Addressed comments. Roll now only provides i-frames to melee attacks. It also reduces height of hitbox.

This commit is contained in:
Sam 2020-11-05 19:22:26 -06:00
parent 66850a5878
commit 37ecb165ef
12 changed files with 79 additions and 126 deletions

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@ -28,7 +28,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Buff system
- Sneaking lets you be closer to enemies without being detected
- Flight
- Roll has i-frames
- Roll dodges melee attacks, and reduces the height of your hitbox
### Changed

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@ -119,9 +119,6 @@ pub enum CharacterAbility {
movement_duration: Duration,
recover_duration: Duration,
roll_strength: f32,
buildup_iframes: bool,
movement_iframes: bool,
recover_iframes: bool,
},
ComboMelee {
stage_data: Vec<combo_melee::Stage>,
@ -278,6 +275,16 @@ impl CharacterAbility {
_ => true,
}
}
fn default_roll() -> CharacterAbility {
CharacterAbility::Roll {
energy_cost: 100,
buildup_duration: Duration::from_millis(100),
movement_duration: Duration::from_millis(250),
recover_duration: Duration::from_millis(150),
roll_strength: 2.5,
}
}
}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
@ -302,7 +309,7 @@ impl From<Item> for ItemConfig {
ability2: ability_drain.next(),
ability3: ability_drain.next(),
block_ability: None,
dodge_ability: Some(get_roll()),
dodge_ability: Some(CharacterAbility::default_roll()),
};
}
@ -310,19 +317,6 @@ impl From<Item> for ItemConfig {
}
}
fn get_roll() -> CharacterAbility {
CharacterAbility::Roll {
energy_cost: 100,
buildup_duration: Duration::from_millis(100),
movement_duration: Duration::from_millis(250),
recover_duration: Duration::from_millis(150),
roll_strength: 2.5,
buildup_iframes: true,
movement_iframes: true,
recover_iframes: false,
}
}
#[derive(Arraygen, Clone, PartialEq, Default, Debug, Serialize, Deserialize)]
#[gen_array(pub fn get_armor: &Option<Item>)]
pub struct Loadout {
@ -488,18 +482,12 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
movement_duration,
recover_duration,
roll_strength,
buildup_iframes,
movement_iframes,
recover_iframes,
} => CharacterState::Roll(roll::Data {
static_data: roll::StaticData {
buildup_duration: *buildup_duration,
movement_duration: *movement_duration,
recover_duration: *recover_duration,
roll_strength: *roll_strength,
buildup_iframes: *buildup_iframes,
movement_iframes: *movement_iframes,
recover_iframes: *recover_iframes,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,

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@ -145,20 +145,6 @@ impl CharacterState {
// Check if state is the same without looking at the inner data
std::mem::discriminant(self) == std::mem::discriminant(other)
}
pub fn is_invincible(&self) -> bool {
if let CharacterState::Roll(data) = self {
use utils::StageSection;
match data.stage_section {
StageSection::Buildup => data.static_data.buildup_iframes,
StageSection::Movement => data.static_data.movement_iframes,
StageSection::Recover => data.static_data.recover_iframes,
_ => false,
}
} else {
false
}
}
}
impl Default for CharacterState {

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@ -73,9 +73,9 @@ impl Collider {
}
}
pub fn get_z_limits(&self) -> (f32, f32) {
pub fn get_z_limits(&self, modifier: f32) -> (f32, f32) {
match self {
Collider::Box { z_min, z_max, .. } => (*z_min, *z_max),
Collider::Box { z_min, z_max, .. } => (*z_min * modifier, *z_max * modifier),
Collider::Point => (0.0, 0.0),
}
}

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@ -15,14 +15,8 @@ pub struct StaticData {
pub movement_duration: Duration,
/// How long it takes to recover from roll
pub recover_duration: Duration,
/// How strong the roll is
/// Affects the speed and distance of the roll
pub roll_strength: f32,
/// Whether you are immune to damage in buildup
pub buildup_iframes: bool,
/// Whether you are immune to damage in movement
pub movement_iframes: bool,
/// Whether you are immune to damage in recover
pub recover_iframes: bool,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]

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@ -1,7 +1,7 @@
use crate::{
comp::{
group, Beam, BeamSegment, Body, CharacterState, Energy, EnergyChange, EnergySource, Health,
HealthChange, HealthSource, Last, Loadout, Ori, Pos, Scale,
group, Beam, BeamSegment, Body, Energy, EnergyChange, EnergySource, Health, HealthChange,
HealthSource, Last, Loadout, Ori, Pos, Scale,
},
event::{EventBus, ServerEvent},
state::{DeltaTime, Time},
@ -34,7 +34,6 @@ impl<'a> System<'a> for Sys {
ReadStorage<'a, Energy>,
WriteStorage<'a, BeamSegment>,
WriteStorage<'a, Beam>,
ReadStorage<'a, CharacterState>,
);
fn run(
@ -57,7 +56,6 @@ impl<'a> System<'a> for Sys {
energies,
mut beam_segments,
mut beams,
char_states,
): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
@ -114,16 +112,7 @@ impl<'a> System<'a> for Sys {
};
// Go through all other effectable entities
for (
b,
uid_b,
pos_b,
last_pos_b_maybe,
scale_b_maybe,
health_b,
body_b,
char_state_b_maybe,
) in (
for (b, uid_b, pos_b, last_pos_b_maybe, scale_b_maybe, health_b, body_b) in (
&entities,
&uids,
&positions,
@ -132,7 +121,6 @@ impl<'a> System<'a> for Sys {
scales.maybe(),
&healths,
&bodies,
char_states.maybe(),
)
.join()
{
@ -146,9 +134,6 @@ impl<'a> System<'a> for Sys {
let rad_b = body_b.radius() * scale_b;
let height_b = body_b.height() * scale_b;
// 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
@ -175,9 +160,7 @@ impl<'a> System<'a> for Sys {
for (target, damage) in beam_segment.damages.iter() {
if let Some(target) = target {
if *target != target_group
|| (!matches!(target, GroupTarget::InGroup) && is_invincible)
{
if *target != target_group {
continue;
}
}

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@ -94,8 +94,8 @@ impl<'a> System<'a> for Sys {
let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
let rad_b = body_b.radius() * scale_b;
// Check if entity is invincible
let is_invincible = char_state_b_maybe.map_or(false, |c_s| c_s.is_invincible());
// Check if entity is dodging
let is_dodge = char_state_b_maybe.map_or(false, |c_s| c_s.is_dodge());
// Check if it is a hit
if entity != b
@ -119,7 +119,7 @@ impl<'a> System<'a> for Sys {
for (target, damage) in attack.damages.iter() {
if let Some(target) = target {
if *target != target_group
|| (!matches!(target, GroupTarget::InGroup) && is_invincible)
|| (!matches!(target, GroupTarget::InGroup) && is_dodge)
{
continue;
}

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@ -1,7 +1,7 @@
use crate::{
comp::{
BeamSegment, Collider, Gravity, Mass, Mounting, Ori, PhysicsState, Pos, PreviousVelDtCache,
Projectile, Scale, Shockwave, Sticky, Vel,
BeamSegment, CharacterState, Collider, Gravity, Mass, Mounting, Ori, PhysicsState, Pos,
PreviousVelDtCache, Projectile, Scale, Shockwave, Sticky, Vel,
},
event::{EventBus, ServerEvent},
metrics::{PhysicsMetrics, SysMetrics},
@ -71,6 +71,7 @@ impl<'a> System<'a> for Sys {
ReadStorage<'a, Projectile>,
ReadStorage<'a, BeamSegment>,
ReadStorage<'a, Shockwave>,
ReadStorage<'a, CharacterState>,
);
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
@ -99,6 +100,7 @@ impl<'a> System<'a> for Sys {
projectiles,
beams,
shockwaves,
char_states,
): Self::SystemData,
) {
let start_time = std::time::Instant::now();
@ -183,17 +185,38 @@ impl<'a> System<'a> for Sys {
// TODO: if we need to avoid collisions for other things consider moving whether it
// should interact into the collider component or into a separate component
projectiles.maybe(),
char_states.maybe(),
)
.par_join()
.filter(|(_, _, _, _, _, _, _, _, sticky, physics, _)| {
.filter(|(_, _, _, _, _, _, _, _, sticky, physics, _, _)| {
sticky.is_none() || (physics.on_wall.is_none() && !physics.on_ground)
})
.map(|(e, p, v, vd, s, m, c, _, _, ph, pr)| (e, p, v, vd, s, m, c, ph, pr))
.fold(PhysicsMetrics::default,
|mut metrics,(entity, pos, vel, vel_dt, scale, mass, collider, physics, projectile)| {
.map(|(e, p, v, vd, s, m, c, _, _, ph, pr, c_s)| (e, p, v, vd, s, m, c, ph, pr, c_s))
.fold(
PhysicsMetrics::default,
|mut metrics,
(
entity,
pos,
vel,
vel_dt,
scale,
mass,
collider,
physics,
projectile,
char_state_maybe,
)| {
let scale = scale.map(|s| s.0).unwrap_or(1.0);
let radius = collider.map(|c| c.get_radius()).unwrap_or(0.5);
let z_limits = collider.map(|c| c.get_z_limits()).unwrap_or((-0.5, 0.5));
let modifier = if char_state_maybe.map_or(false, |c_s| c_s.is_dodge()) {
0.5
} else {
1.0
};
let z_limits = collider
.map(|c| c.get_z_limits(modifier))
.unwrap_or((-0.5 * modifier, 0.5 * modifier));
let mass = mass.map(|m| m.0).unwrap_or(scale);
// Resets touch_entities in physics
@ -215,6 +238,7 @@ impl<'a> System<'a> for Sys {
_,
_,
_,
char_state_other_maybe,
) in (
&entities,
&uids,
@ -227,6 +251,7 @@ impl<'a> System<'a> for Sys {
!&mountings,
!&beams,
!&shockwaves,
char_states.maybe(),
)
.join()
{
@ -240,13 +265,22 @@ impl<'a> System<'a> for Sys {
let collision_dist = scale * radius + scale_other * radius_other;
// Sanity check: skip colliding entities that are too far from each other
if (pos.0 - pos_other.0).xy().magnitude() > (vel_dt.0 - vel_dt_other.0).xy().magnitude() + collision_dist {
if (pos.0 - pos_other.0).xy().magnitude()
> (vel_dt.0 - vel_dt_other.0).xy().magnitude() + collision_dist
{
continue;
}
let modifier_other =
if char_state_other_maybe.map_or(false, |c_s| c_s.is_dodge()) {
0.5
} else {
1.0
};
let z_limits_other = collider_other
.map(|c| c.get_z_limits())
.unwrap_or((-0.5, 0.5));
.map(|c| c.get_z_limits(modifier_other))
.unwrap_or((-0.5 * modifier_other, 0.5 * modifier_other));
let mass_other = mass_other.map(|m| m.0).unwrap_or(scale_other);
//This check after the pos check, as we currently don't have that many
// massless entites [citation needed]
@ -257,7 +291,8 @@ impl<'a> System<'a> for Sys {
metrics.entity_entity_collision_checks += 1;
const MIN_COLLISION_DIST: f32 = 0.3;
let increments = ((vel_dt.0 - vel_dt_other.0).magnitude() / MIN_COLLISION_DIST)
let increments = ((vel_dt.0 - vel_dt_other.0).magnitude()
/ MIN_COLLISION_DIST)
.max(1.0)
.ceil() as usize;
let step_delta = 1.0 / increments as f32;
@ -300,11 +335,11 @@ impl<'a> System<'a> for Sys {
metrics
},
)
.reduce(PhysicsMetrics::default, |old, new| {
PhysicsMetrics {
entity_entity_collision_checks: old.entity_entity_collision_checks + new.entity_entity_collision_checks,
entity_entity_collisions: old.entity_entity_collisions + new.entity_entity_collisions,
}
.reduce(PhysicsMetrics::default, |old, new| PhysicsMetrics {
entity_entity_collision_checks: old.entity_entity_collision_checks
+ new.entity_entity_collision_checks,
entity_entity_collisions: old.entity_entity_collisions
+ new.entity_entity_collisions,
});
physics_metrics.entity_entity_collision_checks = metrics.entity_entity_collision_checks;
physics_metrics.entity_entity_collisions = metrics.entity_entity_collisions;

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@ -1,8 +1,8 @@
use crate::{
comp::{
buff::{BuffChange, BuffSource},
projectile, CharacterState, EnergyChange, EnergySource, Group, HealthSource, Loadout, Ori,
PhysicsState, Pos, Projectile, Vel,
projectile, EnergyChange, EnergySource, Group, HealthSource, Loadout, Ori, PhysicsState,
Pos, Projectile, Vel,
},
event::{EventBus, LocalEvent, ServerEvent},
metrics::SysMetrics,
@ -35,7 +35,6 @@ impl<'a> System<'a> for Sys {
WriteStorage<'a, Projectile>,
ReadStorage<'a, Loadout>,
ReadStorage<'a, Group>,
ReadStorage<'a, CharacterState>,
);
fn run(
@ -54,7 +53,6 @@ impl<'a> System<'a> for Sys {
mut projectiles,
loadouts,
groups,
char_states,
): Self::SystemData,
) {
let start_time = std::time::Instant::now();
@ -104,18 +102,6 @@ impl<'a> System<'a> for Sys {
continue;
}
// Checks if entity is immune to damage
// TODO: When projectiles are reduced down to a collection of (target, effect)s,
// move this check there so that future projectiles intended for allies cannot
// be dodged by those allies
let entity_invincible = uid_allocator
.retrieve_entity_internal(other.into())
.and_then(|e| char_states.get(e))
.map_or(false, |c_s| c_s.is_invincible());
if entity_invincible {
continue;
}
for effect in projectile.hit_entity.drain(..) {
match effect {
projectile::Effect::Damage(target, damage) => {

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@ -1,7 +1,7 @@
use crate::{
comp::{
group, Body, CharacterState, Health, HealthSource, Last, Loadout, Ori, PhysicsState, Pos,
Scale, Shockwave, ShockwaveHitEntities,
group, Body, Health, HealthSource, Last, Loadout, Ori, PhysicsState, Pos, Scale, Shockwave,
ShockwaveHitEntities,
},
event::{EventBus, LocalEvent, ServerEvent},
state::{DeltaTime, Time},
@ -36,7 +36,6 @@ impl<'a> System<'a> for Sys {
ReadStorage<'a, PhysicsState>,
WriteStorage<'a, Shockwave>,
WriteStorage<'a, ShockwaveHitEntities>,
ReadStorage<'a, CharacterState>,
);
fn run(
@ -60,7 +59,6 @@ impl<'a> System<'a> for Sys {
physics_states,
mut shockwaves,
mut shockwave_hit_lists,
char_states,
): Self::SystemData,
) {
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;
}
}

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@ -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

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@ -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,