Merge branch 'juliancoffee/pillar_fix' into 'master'

Nerf pillars + Fix Beam ori

See merge request veloren/veloren!2732
This commit is contained in:
Samuel Keiffer 2021-08-07 16:35:24 +00:00
commit 2b10f818f5
19 changed files with 63 additions and 66 deletions

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Cultist,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 50,
energy_drain: 0,
orientation_behavior: FromOri,
ori_rate: 0.07,
specifier: ClayGolem,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.2,
specifier: Flamethrower,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: FromOri,
ori_rate: 0.2,
specifier: Cultist,
)

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@ -9,7 +9,6 @@ BasicBeam(
damage_effect: Some(Lifesteal(0.15)),
energy_regen: 25,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: LifestealBeam,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Bubbles,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 0,
orientation_behavior: FromOri,
ori_rate: 0.1,
specifier: Frost,
)

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@ -9,7 +9,6 @@ BasicBeam(
damage_effect: Some(Lifesteal(0.125)),
energy_regen: 50,
energy_drain: 0,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: LifestealBeam
)

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@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 350,
orientation_behavior: Normal,
ori_rate: 0.3,
specifier: Flamethrower,
)

View File

@ -14,7 +14,6 @@ BasicBeam(
))),
energy_regen: 0,
energy_drain: 350,
orientation_behavior: FromOri,
ori_rate: 0.3,
specifier: Flamethrower,
)

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@ -251,7 +251,6 @@ pub enum CharacterAbility {
damage_effect: Option<CombatEffect>,
energy_regen: f32,
energy_drain: f32,
orientation_behavior: basic_beam::OrientationBehavior,
ori_rate: f32,
specifier: beam::FrontendSpecifier,
},
@ -745,7 +744,6 @@ impl CharacterAbility {
ref mut damage_effect,
energy_regen: _,
ref mut energy_drain,
orientation_behavior: _,
ori_rate: _,
specifier: _,
} => {
@ -1878,7 +1876,6 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
damage_effect,
energy_regen,
energy_drain,
orientation_behavior,
ori_rate,
specifier,
} => CharacterState::BasicBeam(basic_beam::Data {
@ -1894,7 +1891,6 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
energy_regen: *energy_regen,
energy_drain: *energy_drain,
ability_info,
orientation_behavior: *orientation_behavior,
ori_rate: *ori_rate,
specifier: *specifier,
},

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@ -377,6 +377,8 @@ impl Body {
Body::SeaLantern => Vec3::new(0.5, 0.5, 1.0),
Body::Snowball => Vec3::broadcast(2.5),
Body::Tornado => Vec3::new(2.0, 2.0, 3.4),
Body::TrainingDummy => Vec3::new(1.5, 1.5, 3.0),
// FIXME: this *must* be exhaustive match
_ => Vec3::broadcast(0.5),
}
}

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@ -10,6 +10,7 @@ use crate::{
utils::*,
},
uid::Uid,
util::Dir,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
@ -38,8 +39,6 @@ pub struct StaticData {
pub energy_regen: f32,
/// Energy drained per second
pub energy_drain: f32,
/// Used to dictate how orientation functions in this state
pub orientation_behavior: OrientationBehavior,
/// How fast enemy can rotate with beam
pub ori_rate: f32,
/// What key is used to press ability
@ -64,9 +63,6 @@ impl CharacterBehavior for Data {
let mut update = StateUpdate::from(data);
let ori_rate = self.static_data.ori_rate;
if self.static_data.orientation_behavior == OrientationBehavior::Turret {
update.ori = Ori::from(data.inputs.look_dir);
}
handle_orientation(data, &mut update, ori_rate);
handle_move(data, &mut update, 0.4);
@ -135,41 +131,59 @@ impl CharacterBehavior for Data {
owner: Some(*data.uid),
specifier: self.static_data.specifier,
};
// Gets offsets
let body_offsets_r = data.body.radius() + 1.0;
let body_offsets_z = match data.body {
Body::BirdLarge(_) => data.body.height() * 0.8,
Body::Golem(_) => data.body.height() * 0.9 + data.inputs.look_dir.z * 3.0,
_ => data.body.height() * 0.5,
let beam_ori = {
// We want Beam to use Ori of owner.
// But we also want beam to use Z part of where owner looks.
// This means that we need to merge this data to one Ori.
//
// This code just gets look_dir without Z part
// and normalizes it. This is what `xy_dir is`.
//
// Then we find rotation between xy_dir and look_dir
// which gives us quaternion how of what rotation we need
// to do to get Z part we want.
//
// Then we construct Ori without Z part
// and applying `pitch` to get needed orientation.
let look_dir = data.inputs.look_dir;
let xy_dir = Dir::from_unnormalized(Vec3::new(look_dir.x, look_dir.y, 0.0))
.unwrap_or_else(Dir::default);
let pitch = xy_dir.rotation_between(look_dir);
Ori::from(Vec3::new(
update.ori.look_vec().x,
update.ori.look_vec().y,
0.0,
))
.prerotated(pitch)
};
let (body_offsets, ori) = match self.static_data.orientation_behavior {
OrientationBehavior::Normal | OrientationBehavior::Turret => (
Vec3::new(
body_offsets_r * data.inputs.look_dir.x,
body_offsets_r * data.inputs.look_dir.y,
body_offsets_z,
),
Ori::from(data.inputs.look_dir),
),
OrientationBehavior::FromOri => (
Vec3::new(
body_offsets_r * update.ori.look_vec().x,
body_offsets_r * update.ori.look_vec().y,
body_offsets_z,
),
Ori::from(Vec3::new(
update.ori.look_vec().x,
update.ori.look_vec().y,
data.inputs.look_dir.z,
)),
),
// Gets offsets
let body_offsets = {
let body_radius = data.body.radius();
// TODO: make it public function to use in Agent code
// to help with aim.
let body_offsets_z = match data.body {
Body::BirdLarge(_) => data.body.height() * 0.8,
Body::Golem(_) => {
data.body.height() * 0.9 + data.inputs.look_dir.z * 3.0
},
_ => data.body.height() * 0.5,
};
Vec3::new(
body_radius * update.ori.look_vec().x * 1.1,
body_radius * update.ori.look_vec().y * 1.1,
body_offsets_z,
)
};
let pos = Pos(data.pos.0 + body_offsets);
// Create beam segment
update.server_events.push_front(ServerEvent::BeamSegment {
properties,
pos,
ori,
ori: beam_ori,
});
update.character = CharacterState::BasicBeam(Data {
timer: tick_attack_or_default(data, self.timer, None),
@ -218,15 +232,3 @@ impl CharacterBehavior for Data {
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum OrientationBehavior {
/// Uses look_dir as direction of beam
Normal,
/// Uses look_dir as direction of beam, sets orientation to same direction
/// as look_dir
Turret,
/// Uses orientation x and y and look_dir z as direction of beam (z from
/// look_dir as orientation will only go through 2d rotations naturally)
FromOri,
}

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@ -1787,10 +1787,20 @@ impl<'a> AgentData<'a> {
0.0
};
// FIXME: Retrieve actual projectile speed!
// FIXME:
// 1) Retrieve actual projectile speed!
// We have to assume projectiles are faster than base speed because there are
// skills that increase it, and in most cases this will cause agents to
// overshoot
//
// 2) We use eye_offset-s which isn't actually ideal.
// Some attacks (beam for example) may use different offsets,
// we should probably use offsets from corresponding states.
//
// 3) Should we even have this big switch?
// Not all attacks may want their direction overwritten.
// And this is quite hard to debug when you don't see it in actual
// attack handler.
if let Some(dir) = match tactic {
Tactic::Bow
| Tactic::FixedTurret

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@ -1264,14 +1264,15 @@ impl Floor {
min: (tile_center - Vec2::broadcast(1 + pillar_thickness - 1))
.with_z(floor_z),
max: (tile_center + Vec2::broadcast(1 + pillar_thickness))
.with_z(floor_z + 3),
.with_z(floor_z + 1),
}));
let scale = (pillar_thickness + 2) as f32 / pillar_thickness as f32;
let mut lights =
prim(Primitive::Scale(pillar, Vec2::broadcast(scale).with_z(1.0)));
lights = prim(Primitive::And(lighting_plane, lights));
// Only add the base (and shift the lights up) for boss-room pillars
// Only add the base (and shift the lights up)
// for boss-rooms pillars
if room.kind == RoomKind::Boss {
lights = prim(Primitive::Translate(lights, 3 * Vec3::unit_z()));
pillar = prim(Primitive::Or(pillar, base));