Finisher melee

This commit is contained in:
Sam 2022-02-20 23:39:28 -05:00
parent 057b1a4ad6
commit 38094b6ba2
7 changed files with 324 additions and 39 deletions

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@ -4,7 +4,9 @@
Tool(Sword): (
primary: "common.abilities.sword.balancedstance",
secondary: "common.abilities.sword.lunge",
abilities: [],
abilities: [
(None, "common.abilities.sword.testfinisher"),
],
),
Tool(Axe): (
primary: "common.abilities.axe.doublestrike",

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@ -0,0 +1,27 @@
FinisherMelee(
energy_cost: 40,
buildup_duration: 0.2,
swing_duration: 0.05,
recover_duration: 0.2,
melee_constructor: (
kind: Slash(
damage: 0,
poise: 0,
knockback: 0,
energy_regen: 0,
),
range: 3.0,
angle: 10.0,
scaled: Some(Slash(
damage: 25,
poise: 0,
knockback: 0,
energy_regen: 0,
)),
),
minimum_combo: 10,
scaling: Some((
target: Attack,
kind: Linear,
)),
)

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@ -405,7 +405,8 @@ impl From<&CharacterState> for CharacterAbilityType {
| CharacterState::SpriteInteract(_)
| CharacterState::Skate(_)
| CharacterState::Wallrun(_)
| CharacterState::ComboMelee2(_) => Self::Other,
| CharacterState::ComboMelee2(_)
| CharacterState::FinisherMelee(_) => Self::Other,
}
}
}
@ -657,6 +658,19 @@ pub enum CharacterAbility {
Music {
play_duration: f32,
ori_modifier: f32,
#[serde(default)]
meta: AbilityMeta,
},
FinisherMelee {
energy_cost: f32,
buildup_duration: f32,
swing_duration: f32,
recover_duration: f32,
melee_constructor: MeleeConstructor,
minimum_combo: u32,
scaling: Option<finisher_melee::Scaling>,
#[serde(default)]
meta: AbilityMeta,
},
}
@ -729,6 +743,14 @@ impl CharacterAbility {
| !*scales_with_combo)
&& update.energy.try_change_by(-*energy_cost).is_ok()
},
CharacterAbility::FinisherMelee {
energy_cost,
minimum_combo,
..
} => {
data.combo.map_or(false, |c| c.counter() >= *minimum_combo)
&& update.energy.try_change_by(-*energy_cost).is_ok()
},
CharacterAbility::ComboMelee { .. }
| CharacterAbility::ComboMelee2 { .. }
| CharacterAbility::Boost { .. }
@ -1144,9 +1166,26 @@ impl CharacterAbility {
Music {
ref mut play_duration,
ori_modifier: _,
meta: _,
} => {
*play_duration /= stats.speed;
},
FinisherMelee {
ref mut energy_cost,
ref mut buildup_duration,
ref mut swing_duration,
ref mut recover_duration,
ref mut melee_constructor,
minimum_combo: _,
scaling: _,
meta: _,
} => {
*buildup_duration /= stats.speed;
*swing_duration /= stats.speed;
*recover_duration /= stats.speed;
*energy_cost /= stats.energy_efficiency;
*melee_constructor = melee_constructor.adjusted_by_stats(stats);
},
}
self
}
@ -1166,7 +1205,8 @@ impl CharacterAbility {
| Shockwave { energy_cost, .. }
| BasicAura { energy_cost, .. }
| BasicBlock { energy_cost, .. }
| SelfBuff { energy_cost, .. } => *energy_cost,
| SelfBuff { energy_cost, .. }
| FinisherMelee { energy_cost, .. } => *energy_cost,
BasicBeam { energy_drain, .. } => {
if *energy_drain > f32::EPSILON {
1.0
@ -1207,7 +1247,9 @@ impl CharacterAbility {
| ComboMelee2 { meta, .. }
| Blink { meta, .. }
| BasicSummon { meta, .. }
| SpriteSummon { meta, .. } => *meta,
| SpriteSummon { meta, .. }
| FinisherMelee { meta, .. }
| Music { meta, .. } => *meta,
}
}
@ -1223,6 +1265,9 @@ impl CharacterAbility {
BasicMelee { energy_cost, .. } => {
*energy_cost *= ENERGY_REDUCTION;
},
FinisherMelee { energy_cost, .. } => {
*energy_cost *= ENERGY_REDUCTION;
},
_ => {},
}
}
@ -2271,6 +2316,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
CharacterAbility::Music {
play_duration,
ori_modifier,
meta: _,
} => CharacterState::Music(music::Data {
static_data: music::StaticData {
play_duration: Duration::from_secs_f32(*play_duration),
@ -2281,6 +2327,30 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
stage_section: StageSection::Action,
exhausted: false,
}),
CharacterAbility::FinisherMelee {
energy_cost: _,
buildup_duration,
swing_duration,
recover_duration,
melee_constructor,
minimum_combo,
scaling,
meta: _,
} => CharacterState::FinisherMelee(finisher_melee::Data {
static_data: finisher_melee::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration),
swing_duration: Duration::from_secs_f32(*swing_duration),
recover_duration: Duration::from_secs_f32(*recover_duration),
melee_constructor: *melee_constructor,
scaling: *scaling,
minimum_combo: *minimum_combo,
combo_on_use: data.combo.map_or(0, |c| c.counter()),
ability_info,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
}),
}
}
}

View File

@ -129,6 +129,8 @@ pub enum CharacterState {
Skate(skate::Data),
/// Play music instrument
Music(music::Data),
/// Melee attack that scales off and consumes combo
FinisherMelee(finisher_melee::Data),
}
impl CharacterState {
@ -163,6 +165,7 @@ impl CharacterState {
was_wielded: true,
..
})
| CharacterState::FinisherMelee(_)
)
}
@ -202,6 +205,7 @@ impl CharacterState {
| CharacterState::Blink(_)
| CharacterState::BasicSummon(_)
| CharacterState::SpriteSummon(_)
| CharacterState::FinisherMelee(_)
)
}
@ -224,6 +228,7 @@ impl CharacterState {
| CharacterState::UseItem(_)
| CharacterState::Wielding(_)
| CharacterState::Talk
| CharacterState::FinisherMelee(_)
)
}
@ -354,6 +359,7 @@ impl CharacterState {
CharacterState::SpriteInteract(data) => data.behavior(j, output_events),
CharacterState::Skate(data) => data.behavior(j, output_events),
CharacterState::Music(data) => data.behavior(j, output_events),
CharacterState::FinisherMelee(data) => data.behavior(j, output_events),
}
}
@ -403,6 +409,7 @@ impl CharacterState {
CharacterState::SpriteInteract(data) => data.handle_event(j, output_events, action),
CharacterState::Skate(data) => data.handle_event(j, output_events, action),
CharacterState::Music(data) => data.handle_event(j, output_events, action),
CharacterState::FinisherMelee(data) => data.handle_event(j, output_events, action),
}
}
@ -449,6 +456,9 @@ impl CharacterState {
CharacterState::SpriteSummon(data) => Some(data.static_data.ability_info),
CharacterState::UseItem(_) => None,
CharacterState::SpriteInteract(_) => None,
CharacterState::FinisherMelee(data) => Some(data.static_data.ability_info),
CharacterState::Music(data) => Some(data.static_data.ability_info),
CharacterState::Skate(_) => None,
}
}
@ -487,6 +497,9 @@ impl CharacterState {
CharacterState::SpriteSummon(data) => Some(data.stage_section),
CharacterState::UseItem(data) => Some(data.stage_section),
CharacterState::SpriteInteract(data) => Some(data.stage_section),
CharacterState::FinisherMelee(data) => Some(data.stage_section),
CharacterState::Music(data) => Some(data.stage_section),
CharacterState::Skate(_) => None,
}
}
}

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@ -0,0 +1,171 @@
use crate::{
combat::{CombatBuff, CombatEffect},
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Used to determine if and how scaling of the melee attack should happen
pub scaling: Option<Scaling>,
/// Minimum amount of combo needed to activate ability
pub minimum_combo: u32,
/// Amount of combo when ability was activated
pub combo_on_use: u32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 0.7);
handle_jump(data, output_events, &mut update, 1.0);
handle_interrupts(data, &mut update, None);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to swing section of stage
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Action;
}
}
},
StageSection::Action => {
if !self.exhausted {
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = Duration::default();
c.exhausted = true;
}
// Consume combo
output_events.emit_server(ServerEvent::ComboChange {
entity: data.entity,
change: -(self.static_data.combo_on_use as i32),
});
let mut melee_constructor = self.static_data.melee_constructor;
if let Some(scaling) = self.static_data.scaling {
let scaled_by = match scaling.kind {
ScalingKind::Linear => {
self.static_data.combo_on_use as f32
/ self.static_data.minimum_combo as f32
},
};
match scaling.target {
ScalingTarget::Attack => {
melee_constructor = melee_constructor.handle_scaling(scaled_by);
},
ScalingTarget::Buff => {
if let Some(CombatEffect::Buff(CombatBuff { strength, .. })) =
&mut melee_constructor.damage_effect
{
*strength *= scaled_by;
}
},
}
}
let crit_data = get_crit_data(data, self.static_data.ability_info);
let buff_strength = get_buff_strength(data, self.static_data.ability_info);
data.updater.insert(
data.entity,
melee_constructor.create_melee(crit_data, buff_strength),
);
} else if self.timer < self.static_data.swing_duration {
// Swings
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to recover section of stage
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Recover
}
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Done
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
// Make sure attack component is removed
data.updater.remove::<Melee>(data.entity);
},
}
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum ScalingTarget {
Attack,
Buff,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum ScalingKind {
// Reaches a scaling of 1 when at minimum combo, and a scaling of 2 when at double minimum
// combo
Linear,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Scaling {
pub target: ScalingTarget,
pub kind: ScalingKind,
}

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@ -15,6 +15,7 @@ pub mod combo_melee2;
pub mod dance;
pub mod dash_melee;
pub mod equipping;
pub mod finisher_melee;
pub mod glide;
pub mod glide_wield;
pub mod idle;

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@ -145,16 +145,16 @@ impl<'a> System<'a> for Sys {
{
match character_state {
// Accelerate recharging energy.
CharacterState::Idle { .. }
| CharacterState::Talk { .. }
| CharacterState::Sit { .. }
| CharacterState::Dance { .. }
| CharacterState::Glide { .. }
| CharacterState::Skate { .. }
| CharacterState::GlideWield { .. }
| CharacterState::Wielding { .. }
| CharacterState::Equipping { .. }
| CharacterState::Boost { .. } => {
CharacterState::Idle(_)
| CharacterState::Talk
| CharacterState::Sit
| CharacterState::Dance
| CharacterState::Glide(_)
| CharacterState::Skate(_)
| CharacterState::GlideWield(_)
| CharacterState::Wielding(_)
| CharacterState::Equipping(_)
| CharacterState::Boost(_) => {
let res = { energy.current() < energy.maximum() };
if res {
@ -179,36 +179,37 @@ impl<'a> System<'a> for Sys {
}
},
// Ability use does not regen and sets the rate back to zero.
CharacterState::BasicMelee { .. }
| CharacterState::DashMelee { .. }
| CharacterState::LeapMelee { .. }
| CharacterState::SpinMelee { .. }
| CharacterState::ComboMelee { .. }
| CharacterState::ComboMelee2 { .. }
| CharacterState::BasicRanged { .. }
| CharacterState::Music { .. }
| CharacterState::ChargedMelee { .. }
| CharacterState::ChargedRanged { .. }
| CharacterState::RepeaterRanged { .. }
| CharacterState::Shockwave { .. }
| CharacterState::BasicBeam { .. }
| CharacterState::BasicAura { .. }
| CharacterState::Blink { .. }
| CharacterState::BasicSummon { .. }
| CharacterState::SelfBuff { .. }
| CharacterState::SpriteSummon { .. } => {
CharacterState::BasicMelee(_)
| CharacterState::DashMelee(_)
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ComboMelee(_)
| CharacterState::ComboMelee2(_)
| CharacterState::BasicRanged(_)
| CharacterState::Music(_)
| CharacterState::ChargedMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::RepeaterRanged(_)
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::BasicAura(_)
| CharacterState::Blink(_)
| CharacterState::BasicSummon(_)
| CharacterState::SelfBuff(_)
| CharacterState::SpriteSummon(_)
| CharacterState::FinisherMelee(_) => {
if energy.regen_rate != 0.0 {
energy.regen_rate = 0.0
}
},
// Abilities that temporarily stall energy gain, but preserve regen_rate.
CharacterState::Roll { .. }
| CharacterState::Wallrun { .. }
| CharacterState::Climb { .. }
| CharacterState::Stunned { .. }
| CharacterState::BasicBlock { .. }
| CharacterState::UseItem { .. }
| CharacterState::SpriteInteract { .. } => {},
CharacterState::Roll(_)
| CharacterState::Wallrun(_)
| CharacterState::Climb(_)
| CharacterState::Stunned(_)
| CharacterState::BasicBlock(_)
| CharacterState::UseItem(_)
| CharacterState::SpriteInteract(_) => {},
}
}