mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Addressed comments. Roll now only provides i-frames to melee attacks. It also reduces height of hitbox.
This commit is contained in:
parent
66850a5878
commit
37ecb165ef
@ -28,7 +28,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Buff system
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- Sneaking lets you be closer to enemies without being detected
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- Flight
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- Roll has i-frames
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- Roll dodges melee attacks, and reduces the height of your hitbox
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### Changed
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@ -119,9 +119,6 @@ pub enum CharacterAbility {
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movement_duration: Duration,
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recover_duration: Duration,
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roll_strength: f32,
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buildup_iframes: bool,
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movement_iframes: bool,
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recover_iframes: bool,
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},
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ComboMelee {
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stage_data: Vec<combo_melee::Stage>,
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@ -278,6 +275,16 @@ impl CharacterAbility {
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_ => true,
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}
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}
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fn default_roll() -> CharacterAbility {
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CharacterAbility::Roll {
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energy_cost: 100,
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buildup_duration: Duration::from_millis(100),
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movement_duration: Duration::from_millis(250),
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recover_duration: Duration::from_millis(150),
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roll_strength: 2.5,
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}
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}
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}
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#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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@ -302,7 +309,7 @@ impl From<Item> for ItemConfig {
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ability2: ability_drain.next(),
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ability3: ability_drain.next(),
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block_ability: None,
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dodge_ability: Some(get_roll()),
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dodge_ability: Some(CharacterAbility::default_roll()),
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};
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}
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@ -310,19 +317,6 @@ impl From<Item> for ItemConfig {
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}
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}
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fn get_roll() -> CharacterAbility {
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CharacterAbility::Roll {
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energy_cost: 100,
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buildup_duration: Duration::from_millis(100),
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movement_duration: Duration::from_millis(250),
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recover_duration: Duration::from_millis(150),
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roll_strength: 2.5,
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buildup_iframes: true,
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movement_iframes: true,
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recover_iframes: false,
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}
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}
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#[derive(Arraygen, Clone, PartialEq, Default, Debug, Serialize, Deserialize)]
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#[gen_array(pub fn get_armor: &Option<Item>)]
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pub struct Loadout {
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@ -488,18 +482,12 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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movement_duration,
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recover_duration,
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roll_strength,
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buildup_iframes,
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movement_iframes,
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recover_iframes,
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} => CharacterState::Roll(roll::Data {
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static_data: roll::StaticData {
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buildup_duration: *buildup_duration,
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movement_duration: *movement_duration,
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recover_duration: *recover_duration,
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roll_strength: *roll_strength,
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buildup_iframes: *buildup_iframes,
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movement_iframes: *movement_iframes,
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recover_iframes: *recover_iframes,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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@ -145,20 +145,6 @@ impl CharacterState {
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// Check if state is the same without looking at the inner data
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std::mem::discriminant(self) == std::mem::discriminant(other)
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}
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pub fn is_invincible(&self) -> bool {
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if let CharacterState::Roll(data) = self {
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use utils::StageSection;
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match data.stage_section {
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StageSection::Buildup => data.static_data.buildup_iframes,
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StageSection::Movement => data.static_data.movement_iframes,
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StageSection::Recover => data.static_data.recover_iframes,
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_ => false,
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}
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} else {
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false
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}
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}
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}
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impl Default for CharacterState {
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@ -73,9 +73,9 @@ impl Collider {
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}
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}
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pub fn get_z_limits(&self) -> (f32, f32) {
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pub fn get_z_limits(&self, modifier: f32) -> (f32, f32) {
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match self {
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Collider::Box { z_min, z_max, .. } => (*z_min, *z_max),
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Collider::Box { z_min, z_max, .. } => (*z_min * modifier, *z_max * modifier),
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Collider::Point => (0.0, 0.0),
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}
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}
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@ -15,14 +15,8 @@ pub struct StaticData {
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pub movement_duration: Duration,
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/// How long it takes to recover from roll
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pub recover_duration: Duration,
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/// How strong the roll is
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/// Affects the speed and distance of the roll
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pub roll_strength: f32,
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/// Whether you are immune to damage in buildup
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pub buildup_iframes: bool,
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/// Whether you are immune to damage in movement
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pub movement_iframes: bool,
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/// Whether you are immune to damage in recover
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pub recover_iframes: bool,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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@ -1,7 +1,7 @@
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use crate::{
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comp::{
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group, Beam, BeamSegment, Body, CharacterState, Energy, EnergyChange, EnergySource, Health,
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HealthChange, HealthSource, Last, Loadout, Ori, Pos, Scale,
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group, Beam, BeamSegment, Body, Energy, EnergyChange, EnergySource, Health, HealthChange,
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HealthSource, Last, Loadout, Ori, Pos, Scale,
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},
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event::{EventBus, ServerEvent},
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state::{DeltaTime, Time},
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@ -34,7 +34,6 @@ impl<'a> System<'a> for Sys {
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ReadStorage<'a, Energy>,
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WriteStorage<'a, BeamSegment>,
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WriteStorage<'a, Beam>,
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ReadStorage<'a, CharacterState>,
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);
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fn run(
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@ -57,7 +56,6 @@ impl<'a> System<'a> for Sys {
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energies,
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mut beam_segments,
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mut beams,
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char_states,
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): Self::SystemData,
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) {
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let mut server_emitter = server_bus.emitter();
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@ -114,16 +112,7 @@ impl<'a> System<'a> for Sys {
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};
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// Go through all other effectable entities
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for (
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b,
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uid_b,
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pos_b,
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last_pos_b_maybe,
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scale_b_maybe,
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health_b,
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body_b,
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char_state_b_maybe,
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) in (
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for (b, uid_b, pos_b, last_pos_b_maybe, scale_b_maybe, health_b, body_b) in (
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&entities,
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&uids,
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&positions,
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@ -132,7 +121,6 @@ impl<'a> System<'a> for Sys {
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scales.maybe(),
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&healths,
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&bodies,
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char_states.maybe(),
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)
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.join()
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{
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@ -146,9 +134,6 @@ impl<'a> System<'a> for Sys {
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let rad_b = body_b.radius() * scale_b;
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let height_b = body_b.height() * scale_b;
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// Check if entity is immune to damage
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let is_invincible = char_state_b_maybe.map_or(false, |c_s| c_s.is_invincible());
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// Check if it is a hit
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let hit = entity != b
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&& !health_b.is_dead
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@ -175,9 +160,7 @@ impl<'a> System<'a> for Sys {
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for (target, damage) in beam_segment.damages.iter() {
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if let Some(target) = target {
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if *target != target_group
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|| (!matches!(target, GroupTarget::InGroup) && is_invincible)
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{
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if *target != target_group {
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continue;
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}
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}
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@ -94,8 +94,8 @@ impl<'a> System<'a> for Sys {
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let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
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let rad_b = body_b.radius() * scale_b;
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// Check if entity is invincible
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let is_invincible = char_state_b_maybe.map_or(false, |c_s| c_s.is_invincible());
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// Check if entity is dodging
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let is_dodge = char_state_b_maybe.map_or(false, |c_s| c_s.is_dodge());
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// Check if it is a hit
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if entity != b
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@ -119,7 +119,7 @@ impl<'a> System<'a> for Sys {
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for (target, damage) in attack.damages.iter() {
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if let Some(target) = target {
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if *target != target_group
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|| (!matches!(target, GroupTarget::InGroup) && is_invincible)
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|| (!matches!(target, GroupTarget::InGroup) && is_dodge)
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{
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continue;
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}
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@ -1,7 +1,7 @@
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use crate::{
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comp::{
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BeamSegment, Collider, Gravity, Mass, Mounting, Ori, PhysicsState, Pos, PreviousVelDtCache,
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Projectile, Scale, Shockwave, Sticky, Vel,
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BeamSegment, CharacterState, Collider, Gravity, Mass, Mounting, Ori, PhysicsState, Pos,
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PreviousVelDtCache, Projectile, Scale, Shockwave, Sticky, Vel,
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},
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event::{EventBus, ServerEvent},
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metrics::{PhysicsMetrics, SysMetrics},
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@ -71,6 +71,7 @@ impl<'a> System<'a> for Sys {
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ReadStorage<'a, Projectile>,
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ReadStorage<'a, BeamSegment>,
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ReadStorage<'a, Shockwave>,
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ReadStorage<'a, CharacterState>,
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);
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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@ -99,6 +100,7 @@ impl<'a> System<'a> for Sys {
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projectiles,
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beams,
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shockwaves,
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char_states,
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): Self::SystemData,
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) {
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let start_time = std::time::Instant::now();
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@ -183,17 +185,38 @@ impl<'a> System<'a> for Sys {
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// TODO: if we need to avoid collisions for other things consider moving whether it
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// should interact into the collider component or into a separate component
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projectiles.maybe(),
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char_states.maybe(),
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)
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.par_join()
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.filter(|(_, _, _, _, _, _, _, _, sticky, physics, _)| {
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.filter(|(_, _, _, _, _, _, _, _, sticky, physics, _, _)| {
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sticky.is_none() || (physics.on_wall.is_none() && !physics.on_ground)
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})
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.map(|(e, p, v, vd, s, m, c, _, _, ph, pr)| (e, p, v, vd, s, m, c, ph, pr))
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.fold(PhysicsMetrics::default,
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|mut metrics,(entity, pos, vel, vel_dt, scale, mass, collider, physics, projectile)| {
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.map(|(e, p, v, vd, s, m, c, _, _, ph, pr, c_s)| (e, p, v, vd, s, m, c, ph, pr, c_s))
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.fold(
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PhysicsMetrics::default,
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|mut metrics,
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(
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entity,
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pos,
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vel,
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vel_dt,
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scale,
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mass,
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collider,
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physics,
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projectile,
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char_state_maybe,
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)| {
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let scale = scale.map(|s| s.0).unwrap_or(1.0);
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let radius = collider.map(|c| c.get_radius()).unwrap_or(0.5);
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let z_limits = collider.map(|c| c.get_z_limits()).unwrap_or((-0.5, 0.5));
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let modifier = if char_state_maybe.map_or(false, |c_s| c_s.is_dodge()) {
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0.5
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} else {
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1.0
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};
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let z_limits = collider
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.map(|c| c.get_z_limits(modifier))
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.unwrap_or((-0.5 * modifier, 0.5 * modifier));
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let mass = mass.map(|m| m.0).unwrap_or(scale);
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// Resets touch_entities in physics
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@ -215,6 +238,7 @@ impl<'a> System<'a> for Sys {
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_,
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_,
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_,
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char_state_other_maybe,
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) in (
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&entities,
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&uids,
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@ -227,6 +251,7 @@ impl<'a> System<'a> for Sys {
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!&mountings,
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!&beams,
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!&shockwaves,
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char_states.maybe(),
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)
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.join()
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{
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@ -240,13 +265,22 @@ impl<'a> System<'a> for Sys {
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let collision_dist = scale * radius + scale_other * radius_other;
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// Sanity check: skip colliding entities that are too far from each other
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if (pos.0 - pos_other.0).xy().magnitude() > (vel_dt.0 - vel_dt_other.0).xy().magnitude() + collision_dist {
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if (pos.0 - pos_other.0).xy().magnitude()
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> (vel_dt.0 - vel_dt_other.0).xy().magnitude() + collision_dist
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{
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continue;
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}
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let modifier_other =
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if char_state_other_maybe.map_or(false, |c_s| c_s.is_dodge()) {
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0.5
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} else {
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1.0
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};
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let z_limits_other = collider_other
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.map(|c| c.get_z_limits())
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.unwrap_or((-0.5, 0.5));
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.map(|c| c.get_z_limits(modifier_other))
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.unwrap_or((-0.5 * modifier_other, 0.5 * modifier_other));
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let mass_other = mass_other.map(|m| m.0).unwrap_or(scale_other);
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//This check after the pos check, as we currently don't have that many
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// massless entites [citation needed]
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@ -257,7 +291,8 @@ impl<'a> System<'a> for Sys {
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metrics.entity_entity_collision_checks += 1;
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const MIN_COLLISION_DIST: f32 = 0.3;
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let increments = ((vel_dt.0 - vel_dt_other.0).magnitude() / MIN_COLLISION_DIST)
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let increments = ((vel_dt.0 - vel_dt_other.0).magnitude()
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/ MIN_COLLISION_DIST)
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.max(1.0)
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.ceil() as usize;
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let step_delta = 1.0 / increments as f32;
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@ -300,11 +335,11 @@ impl<'a> System<'a> for Sys {
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metrics
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},
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)
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.reduce(PhysicsMetrics::default, |old, new| {
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PhysicsMetrics {
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entity_entity_collision_checks: old.entity_entity_collision_checks + new.entity_entity_collision_checks,
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entity_entity_collisions: old.entity_entity_collisions + new.entity_entity_collisions,
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}
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.reduce(PhysicsMetrics::default, |old, new| PhysicsMetrics {
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entity_entity_collision_checks: old.entity_entity_collision_checks
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+ new.entity_entity_collision_checks,
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entity_entity_collisions: old.entity_entity_collisions
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+ new.entity_entity_collisions,
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});
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physics_metrics.entity_entity_collision_checks = metrics.entity_entity_collision_checks;
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physics_metrics.entity_entity_collisions = metrics.entity_entity_collisions;
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|
@ -1,8 +1,8 @@
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use crate::{
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comp::{
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buff::{BuffChange, BuffSource},
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projectile, CharacterState, EnergyChange, EnergySource, Group, HealthSource, Loadout, Ori,
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PhysicsState, Pos, Projectile, Vel,
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projectile, EnergyChange, EnergySource, Group, HealthSource, Loadout, Ori, PhysicsState,
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Pos, Projectile, Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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metrics::SysMetrics,
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@ -35,7 +35,6 @@ impl<'a> System<'a> for Sys {
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WriteStorage<'a, Projectile>,
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ReadStorage<'a, Loadout>,
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ReadStorage<'a, Group>,
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ReadStorage<'a, CharacterState>,
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);
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fn run(
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@ -54,7 +53,6 @@ impl<'a> System<'a> for Sys {
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mut projectiles,
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loadouts,
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groups,
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char_states,
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): Self::SystemData,
|
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) {
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let start_time = std::time::Instant::now();
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@ -104,18 +102,6 @@ impl<'a> System<'a> for Sys {
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continue;
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}
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// Checks if entity is immune to damage
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// TODO: When projectiles are reduced down to a collection of (target, effect)s,
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// move this check there so that future projectiles intended for allies cannot
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// be dodged by those allies
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let entity_invincible = uid_allocator
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.retrieve_entity_internal(other.into())
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.and_then(|e| char_states.get(e))
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.map_or(false, |c_s| c_s.is_invincible());
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if entity_invincible {
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continue;
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}
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for effect in projectile.hit_entity.drain(..) {
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match effect {
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projectile::Effect::Damage(target, damage) => {
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|
@ -1,7 +1,7 @@
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use crate::{
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comp::{
|
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group, Body, CharacterState, Health, HealthSource, Last, Loadout, Ori, PhysicsState, Pos,
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Scale, Shockwave, ShockwaveHitEntities,
|
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group, Body, Health, HealthSource, Last, Loadout, Ori, PhysicsState, Pos, Scale, Shockwave,
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ShockwaveHitEntities,
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},
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event::{EventBus, LocalEvent, ServerEvent},
|
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state::{DeltaTime, Time},
|
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@ -36,7 +36,6 @@ impl<'a> System<'a> for Sys {
|
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ReadStorage<'a, PhysicsState>,
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WriteStorage<'a, Shockwave>,
|
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WriteStorage<'a, ShockwaveHitEntities>,
|
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ReadStorage<'a, CharacterState>,
|
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);
|
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|
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fn run(
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@ -60,7 +59,6 @@ impl<'a> System<'a> for Sys {
|
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physics_states,
|
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mut shockwaves,
|
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mut shockwave_hit_lists,
|
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char_states,
|
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): Self::SystemData,
|
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) {
|
||||
let mut server_emitter = server_bus.emitter();
|
||||
@ -133,7 +131,6 @@ impl<'a> System<'a> for Sys {
|
||||
health_b,
|
||||
body_b,
|
||||
physics_state_b,
|
||||
char_state_b_maybe,
|
||||
) in (
|
||||
&entities,
|
||||
&uids,
|
||||
@ -144,7 +141,6 @@ impl<'a> System<'a> for Sys {
|
||||
&healths,
|
||||
&bodies,
|
||||
&physics_states,
|
||||
char_states.maybe(),
|
||||
)
|
||||
.join()
|
||||
{
|
||||
@ -180,9 +176,6 @@ impl<'a> System<'a> for Sys {
|
||||
GroupTarget::OutOfGroup
|
||||
};
|
||||
|
||||
// Check if entity is immune to damage
|
||||
let is_invincible = char_state_b_maybe.map_or(false, |c_s| c_s.is_invincible());
|
||||
|
||||
// Check if it is a hit
|
||||
let hit = entity != b
|
||||
&& !health_b.is_dead
|
||||
@ -200,9 +193,7 @@ impl<'a> System<'a> for Sys {
|
||||
if hit {
|
||||
for (target, damage) in shockwave.damages.iter() {
|
||||
if let Some(target) = target {
|
||||
if *target != target_group
|
||||
|| (!matches!(target, GroupTarget::InGroup) && is_invincible)
|
||||
{
|
||||
if *target != target_group {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
@ -647,14 +647,7 @@ pub fn handle_explosion(
|
||||
.get(entity_b)
|
||||
.map_or(false, |h| !h.is_dead);
|
||||
|
||||
let is_invincible = ecs
|
||||
.read_storage::<comp::CharacterState>()
|
||||
.get(entity_b)
|
||||
.map_or(false, |c_s| c_s.is_invincible());
|
||||
|
||||
if is_alive
|
||||
&& (matches!(target, Some(GroupTarget::InGroup)) || !is_invincible)
|
||||
{
|
||||
if is_alive {
|
||||
effect.modify_strength(strength);
|
||||
server.state().apply_effect(entity_b, effect, owner);
|
||||
// Apply energy change
|
||||
|
@ -158,9 +158,6 @@ fn maps_roll() {
|
||||
movement_duration: Duration::default(),
|
||||
recover_duration: Duration::default(),
|
||||
roll_strength: 0.0,
|
||||
buildup_iframes: false,
|
||||
movement_iframes: false,
|
||||
recover_iframes: false,
|
||||
},
|
||||
timer: Duration::default(),
|
||||
stage_section: states::utils::StageSection::Buildup,
|
||||
|
Loading…
Reference in New Issue
Block a user