Arthropod basic attack

This commit is contained in:
Snowram 2021-10-11 23:04:42 +02:00
parent 6da42e61ab
commit 38bbd60fd2
5 changed files with 51 additions and 39 deletions

View File

@ -7,7 +7,7 @@ ComboMelee(
base_poise_damage: 28, base_poise_damage: 28,
poise_damage_increase: 0, poise_damage_increase: 0,
knockback: 3.0, knockback: 3.0,
range: 2.7, range: 3.0,
angle: 60.0, angle: 60.0,
base_buildup_duration: 0.4, base_buildup_duration: 0.4,
base_swing_duration: 0.1, base_swing_duration: 0.1,

View File

@ -690,8 +690,10 @@ impl Body {
), ),
_ => false, _ => false,
}, },
BuffKind::Ensnared => { BuffKind::Ensnared => match self {
matches!(self, Body::BipedLarge(b) if matches!(b.species, biped_large::Species::Harvester)) Body::BipedLarge(b) => matches!(b.species, biped_large::Species::Harvester),
Body::Arthropod(_) => true,
_ => false,
}, },
_ => false, _ => false,
} }

View File

@ -1690,19 +1690,15 @@ impl<'a> AgentData<'a> {
read_data: &ReadData, read_data: &ReadData,
) { ) {
agent.action_state.timer += read_data.dt.0; agent.action_state.timer += read_data.dt.0;
dbg!(agent.action_state.timer); if agent.action_state.timer > 12.0
if agent.action_state.timer > 6.0
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2) && attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
{ {
controller.inputs.move_dir = Vec2::zero(); controller.inputs.move_dir = Vec2::zero();
controller controller
.actions .actions
.push(ControlAction::basic_input(InputKind::Secondary)); .push(ControlAction::basic_input(InputKind::Secondary));
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover))
{
// Reset timer // Reset timer
agent.action_state.timer = 0.0; agent.action_state.timer = 0.0;
}
} else if attack_data.angle < 90.0 } else if attack_data.angle < 90.0
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2) && attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
{ {
@ -1710,7 +1706,7 @@ impl<'a> AgentData<'a> {
controller controller
.actions .actions
.push(ControlAction::basic_input(InputKind::Primary)); .push(ControlAction::basic_input(InputKind::Primary));
} else if attack_data.angle < 15.0 } else if thread_rng().gen_bool(0.01) && attack_data.angle < 15.0
&& attack_data.dist_sqrd < (6.0 * attack_data.min_attack_dist).powi(2) && attack_data.dist_sqrd < (6.0 * attack_data.min_attack_dist).powi(2)
{ {
controller controller
@ -1730,18 +1726,18 @@ impl<'a> AgentData<'a> {
read_data: &ReadData, read_data: &ReadData,
) { ) {
agent.action_state.timer += read_data.dt.0; agent.action_state.timer += read_data.dt.0;
dbg!(agent.action_state.timer); if matches!(self.char_state, CharacterState::DashMelee(c) if !matches!(c.stage_section, StageSection::Recover))
if agent.action_state.timer > 6.0
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
{ {
controller.inputs.move_dir = Vec2::zero(); // If already charging, keep charging if not in recover
controller controller
.actions .actions
.push(ControlAction::basic_input(InputKind::Secondary)); .push(ControlAction::basic_input(InputKind::Secondary));
if matches!(self.char_state, CharacterState::SpriteSummon(c) if matches!(c.stage_section, StageSection::Recover)) } else if attack_data.dist_sqrd > (5.0 * attack_data.min_attack_dist).powi(2) {
{ // Charges at target if they are far enough away
// Reset timer if attack_data.angle < 60.0 {
agent.action_state.timer = 0.0; controller
.actions
.push(ControlAction::basic_input(InputKind::Secondary));
} }
} else if attack_data.angle < 90.0 } else if attack_data.angle < 90.0
&& attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2) && attack_data.dist_sqrd < (1.5 * attack_data.min_attack_dist).powi(2)
@ -1750,12 +1746,6 @@ impl<'a> AgentData<'a> {
controller controller
.actions .actions
.push(ControlAction::basic_input(InputKind::Primary)); .push(ControlAction::basic_input(InputKind::Primary));
} else if attack_data.angle < 15.0
&& attack_data.dist_sqrd < (6.0 * attack_data.min_attack_dist).powi(2)
{
controller
.actions
.push(ControlAction::basic_input(InputKind::Ability(0)));
} else { } else {
self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None); self.path_toward_target(agent, controller, tgt_data, read_data, false, false, None);
} }

View File

@ -1,3 +1,5 @@
use std::f32::consts::PI;
use super::{ use super::{
super::{vek::*, Animation}, super::{vek::*, Animation},
ArthropodSkeleton, SkeletonAttr, ArthropodSkeleton, SkeletonAttr,
@ -16,36 +18,49 @@ impl Animation for AlphaAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_alpha")] #[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_alpha")]
fn update_skeleton_inner<'a>( fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton, skeleton: &Self::Skeleton,
(_velocity, _global_time, stage_section, _timer): Self::Dependency<'a>, (_velocity, global_time, stage_section, timer): Self::Dependency<'a>,
anim_time: f32, anim_time: f32,
_rate: &mut f32, _rate: &mut f32,
s_a: &SkeletonAttr, s_a: &SkeletonAttr,
) -> Self::Skeleton { ) -> Self::Skeleton {
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
let (_movement1base, _movement2base, _movement3) = match stage_section { let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0), Some(StageSection::Buildup) => (anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0), Some(StageSection::Action) => (1.0, anim_time.powi(4), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time), Some(StageSection::Recover) => (1.0, 1.0, anim_time),
_ => (0.0, 0.0, 0.0), _ => (0.0, 0.0, 0.0),
}; };
//let pullback = 1.0 - movement3; let pullback = 1.0 - movement3;
//let subtract = global_time - timer; let subtract = global_time - timer;
//let check = subtract - subtract.trunc(); let check = subtract - subtract.trunc();
//let mirror = (check - 0.5).signum(); let mirror = (check - 0.5).signum();
//let movement1 = mirror * movement1base * pullback; //let movement1 = mirror * movement1base * pullback;
//let movement2 = mirror * movement2base * pullback; //let movement2 = mirror * movement2base * pullback;
//let movement1abs = movement1base * pullback; let movement1abs = movement1 * pullback;
//let movement2abs = movement2base * pullback; let movement2abs = movement2 * pullback;
let movement3abs = movement3 * pullback;
next.chest.scale = Vec3::one() / s_a.scaler; next.chest.scale = Vec3::one() / s_a.scaler;
next.chest.orientation = Quaternion::rotation_x(movement2abs * 0.3)
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
next.head.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
* Quaternion::rotation_y(mirror * movement1abs * -0.2 + mirror * movement2abs * 0.2)
* Quaternion::rotation_z((movement1abs * 4.0 * PI).sin() * 0.02);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1);
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2); next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2); next.mandible_r.position = Vec3::new(s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);
next.mandible_l.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
* Quaternion::rotation_z(movement1abs * 0.5 + movement2abs * -0.6 + movement3abs * 0.8);
next.mandible_r.orientation =
Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -1.5 + movement3abs * 0.8)
* Quaternion::rotation_z(movement1abs * -0.5 + movement2abs * 0.6 + movement3abs * -0.8);
next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2); next.wing_fl.position = Vec3::new(-s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2); next.wing_fr.position = Vec3::new(s_a.wing_f.0, s_a.wing_f.1, s_a.wing_f.2);
@ -55,6 +70,10 @@ impl Animation for AlphaAnimation {
next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fl.position = Vec3::new(-s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2); next.leg_fr.position = Vec3::new(s_a.leg_f.0, s_a.leg_f.1, s_a.leg_f.2);
next.leg_fl.orientation = Quaternion::rotation_z(s_a.leg_ori.0 + movement1abs * 0.4 + movement2abs * -0.4 + movement3abs * 0.8) *
Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8);
next.leg_fr.orientation = Quaternion::rotation_z(-s_a.leg_ori.0 + movement1abs * -0.4 + movement2abs * 0.4 + movement3abs * -0.8) *
Quaternion::rotation_x(movement1abs * 1.0 + movement2abs * -1.8 + movement3abs * 0.8);
next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2); next.leg_fcl.position = Vec3::new(-s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);
next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2); next.leg_fcr.position = Vec3::new(s_a.leg_fc.0, s_a.leg_fc.1, s_a.leg_fc.2);

View File

@ -15,16 +15,17 @@ impl Animation for RunAnimation {
#[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_run")] #[cfg_attr(feature = "be-dyn-lib", export_name = "arthropod_run")]
fn update_skeleton_inner<'a>( fn update_skeleton_inner<'a>(
skeleton: &Self::Skeleton, skeleton: &Self::Skeleton,
(_velocity, _orientation, _last_ori, _global_time, _avg_vel, acc_vel): Self::Dependency<'a>, (velocity, _orientation, _last_ori, _global_time, avg_vel, acc_vel): Self::Dependency<'a>,
anim_time: f32, anim_time: f32,
rate: &mut f32, rate: &mut f32,
s_a: &SkeletonAttr, s_a: &SkeletonAttr,
) -> Self::Skeleton { ) -> Self::Skeleton {
let mut next = (*skeleton).clone(); let mut next = (*skeleton).clone();
//let speed = (Vec2::<f32>::from(velocity).magnitude()).min(22.0); let speed = (Vec2::<f32>::from(velocity).magnitude()).min(22.0);
*rate = 1.0; *rate = 1.0;
//let speednorm = speed / 13.0; let speednorm = speed / 13.0;
//let canceler = (speed / 24.0).powf(0.6);
//let speednorm = (speed / 13.0).powf(0.25); //let speednorm = (speed / 13.0).powf(0.25);
let mixed_vel = (acc_vel + anim_time * 6.0) * 0.8; //sets run frequency using speed, with anim_time setting a floor let mixed_vel = (acc_vel + anim_time * 6.0) * 0.8; //sets run frequency using speed, with anim_time setting a floor
@ -36,7 +37,7 @@ impl Animation for RunAnimation {
// + 0.28 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - // + 0.28 * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 -
// 0.5).sin()).powi(2))) // 0.5).sin()).powi(2)))
//.sqrt()) //.sqrt())
// //
// * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin()) // * ((mixed_vel * 1.0 * lab * speedmult + PI * -0.15 - 0.5).sin())
// * speednorm; // * speednorm;
@ -56,9 +57,9 @@ impl Animation for RunAnimation {
// * last_ori.determine_side(Vec2::zero(), ori).signum() // * last_ori.determine_side(Vec2::zero(), ori).signum()
//} else { //} else {
// 0.0 // 0.0
//} //}
//} * 1.3; //} * 1.3;
//let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm; let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude()) * speednorm;
next.chest.scale = Vec3::one() / s_a.scaler; next.chest.scale = Vec3::one() / s_a.scaler;
next.wing_bl.scale = Vec3::one() * 0.98; next.wing_bl.scale = Vec3::one() * 0.98;
@ -69,8 +70,8 @@ impl Animation for RunAnimation {
* Quaternion::rotation_y((mixed_vel).sin().min(0.0) * 0.08) * Quaternion::rotation_y((mixed_vel).sin().min(0.0) * 0.08)
* Quaternion::rotation_z((mixed_vel + PI * 1.5).sin() * 0.08); * Quaternion::rotation_z((mixed_vel + PI * 1.5).sin() * 0.08);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1 + x_tilt);
next.chest.orientation = Quaternion::rotation_x((mixed_vel).sin().max(0.0) * 0.06) next.chest.orientation = Quaternion::rotation_x((mixed_vel).sin().max(0.0) * 0.06 + x_tilt)
* Quaternion::rotation_z((mixed_vel + PI / 2.0).sin() * 0.06); * Quaternion::rotation_z((mixed_vel + PI / 2.0).sin() * 0.06);
next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2); next.mandible_l.position = Vec3::new(-s_a.mandible.0, s_a.mandible.1, s_a.mandible.2);