Bow(BowSkill::RCost),
"Bow RSpeed" => Bow(BowSkill::RSpeed),
"Bow UnlockShotgun" => Bow(BowSkill::UnlockShotgun),
"Bow SDamage" => Bow(BowSkill::SDamage),
"Bow SCost" => Bow(BowSkill::SCost),
"Bow SArrows" => Bow(BowSkill::SArrows),
"Bow SSpread" => Bow(BowSkill::SSpread),
"Staff BDamage" => Staff(StaffSkill::BDamage), "Staff BDamage" => Staff(StaffSkill::BDamage),
"Staff BRegen" => Staff(StaffSkill::BRegen), "Staff BRegen" => Staff(StaffSkill::BRegen),
"Staff BRadius" => Staff(StaffSkill::BRadius), "Staff BRadius" => Staff(StaffSkill::BRadius),

View File

@ -2091,7 +2091,7 @@ impl<'a> AgentData<'a> {
agent.action_state.timer += read_data.dt.0; agent.action_state.timer += read_data.dt.0;
} else if self } else if self
.skill_set .skill_set
.has_skill(Skill::Bow(BowSkill::UnlockRepeater)) .has_skill(Skill::Bow(BowSkill::UnlockShotgun))
&& self.energy.current() > 400 && self.energy.current() > 400
&& thread_rng().gen_bool(0.8) && thread_rng().gen_bool(0.8)
{ {

View File

@ -26,26 +26,28 @@ impl Animation for RepeaterAnimation {
#[allow(clippy::approx_constant)] // TODO: Pending review in #587 #[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner<'a>( fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton, skeleton: &Self::Skeleton,
(ability_info, hands, _velocity, _global_time, stage_section): Self::Dependency<'a>, (ability_info, hands, velocity, _global_time, stage_section): Self::Dependency<'a>,
anim_time: f32, anim_time: f32,
rate: &mut f32, rate: &mut f32,
s_a: &SkeletonAttr, s_a: &SkeletonAttr,
) -> Self::Skeleton { ) -> Self::Skeleton {
*rate = 1.0; *rate = 1.0;
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
let (move1, move2, move3, _move4) = match stage_section { let (move1base, move2base, move3base, move4) = match stage_section {
Some(StageSection::Movement) => (anim_time, 0.0, 0.0, 0.0), Some(StageSection::Movement) => (anim_time, 0.0, 0.0, 0.0),
Some(StageSection::Buildup) => (1.0, anim_time, 0.0, 0.0), Some(StageSection::Buildup) => (1.0, anim_time, 0.0, 0.0),
Some(StageSection::Shoot) => (1.0, 1.0, anim_time, 0.0), Some(StageSection::Shoot) => (1.0, 1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time), Some(StageSection::Recover) => (1.1, 1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0, 0.0), _ => (0.0, 0.0, 0.0, 0.0),
}; };
let pullback = 1.0 - move4;
let move1 = move1base * pullback;
let move2 = move2base * pullback;
let move3 = move3base * pullback;
// end spin stuff // end spin stuff
fn fire(x: f32) -> f32 { (x * 18.0).sin() }
if let Some(ToolKind::Bow) = ability_info.and_then(|a| a.tool) { if let Some(ToolKind::Bow) = ability_info.and_then(|a| a.tool) {
next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2); next.hand_l.position = Vec3::new(s_a.bhl.0, s_a.bhl.1, s_a.bhl.2);
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3); next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
@ -54,49 +56,46 @@ impl Animation for RepeaterAnimation {
next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0); next.main.orientation = Quaternion::rotation_y(0.0) * Quaternion::rotation_z(0.0);
next.hold.position = Vec3::new(1.2, -1.0, -5.2); next.hold.position = Vec3::new(0.0, -1.0 + move3 * 2.0, -5.2);
next.hold.orientation = Quaternion::rotation_x(-1.7) * Quaternion::rotation_z(-0.1); next.hold.orientation = Quaternion::rotation_x(-1.57) * Quaternion::rotation_z(0.0);
next.hold.scale = Vec3::one() * 1.0 * (1.0 - move3); next.hold.scale = Vec3::one() * (1.0);
if speed < 0.5 {
next.foot_l.position = Vec3::new( next.foot_l.position = Vec3::new(
-s_a.foot.0 + move1 * -0.75 - 0.75, -s_a.foot.0 + move1 * -0.75,
s_a.foot.1 + move1 * 4.0 + 4.0, s_a.foot.1 + move1 * 4.0,
s_a.foot.2 + move1 * 2.5 + 2.5, s_a.foot.2,
); );
next.foot_l.orientation = Quaternion::rotation_x(move1 * 0.6 + 0.6 + move2 * -0.2) next.foot_l.orientation =
* Quaternion::rotation_z(move1 * 0.3 + 0.3); Quaternion::rotation_x(move1 * 0.2 + move2 * -0.1 + move3 * -0.2)
* Quaternion::rotation_z(move3 * 0.1);
next.foot_r.position = Vec3::new( next.foot_r.position = Vec3::new(s_a.foot.0 + move1 * 0.75, s_a.foot.1, s_a.foot.2);
s_a.foot.0 + move1 * 0.75 + 0.75, next.foot_r.orientation =
s_a.foot.1 + move1 * 4.0 + 4.0, Quaternion::rotation_x(move1 * 0.06 + move2 * -0.2 + move3 * -0.5)
s_a.foot.2 + move1 * 2.5 + 2.5, * Quaternion::rotation_z(move1 * -0.6 + move3 * 0.8);
); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.foot_r.orientation = Quaternion::rotation_x(move1 * 0.6 + 0.6 + move2 * -0.2) next.chest.orientation = Quaternion::rotation_x(0.0);
* Quaternion::rotation_z(move1 * -0.3 - 0.3); } else {
next.shorts.position = };
Vec3::new(0.0, s_a.shorts.0 + move1 * 4.0, s_a.shorts.1 + move1 * 1.0); next.shorts.position = Vec3::new(0.0, s_a.shorts.0 + move1 * 2.0, s_a.shorts.1);
next.shorts.orientation = Quaternion::rotation_x(move1 * 0.6); next.shorts.orientation = Quaternion::rotation_x(move1 * 0.2 + move3 * 0.2);
next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 2.0, s_a.belt.1); next.belt.position = Vec3::new(0.0, s_a.belt.0 + move1 * 1.0, s_a.belt.1);
next.belt.orientation = Quaternion::rotation_x(move1 * 0.2); next.belt.orientation = Quaternion::rotation_x(move1 * 0.1 + move3 * 0.1);
next.control.position = Vec3::new( next.control.position = Vec3::new(
s_a.bc.0 + move1 * 5.0, s_a.bc.0 + move1 * 5.0,
s_a.bc.1 + move1 * 3.0, s_a.bc.1 + move1 * 3.0,
s_a.bc.2 + move1 * 1.0, s_a.bc.2 + move1 * 5.0,
); );
next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + move1 * 0.4) next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + move1 * 0.4)
* Quaternion::rotation_y(s_a.bc.4 + move1 * 0.8) * Quaternion::rotation_y(s_a.bc.4 + move1 * 0.8)
* Quaternion::rotation_z(s_a.bc.5); * Quaternion::rotation_z(s_a.bc.5);
next.head.orientation = Quaternion::rotation_y(move1 * 0.15 + move2 * 0.05); next.head.orientation = Quaternion::rotation_x(move1 * 0.15)
next.torso.orientation = * Quaternion::rotation_y(move1 * 0.15 + move2 * 0.05);
Quaternion::rotation_x(move1 * 0.1 + move2 * 0.1 + move3 * 0.15); next.torso.orientation = Quaternion::rotation_x(move1 * 0.25 + move3 * -0.2);
next.hand_l.position = Vec3::new( next.hand_l.position = Vec3::new(0.0, -2.5 + move3 * -6.0, 0.0);
2.0 + fire(move3) * -6.0 - 3.0, next.hand_l.orientation = Quaternion::rotation_x(1.5)
1.5 + fire(move3) * -6.0 - 3.0, * Quaternion::rotation_y(-0.0)
0.0,
);
next.hand_l.orientation = Quaternion::rotation_x(1.20)
* Quaternion::rotation_y(-0.6)
* Quaternion::rotation_z(-0.3); * Quaternion::rotation_z(-0.3);
} }

View File

@ -102,21 +102,21 @@ widget_ids! {
skill_hammer_leap_4, skill_hammer_leap_4,
skill_hammer_leap_5, skill_hammer_leap_5,
bow_render, bow_render,
skill_bow_basic_0,
skill_bow_basic_1,
skill_bow_basic_2,
skill_bow_charged_0, skill_bow_charged_0,
skill_bow_charged_1, skill_bow_charged_1,
skill_bow_charged_2, skill_bow_charged_2,
skill_bow_charged_3, skill_bow_charged_3,
skill_bow_charged_4, skill_bow_charged_4,
skill_bow_charged_5, skill_bow_charged_5,
skill_bow_charged_6,
skill_bow_repeater_0, skill_bow_repeater_0,
skill_bow_repeater_1, skill_bow_repeater_1,
skill_bow_repeater_2, skill_bow_repeater_2,
skill_bow_repeater_3, skill_bow_repeater_3,
skill_bow_repeater_4, skill_bow_shotgun_0,
skill_bow_shotgun_1,
skill_bow_shotgun_2,
skill_bow_shotgun_3,
skill_bow_shotgun_4,
skill_bow_passive_0, skill_bow_passive_0,
staff_render, staff_render,
skill_staff_basic_0, skill_staff_basic_0,
@ -538,7 +538,7 @@ impl<'a> Widget for Diary<'a> {
SelectedSkillTree::Weapon(ToolKind::Sword) => 5, SelectedSkillTree::Weapon(ToolKind::Sword) => 5,
SelectedSkillTree::Weapon(ToolKind::Axe) => 5, SelectedSkillTree::Weapon(ToolKind::Axe) => 5,
SelectedSkillTree::Weapon(ToolKind::Hammer) => 5, SelectedSkillTree::Weapon(ToolKind::Hammer) => 5,
SelectedSkillTree::Weapon(ToolKind::Bow) => 3, SelectedSkillTree::Weapon(ToolKind::Bow) => 6,
SelectedSkillTree::Weapon(ToolKind::Staff) => 4, SelectedSkillTree::Weapon(ToolKind::Staff) => 4,
SelectedSkillTree::Weapon(ToolKind::Sceptre) => 5, SelectedSkillTree::Weapon(ToolKind::Sceptre) => 5,
_ => 0, _ => 0,
@ -548,7 +548,7 @@ impl<'a> Widget for Diary<'a> {
SelectedSkillTree::Weapon(ToolKind::Sword) => 7, SelectedSkillTree::Weapon(ToolKind::Sword) => 7,
SelectedSkillTree::Weapon(ToolKind::Axe) => 6, SelectedSkillTree::Weapon(ToolKind::Axe) => 6,
SelectedSkillTree::Weapon(ToolKind::Hammer) => 5, SelectedSkillTree::Weapon(ToolKind::Hammer) => 5,
SelectedSkillTree::Weapon(ToolKind::Bow) => 7, SelectedSkillTree::Weapon(ToolKind::Bow) => 4,
SelectedSkillTree::Weapon(ToolKind::Staff) => 5, SelectedSkillTree::Weapon(ToolKind::Staff) => 5,
SelectedSkillTree::Weapon(ToolKind::Sceptre) => 4, SelectedSkillTree::Weapon(ToolKind::Sceptre) => 4,
_ => 0, _ => 0,
@ -2507,72 +2507,6 @@ impl<'a> Widget for Diary<'a> {
Button::image(self.imgs.bow_m1) Button::image(self.imgs.bow_m1)
.w_h(74.0, 74.0) .w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_l[0], 3.0) .mid_top_with_margin_on(state.skills_top_l[0], 3.0)
.with_tooltip(
self.tooltip_manager,
&self.localized_strings.get("hud.skill.bow_title"),
&self.localized_strings.get("hud.skill.bow"),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_basic_0, ui);
let skill = Skill::Bow(BDamage);
if create_skill_button(
self.imgs.physical_damage_skill,
state.skills_top_l[1],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self.localized_strings.get("hud.skill.bow_damage_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_damage"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_basic_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(BRegen);
if create_skill_button(
self.imgs.physical_energy_regen_skill,
state.skills_top_l[2],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self
.localized_strings
.get("hud.skill.bow_energy_regen_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_energy_regen"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_basic_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Top right skills
Button::image(self.imgs.bow_m2)
.w_h(74.0, 74.0)
.mid_top_with_margin_on(state.skills_top_r[0], 3.0)
.with_tooltip( .with_tooltip(
self.tooltip_manager, self.tooltip_manager,
&self.localized_strings.get("hud.skill.bow_charged_title"), &self.localized_strings.get("hud.skill.bow_charged_title"),
@ -2584,7 +2518,7 @@ impl<'a> Widget for Diary<'a> {
let skill = Skill::Bow(CDamage); let skill = Skill::Bow(CDamage);
if create_skill_button( if create_skill_button(
self.imgs.physical_damage_skill, self.imgs.physical_damage_skill,
state.skills_top_r[1], state.skills_top_l[1],
&self.skill_set, &self.skill_set,
skill, skill,
self.fonts, self.fonts,
@ -2609,10 +2543,10 @@ impl<'a> Widget for Diary<'a> {
{ {
events.push(Event::UnlockSkill(skill)); events.push(Event::UnlockSkill(skill));
}; };
let skill = Skill::Bow(CDrain); let skill = Skill::Bow(CRegen);
if create_skill_button( if create_skill_button(
self.imgs.physical_energy_drain_skill, self.imgs.physical_energy_regen_skill,
state.skills_top_r[2], state.skills_top_l[2],
&self.skill_set, &self.skill_set,
skill, skill,
self.fonts, self.fonts,
@ -2622,9 +2556,11 @@ impl<'a> Widget for Diary<'a> {
self.tooltip_manager, self.tooltip_manager,
&self &self
.localized_strings .localized_strings
.get("hud.skill.bow_charged_drain_title"), .get("hud.skill.bow_charged_energy_regen_title"),
&add_sp_cost_tooltip( &add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_charged_drain"), &self
.localized_strings
.get("hud.skill.bow_charged_energy_regen"),
skill, skill,
&self.skill_set, &self.skill_set,
&self.localized_strings, &self.localized_strings,
@ -2637,10 +2573,10 @@ impl<'a> Widget for Diary<'a> {
{ {
events.push(Event::UnlockSkill(skill)); events.push(Event::UnlockSkill(skill));
}; };
let skill = Skill::Bow(CProjSpeed); let skill = Skill::Bow(CKnockback);
if create_skill_button( if create_skill_button(
self.imgs.physical_projectile_speed_skill, self.imgs.physical_knockback_skill,
state.skills_top_r[3], state.skills_top_l[3],
&self.skill_set, &self.skill_set,
skill, skill,
self.fonts, self.fonts,
@ -2650,11 +2586,11 @@ impl<'a> Widget for Diary<'a> {
self.tooltip_manager, self.tooltip_manager,
&self &self
.localized_strings .localized_strings
.get("hud.skill.bow_charged_projectile_speed_title"), .get("hud.skill.bow_charged_knockback_title"),
&add_sp_cost_tooltip( &add_sp_cost_tooltip(
&self &self
.localized_strings .localized_strings
.get("hud.skill.bow_charged_projectile_speed"), .get("hud.skill.bow_charged_knockback"),
skill, skill,
&self.skill_set, &self.skill_set,
&self.localized_strings, &self.localized_strings,
@ -2670,7 +2606,7 @@ impl<'a> Widget for Diary<'a> {
let skill = Skill::Bow(CSpeed); let skill = Skill::Bow(CSpeed);
if create_skill_button( if create_skill_button(
self.imgs.physical_speed_skill, self.imgs.physical_speed_skill,
state.skills_top_r[4], state.skills_top_l[4],
&self.skill_set, &self.skill_set,
skill, skill,
self.fonts, self.fonts,
@ -2698,7 +2634,7 @@ impl<'a> Widget for Diary<'a> {
let skill = Skill::Bow(CMove); let skill = Skill::Bow(CMove);
if create_skill_button( if create_skill_button(
self.imgs.physical_speed_skill, self.imgs.physical_speed_skill,
state.skills_top_r[5], state.skills_top_l[5],
&self.skill_set, &self.skill_set,
skill, skill,
self.fonts, self.fonts,
@ -2708,11 +2644,9 @@ impl<'a> Widget for Diary<'a> {
self.tooltip_manager, self.tooltip_manager,
&self &self
.localized_strings .localized_strings
.get("hud.skill.bow_charged_move_speed_title"), .get("hud.skill.bow_charged_move_title"),
&add_sp_cost_tooltip( &add_sp_cost_tooltip(
&self &self.localized_strings.get("hud.skill.bow_charged_move"),
.localized_strings
.get("hud.skill.bow_charged_move_speed"),
skill, skill,
&self.skill_set, &self.skill_set,
&self.localized_strings, &self.localized_strings,
@ -2725,69 +2659,22 @@ impl<'a> Widget for Diary<'a> {
{ {
events.push(Event::UnlockSkill(skill)); events.push(Event::UnlockSkill(skill));
}; };
let skill = Skill::Bow(CKnockback); // Top right skills
if create_skill_button( Button::image(self.imgs.bow_m2)
self.imgs.physical_knockback_skill, .w_h(74.0, 74.0)
state.skills_top_r[6], .mid_top_with_margin_on(state.skills_top_r[0], 3.0)
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip( .with_tooltip(
self.tooltip_manager, self.tooltip_manager,
&self &self.localized_strings.get("hud.skill.bow_repeater_title"),
.localized_strings &self.localized_strings.get("hud.skill.bow_repeater"),
.get("hud.skill.bow_charged_knockback_title"),
&add_sp_cost_tooltip(
&self
.localized_strings
.get("hud.skill.bow_charged_knockback"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip, &diary_tooltip,
TEXT_COLOR, TEXT_COLOR,
) )
.set(state.skill_bow_charged_6, ui) .set(state.skill_bow_repeater_0, ui);
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
// Bottom left skills
let skill = Skill::Bow(UnlockRepeater);
if create_skill_button(
self.imgs.skill_bow_jump_burst,
state.skills_bot_l[0],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self
.localized_strings
.get("hud.skill.bow_repeater_unlock_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_repeater_unlock"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(RDamage); let skill = Skill::Bow(RDamage);
if create_skill_button( if create_skill_button(
self.imgs.physical_damage_skill, self.imgs.physical_damage_skill,
state.skills_bot_l[1], state.skills_top_r[1],
&self.skill_set, &self.skill_set,
skill, skill,
self.fonts, self.fonts,
@ -2812,38 +2699,10 @@ impl<'a> Widget for Diary<'a> {
{ {
events.push(Event::UnlockSkill(skill)); events.push(Event::UnlockSkill(skill));
}; };
let skill = Skill::Bow(RGlide);
if create_skill_button(
self.imgs.physical_helicopter_skill,
state.skills_bot_l[2],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self
.localized_strings
.get("hud.skill.bow_repeater_glide_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_repeater_glide"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(RCost); let skill = Skill::Bow(RCost);
if create_skill_button( if create_skill_button(
self.imgs.physical_cost_skill, self.imgs.physical_cost_skill,
state.skills_bot_l[3], state.skills_top_r[2],
&self.skill_set, &self.skill_set,
skill, skill,
self.fonts, self.fonts,
@ -2863,14 +2722,157 @@ impl<'a> Widget for Diary<'a> {
&diary_tooltip, &diary_tooltip,
TEXT_COLOR, TEXT_COLOR,
) )
.set(state.skill_bow_repeater_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(RSpeed);
if create_skill_button(
self.imgs.physical_speed_skill,
state.skills_top_r[3],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self
.localized_strings
.get("hud.skill.bow_repeater_speed_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_repeater_speed"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_repeater_3, ui) .set(state.skill_bow_repeater_3, ui)
.was_clicked() .was_clicked()
{ {
events.push(Event::UnlockSkill(skill)); events.push(Event::UnlockSkill(skill));
}; };
let skill = Skill::Bow(RArrows); // Bottom left skills
let skill = Skill::Bow(UnlockShotgun);
if create_skill_button(
self.imgs.skill_bow_jump_burst,
state.skills_bot_l[0],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self
.localized_strings
.get("hud.skill.bow_shotgun_unlock_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_shotgun_unlock"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_shotgun_0, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(SDamage);
if create_skill_button(
self.imgs.physical_damage_skill,
state.skills_bot_l[1],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self
.localized_strings
.get("hud.skill.bow_shotgun_damage_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_shotgun_damage"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_shotgun_1, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(SCost);
if create_skill_button(
self.imgs.physical_cost_skill,
state.skills_bot_l[2],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self
.localized_strings
.get("hud.skill.bow_shotgun_cost_title"),
&add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_shotgun_cost"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_shotgun_2, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(SArrows);
if create_skill_button( if create_skill_button(
self.imgs.physical_amount_skill, self.imgs.physical_amount_skill,
state.skills_bot_l[3],
&self.skill_set,
skill,
self.fonts,
&get_skill_label(skill, &self.skill_set),
)
.with_tooltip(
self.tooltip_manager,
&self
.localized_strings
.get("hud.skill.bow_shotgun_arrow_count_title"),
&add_sp_cost_tooltip(
&self
.localized_strings
.get("hud.skill.bow_shotgun_arrow_count"),
skill,
&self.skill_set,
&self.localized_strings,
),
&diary_tooltip,
TEXT_COLOR,
)
.set(state.skill_bow_shotgun_3, ui)
.was_clicked()
{
events.push(Event::UnlockSkill(skill));
};
let skill = Skill::Bow(SSpread);
if create_skill_button(
self.imgs.physical_explosion_skill,
state.skills_bot_l[4], state.skills_bot_l[4],
&self.skill_set, &self.skill_set,
skill, skill,
@ -2881,9 +2883,9 @@ impl<'a> Widget for Diary<'a> {
self.tooltip_manager, self.tooltip_manager,
&self &self
.localized_strings .localized_strings
.get("hud.skill.bow_arrow_count_title"), .get("hud.skill.bow_shotgun_spread_title"),
&add_sp_cost_tooltip( &add_sp_cost_tooltip(
&self.localized_strings.get("hud.skill.bow_arrow_count"), &self.localized_strings.get("hud.skill.bow_shotgun_spread"),
skill, skill,
&self.skill_set, &self.skill_set,
&self.localized_strings, &self.localized_strings,
@ -2891,7 +2893,7 @@ impl<'a> Widget for Diary<'a> {
&diary_tooltip, &diary_tooltip,
TEXT_COLOR, TEXT_COLOR,
) )
.set(state.skill_bow_repeater_4, ui) .set(state.skill_bow_shotgun_4, ui)
.was_clicked() .was_clicked()
{ {
events.push(Event::UnlockSkill(skill)); events.push(Event::UnlockSkill(skill));

View File

@ -1015,9 +1015,6 @@ impl FigureMgr {
StageSection::Buildup => { StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f32() stage_time / s.static_data.buildup_duration.as_secs_f32()
}, },
StageSection::Movement => {
stage_time / s.static_data.movement_duration.as_secs_f32()
},
StageSection::Shoot => { StageSection::Shoot => {
stage_time / s.static_data.shoot_duration.as_secs_f32() stage_time / s.static_data.shoot_duration.as_secs_f32()
}, },