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https://gitlab.com/veloren/veloren.git
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Arthropod basic attack
This commit is contained in:
parent
6da42e61ab
commit
38bbd60fd2
@ -7,7 +7,7 @@ ComboMelee(
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base_poise_damage: 28,
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base_poise_damage: 28,
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poise_damage_increase: 0,
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poise_damage_increase: 0,
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knockback: 3.0,
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knockback: 3.0,
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range: 2.7,
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range: 3.0,
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angle: 60.0,
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angle: 60.0,
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base_buildup_duration: 0.4,
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base_buildup_duration: 0.4,
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base_swing_duration: 0.1,
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base_swing_duration: 0.1,
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@ -690,8 +690,10 @@ impl Body {
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),
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),
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_ => false,
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_ => false,
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},
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},
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BuffKind::Ensnared => {
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BuffKind::Ensnared => match self {
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matches!(self, Body::BipedLarge(b) if matches!(b.species, biped_large::Species::Harvester))
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Body::BipedLarge(b) => matches!(b.species, biped_large::Species::Harvester),
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Body::Arthropod(_) => true,
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_ => false,
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},
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},
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_ => false,
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_ => false,
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}
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}
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@ -1690,19 +1690,15 @@ impl<'a> AgentData<'a> {
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read_data: &ReadData,
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read_data: &ReadData,
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) {
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) {
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agent.action_state.timer += read_data.dt.0;
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agent.action_state.timer += read_data.dt.0;
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dbg!(agent.action_state.timer);
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if agent.action_state.timer > 12.0
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if agent.action_state.timer > 6.0
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
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{
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{
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controller.inputs.move_dir = Vec2::zero();
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controller.inputs.move_dir = Vec2::zero();
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controller
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controller
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.actions
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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.push(ControlAction::basic_input(InputKind::Secondary));
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if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
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{
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// Reset timer
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// Reset timer
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agent.action_state.timer = 0.0;
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agent.action_state.timer = 0.0;
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}
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} else if attack_data.angle < 90.0
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} else if attack_data.angle < 90.0
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
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{
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{
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@ -1710,7 +1706,7 @@ impl<'a> AgentData<'a> {
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controller
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controller
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.actions
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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.push(ControlAction::basic_input(InputKind::Primary));
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} else if attack_data.angle < 15.0
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} else if thread_rng().gen_bool(0.01) && attack_data.angle < 15.0
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&& attack_data.dist_sqrd < (6.0 * attack_data.min_attack_dist).powi(2)
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&& attack_data.dist_sqrd < (6.0 * attack_data.min_attack_dist).powi(2)
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{
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{
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controller
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controller
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@ -1730,18 +1726,18 @@ impl<'a> AgentData<'a> {
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read_data: &ReadData,
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read_data: &ReadData,
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) {
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) {
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agent.action_state.timer += read_data.dt.0;
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agent.action_state.timer += read_data.dt.0;
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dbg!(agent.action_state.timer);
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if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
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if agent.action_state.timer > 6.0
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
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{
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{
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controller.inputs.move_dir = Vec2::zero();
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// If already charging, keep charging if not in recover
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controller
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controller
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.actions
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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.push(ControlAction::basic_input(InputKind::Secondary));
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if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
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} else if attack_data.dist_sqrd > (5.0 * attack_data.min_attack_dist).powi(2) {
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{
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// Charges at target if they are far enough away
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// Reset timer
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if attack_data.angle < 60.0 {
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agent.action_state.timer = 0.0;
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Secondary));
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}
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}
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} else if attack_data.angle < 90.0
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} else if attack_data.angle < 90.0
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
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&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
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@ -1750,12 +1746,6 @@ impl<'a> AgentData<'a> {
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controller
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controller
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.actions
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.actions
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.push(ControlAction::basic_input(InputKind::Primary));
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.push(ControlAction::basic_input(InputKind::Primary));
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} else if attack_data.angle < 15.0
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&& attack_data.dist_sqrd < (6.0 * attack_data.min_attack_dist).powi(2)
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{
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controller
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.actions
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.push(ControlAction::basic_input(InputKind::Ability(0)));
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} else {
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} else {
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self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
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self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
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}
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}
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@ -1,3 +1,5 @@
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use std::f32::consts::PI;
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use super::{
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use super::{
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super::{vek::*, Animation},
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super::{vek::*, Animation},
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ArthropodSkeleton, SkeletonAttr,
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ArthropodSkeleton, SkeletonAttr,
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@ -16,36 +18,49 @@ impl Animation for AlphaAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_alpha")]
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_alpha")]
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fn update_skeleton_inner<'a>(
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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skeleton: &Self::Skeleton,
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(_velocity, _global_time, stage_section, _timer): Self::Dependency<'a>,
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(_velocity, global_time, stage_section, timer): Self::Dependency<'a>,
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anim_time: f32,
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anim_time: f32,
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_rate: &mut f32,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let mut next = (*skeleton).clone();
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let (_movement1base, _movement2base, _movement3) = match stage_section {
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0),
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Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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_ => (0.0, 0.0, 0.0),
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};
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};
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//let pullback = 1.0 - movement3;
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let pullback = 1.0 - movement3;
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//let subtract = global_time - timer;
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let subtract = global_time - timer;
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//let check = subtract - subtract.trunc();
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let check = subtract - subtract.trunc();
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//let mirror = (check - 0.5).signum();
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let mirror = (check - 0.5).signum();
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//let movement1 = mirror * movement1base * pullback;
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//let movement1 = mirror * movement1base * pullback;
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//let movement2 = mirror * movement2base * pullback;
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//let movement2 = mirror * movement2base * pullback;
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//let movement1abs = movement1base * pullback;
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let movement1abs = movement1 * pullback;
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//let movement2abs = movement2base * pullback;
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let movement2abs = movement2 * pullback;
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let movement3abs = movement3 * pullback;
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next.chest.scale = Vec3::one() / s_a.scaler;
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next.chest.scale = Vec3::one() / s_a.scaler;
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next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
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* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
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next.head.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_y(mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2)
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* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8);
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next.mandible_r.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
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* Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8);
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next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
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@ -55,6 +70,10 @@ impl Animation for AlphaAnimation {
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
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next.leg_fl.orientation = Quaternion::rotation_z(s_a.leg_ori.0 + movement1abs * 0.4 + movement2abs * -0.4 + movement3abs * 0.8) *
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Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8);
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next.leg_fr.orientation = Quaternion::rotation_z(-s_a.leg_ori.0 + movement1abs * -0.4 + movement2abs * 0.4 + movement3abs * -0.8) *
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Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8);
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next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
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@ -15,16 +15,17 @@ impl Animation for RunAnimation {
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_run")]
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#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_run")]
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fn update_skeleton_inner<'a>(
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fn update_skeleton_inner<'a>(
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skeleton: &Self::Skeleton,
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skeleton: &Self::Skeleton,
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(_velocity, _orientation, _last_ori, _global_time, _avg_vel, acc_vel): Self::Dependency<'a>,
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(velocity, _orientation, _last_ori, _global_time, avg_vel, acc_vel): Self::Dependency<'a>,
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anim_time: f32,
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anim_time: f32,
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rate: &mut f32,
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rate: &mut f32,
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s_a: &SkeletonAttr,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let mut next = (*skeleton).clone();
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//let speed = (Vec2::<f32>::from(velocity).magnitude()).min(22.0);
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let speed = (Vec2::<f32>::from(velocity).magnitude()).min(22.0);
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*rate = 1.0;
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*rate = 1.0;
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//let speednorm = speed / 13.0;
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let speednorm = speed / 13.0;
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//let canceler = (speed / 24.0).powf(0.6);
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//let speednorm = (speed / 13.0).powf(0.25);
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//let speednorm = (speed / 13.0).powf(0.25);
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let mixed_vel = (acc_vel + anim_time * 6.0) * 0.8; //sets run frequency using speed, with anim_time setting a floor
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let mixed_vel = (acc_vel + anim_time * 6.0) * 0.8; //sets run frequency using speed, with anim_time setting a floor
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@ -36,7 +37,7 @@ impl Animation for RunAnimation {
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// + 0.28 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 -
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// + 0.28 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 -
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// 0.5).sin()).powi(2)))
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// 0.5).sin()).powi(2)))
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//.sqrt())
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//.sqrt())
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//
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//
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// * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin())
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// * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin())
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// * speednorm;
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// * speednorm;
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@ -56,9 +57,9 @@ impl Animation for RunAnimation {
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// * last_ori.determine_side(Vec2::zero(), ori).signum()
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// * last_ori.determine_side(Vec2::zero(), ori).signum()
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//} else {
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//} else {
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// 0.0
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// 0.0
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//}
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//}
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//} * 1.3;
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//} * 1.3;
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//let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
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let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
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next.chest.scale = Vec3::one() / s_a.scaler;
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next.chest.scale = Vec3::one() / s_a.scaler;
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next.wing_bl.scale = Vec3::one() * 0.98;
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next.wing_bl.scale = Vec3::one() * 0.98;
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@ -69,8 +70,8 @@ impl Animation for RunAnimation {
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* Quaternion::rotation_y((mixed_vel).sin().min(0.0) * 0.08)
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* Quaternion::rotation_y((mixed_vel).sin().min(0.0) * 0.08)
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* Quaternion::rotation_z((mixed_vel + PI * 1.5).sin() * 0.08);
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* Quaternion::rotation_z((mixed_vel + PI * 1.5).sin() * 0.08);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + x_tilt);
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next.chest.orientation = Quaternion::rotation_x((mixed_vel).sin().max(0.0) * 0.06)
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next.chest.orientation = Quaternion::rotation_x((mixed_vel).sin().max(0.0) * 0.06 + x_tilt)
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* Quaternion::rotation_z((mixed_vel + PI / 2.0).sin() * 0.06);
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* Quaternion::rotation_z((mixed_vel + PI / 2.0).sin() * 0.06);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
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