Added healing beam character state.

This was done as there was a lot of special casing in basic beam to account for healing.
This commit is contained in:
Sam 2021-03-02 14:26:45 -05:00
parent a1bbc136fc
commit 43874a4aa5
14 changed files with 264 additions and 79 deletions

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@ -1,15 +1,11 @@
BasicBeam(
HealingBeam(
buildup_duration: 0.25,
recover_duration: 0.25,
beam_duration: 1.0,
base_hps: 80,
base_dps: 0,
heal: 80,
tick_rate: 2.0,
range: 25.0,
max_angle: 1.0,
lifesteal_eff: 0.0,
energy_regen: 0,
energy_cost: 50,
energy_drain: 0,
orientation_behavior: Normal,
)

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@ -2,14 +2,12 @@ BasicBeam(
buildup_duration: 0.25,
recover_duration: 0.25,
beam_duration: 1.0,
base_hps: 0,
base_dps: 80,
damage: 80,
tick_rate: 2.0,
range: 25.0,
max_angle: 1.0,
lifesteal_eff: 0.15,
energy_regen: 25,
energy_cost: 0,
energy_drain: 0,
orientation_behavior: Normal,
)

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@ -2,14 +2,12 @@ BasicBeam(
buildup_duration: 0.25,
recover_duration: 0.25,
beam_duration: 1.0,
base_hps: 0,
base_dps: 150,
damage: 150,
tick_rate: 3.0,
range: 20.0,
max_angle: 10.0,
lifesteal_eff: 0.0,
energy_regen: 0,
energy_cost: 1,
energy_drain: 350,
orientation_behavior: Normal,
)
)

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@ -2,14 +2,12 @@ BasicBeam(
buildup_duration: 0.5,
recover_duration: 0.5,
beam_duration: 1.0,
base_hps: 0,
base_dps: 150,
damage: 150,
tick_rate: 3.0,
range: 20.0,
max_angle: 0.1,
lifesteal_eff: 0.0,
energy_regen: 0,
energy_cost: 1,
energy_drain: 350,
orientation_behavior: Normal,
)

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@ -2,14 +2,14 @@ BasicBeam(
buildup_duration: 0.25,
recover_duration: 0.25,
beam_duration: 1.0,
base_hps: 60,
base_dps: 60,
damage: 60,
//base_hps: 60, Don't merge until this comment is removed
tick_rate: 2.0,
range: 25.0,
max_angle: 1.0,
lifesteal_eff: 0.15,
energy_regen: 25,
energy_cost: 50,
//energy_cost: 50,
energy_drain: 0,
orientation_behavior: Normal,
)

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@ -2,14 +2,12 @@ BasicBeam(
buildup_duration: 0.4,
recover_duration: 0.25,
beam_duration: 0.5,
base_hps: 0,
base_dps: 150,
damage: 150,
tick_rate: 3.0,
range: 15.0,
max_angle: 22.5,
lifesteal_eff: 0.0,
energy_regen: 0,
energy_cost: 0,
energy_drain: 0,
orientation_behavior: Normal,
)

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@ -2,14 +2,12 @@ BasicBeam(
buildup_duration: 0.25,
recover_duration: 0.25,
beam_duration: 0.5,
base_hps: 0,
base_dps: 9001,
damage: 9001,
tick_rate: 3.0,
range: 30.0,
max_angle: 1.0,
lifesteal_eff: 0.0,
energy_regen: 0,
energy_cost: 0,
energy_drain: 0,
orientation_behavior: Turret,
)

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@ -14,7 +14,6 @@ use crate::{
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::Vec3;
#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum CharacterAbilityType {
@ -217,14 +216,12 @@ pub enum CharacterAbility {
buildup_duration: f32,
recover_duration: f32,
beam_duration: f32,
base_hps: f32,
base_dps: f32,
damage: f32,
tick_rate: f32,
range: f32,
max_angle: f32,
lifesteal_eff: f32,
energy_regen: f32,
energy_cost: f32,
energy_drain: f32,
orientation_behavior: basic_beam::MovementBehavior,
},
@ -237,6 +234,16 @@ pub enum CharacterAbility {
range: f32,
energy_cost: f32,
},
HealingBeam {
buildup_duration: f32,
recover_duration: f32,
beam_duration: f32,
heal: f32,
tick_rate: f32,
range: f32,
max_angle: f32,
energy_cost: f32,
},
}
impl Default for CharacterAbility {
@ -481,16 +488,13 @@ impl CharacterAbility {
BasicBeam {
ref mut buildup_duration,
ref mut recover_duration,
ref mut base_hps,
ref mut base_dps,
ref mut damage,
ref mut tick_rate,
..
} => {
*buildup_duration /= speed;
*recover_duration /= speed;
// hps and dps adjusted by speed as they are normalized by tick rate already
*base_hps *= power * speed;
*base_dps *= power * speed;
*damage *= power;
*tick_rate *= speed;
},
CastAura {
@ -504,6 +508,18 @@ impl CharacterAbility {
*recover_duration /= speed;
aura.strength *= power;
},
HealingBeam {
ref mut buildup_duration,
ref mut recover_duration,
ref mut heal,
ref mut tick_rate,
..
} => {
*buildup_duration /= speed;
*recover_duration /= speed;
*heal *= power;
*tick_rate *= speed;
},
}
self
}
@ -521,8 +537,15 @@ impl CharacterAbility {
| ChargedMelee { energy_cost, .. }
| ChargedRanged { energy_cost, .. }
| Shockwave { energy_cost, .. }
| BasicBeam { energy_cost, .. }
| HealingBeam { energy_cost, .. }
| CastAura { energy_cost, .. } => *energy_cost as u32,
BasicBeam { energy_drain, .. } => {
if *energy_drain > f32::EPSILON {
1
} else {
0
}
},
BasicBlock | Boost { .. } | ComboMelee { .. } => 0,
}
}
@ -922,14 +945,14 @@ impl CharacterAbility {
*projectile = projectile.modified_projectile(power, regen, range, 1_f32);
},
BasicBeam {
ref mut base_dps,
ref mut damage,
ref mut range,
ref mut energy_drain,
ref mut beam_duration,
..
} => {
if let Ok(Some(level)) = skillset.skill_level(Staff(FDamage)) {
*base_dps *= 1.3_f32.powi(level.into());
*damage *= 1.3_f32.powi(level.into());
}
if let Ok(Some(level)) = skillset.skill_level(Staff(FRange)) {
let range_mod = 1.25_f32.powi(level.into());
@ -970,8 +993,8 @@ impl CharacterAbility {
}
},
Some(ToolKind::Sceptre) => {
use skills::SceptreSkill::*;
match self {
//use skills::SceptreSkill::*;
/*match self {
BasicBeam {
ref mut base_hps,
ref mut base_dps,
@ -1036,7 +1059,7 @@ impl CharacterAbility {
}
},
_ => {},
}
}*/
},
None => {
use skills::RollSkill::*;
@ -1441,14 +1464,12 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
buildup_duration,
recover_duration,
beam_duration,
base_hps,
base_dps,
damage,
tick_rate,
range,
max_angle,
lifesteal_eff,
energy_regen,
energy_cost,
energy_drain,
orientation_behavior,
} => CharacterState::BasicBeam(basic_beam::Data {
@ -1456,21 +1477,18 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
buildup_duration: Duration::from_secs_f32(*buildup_duration),
recover_duration: Duration::from_secs_f32(*recover_duration),
beam_duration: Duration::from_secs_f32(*beam_duration),
base_hps: *base_hps,
base_dps: *base_dps,
damage: *damage,
tick_rate: *tick_rate,
range: *range,
max_angle: *max_angle,
lifesteal_eff: *lifesteal_eff,
energy_regen: *energy_regen,
energy_cost: *energy_cost,
energy_drain: *energy_drain,
ability_info,
orientation_behavior: *orientation_behavior,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
offset: Vec3::zero(),
}),
CharacterAbility::CastAura {
buildup_duration,
@ -1493,6 +1511,30 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
timer: Duration::default(),
stage_section: StageSection::Buildup,
}),
CharacterAbility::HealingBeam {
buildup_duration,
recover_duration,
beam_duration,
heal,
tick_rate,
range,
max_angle,
energy_cost,
} => CharacterState::HealingBeam(healing_beam::Data {
static_data: healing_beam::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration),
recover_duration: Duration::from_secs_f32(*recover_duration),
beam_duration: Duration::from_secs_f32(*beam_duration),
heal: *heal,
tick_rate: *tick_rate,
range: *range,
max_angle: *max_angle,
energy_cost: *energy_cost,
ability_info,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
}),
}
}
}

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@ -83,6 +83,8 @@ pub enum CharacterState {
BasicBeam(basic_beam::Data),
/// Creates an aura that persists as long as you are actively casting
CastAura(cast_aura::Data),
/// A directed beam that heals targets in range
HealingBeam(healing_beam::Data),
}
impl CharacterState {
@ -103,6 +105,7 @@ impl CharacterState {
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::CastAura(_)
| CharacterState::HealingBeam(_)
)
}
@ -125,6 +128,7 @@ impl CharacterState {
| CharacterState::Shockwave(_)
| CharacterState::BasicBeam(_)
| CharacterState::CastAura(_)
| CharacterState::HealingBeam(_)
)
}
@ -145,6 +149,7 @@ impl CharacterState {
| CharacterState::Stunned(_)
| CharacterState::Wielding
| CharacterState::Talk
| CharacterState::HealingBeam(_)
)
}

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@ -24,11 +24,9 @@ pub struct StaticData {
pub recover_duration: Duration,
/// How long each beam segment persists for
pub beam_duration: Duration,
/// Base healing per second
pub base_hps: f32,
/// Base damage per second
pub base_dps: f32,
/// Ticks of damage/healing per second
/// Base damage per tick
pub damage: f32,
/// Ticks per second
pub tick_rate: f32,
/// Max range
pub range: f32,
@ -37,11 +35,9 @@ pub struct StaticData {
/// Lifesteal efficiency (0 gives 0% conversion of damage to health, 1 gives
/// 100% conversion of damage to health)
pub lifesteal_eff: f32,
/// Energy regened per second for damage ticks
/// Energy regenerated per tick
pub energy_regen: f32,
/// Energy consumed per second for heal ticks
pub energy_cost: f32,
/// Energy drained per
/// Energy drained per second
pub energy_drain: f32,
/// Used to dictate how orientation functions in this state
pub orientation_behavior: MovementBehavior,
@ -58,8 +54,6 @@ pub struct Data {
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Used to offset beam and particles
pub offset: Vec3<f32>,
}
impl CharacterBehavior for Data {
@ -103,17 +97,10 @@ impl CharacterBehavior for Data {
tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
timer: Duration::default(),
});
// Gets offsets
let body_offsets = Vec3::new(
(data.body.radius() + 1.0) * data.inputs.look_dir.x,
(data.body.radius() + 1.0) * data.inputs.look_dir.y,
data.body.eye_height(),
) * 0.55;
// Build up
update.character = CharacterState::BasicBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Cast,
offset: body_offsets,
..*self
});
}
@ -135,27 +122,17 @@ impl CharacterBehavior for Data {
let damage = AttackDamage::new(
Damage {
source: DamageSource::Energy,
value: self.static_data.base_dps as f32 / self.static_data.tick_rate,
value: self.static_data.damage,
},
Some(GroupTarget::OutOfGroup),
)
.with_effect(lifesteal);
let heal = AttackEffect::new(
Some(GroupTarget::InGroup),
CombatEffect::Heal(
self.static_data.base_hps as f32 / self.static_data.tick_rate,
),
)
.with_requirement(CombatRequirement::SufficientEnergy(
self.static_data.energy_cost,
));
let (crit_chance, crit_mult) =
get_crit_data(data, self.static_data.ability_info);
let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
.with_effect(energy)
.with_effect(heal);
.with_effect(energy);
let properties = beam::Properties {
attack,
@ -189,7 +166,6 @@ impl CharacterBehavior for Data {
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
offset: body_offsets,
..*self
});

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@ -0,0 +1,172 @@
use crate::{
combat::{Attack, AttackEffect, CombatEffect, CombatRequirement, GroupTarget},
comp::{beam, Body, CharacterState, Ori, Pos, StateUpdate},
event::ServerEvent,
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
},
uid::Uid,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
/// 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 or heal
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// How long each beam segment persists for
pub beam_duration: Duration,
/// Base healing per tick
pub heal: f32,
/// Ticks of healing per second
pub tick_rate: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
pub max_angle: f32,
/// Energy consumed per second for heal ticks
pub energy_cost: f32,
/// 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,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.4);
handle_jump(data, &mut update);
if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
handle_interrupt(data, &mut update, false);
match update.character {
CharacterState::HealingBeam(_) => {},
_ => {
return update;
},
}
}
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::HealingBeam(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Creates beam
data.updater.insert(data.entity, beam::Beam {
hit_entities: Vec::<Uid>::new(),
tick_dur: Duration::from_secs_f32(1.0 / self.static_data.tick_rate),
timer: Duration::default(),
});
// Build up
update.character = CharacterState::HealingBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Cast,
..*self
});
}
},
StageSection::Cast => {
if ability_key_is_pressed(data, self.static_data.ability_info.key) {
let speed =
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
let heal = AttackEffect::new(
Some(GroupTarget::InGroup),
CombatEffect::Heal(self.static_data.heal),
)
.with_requirement(CombatRequirement::SufficientEnergy(
self.static_data.energy_cost,
));
let attack = Attack::default().with_effect(heal);
let properties = beam::Properties {
attack,
angle: self.static_data.max_angle.to_radians(),
speed,
duration: self.static_data.beam_duration,
owner: Some(*data.uid),
};
// Gets offsets
let body_offsets = match data.body {
Body::Humanoid(_) => Vec3::new(
(data.body.radius() + 2.0) * data.inputs.look_dir.x,
(data.body.radius() + 2.0) * data.inputs.look_dir.y,
data.body.eye_height() * 0.55,
),
_ => Vec3::new(
(data.body.radius() + 3.0) * data.inputs.look_dir.x,
(data.body.radius() + 3.0) * data.inputs.look_dir.y,
data.body.eye_height() * 0.55,
),
};
let pos = Pos(data.pos.0 + body_offsets);
// Create beam segment
update.server_events.push_front(ServerEvent::BeamSegment {
properties,
pos,
ori: Ori::from(data.inputs.look_dir),
});
update.character = CharacterState::HealingBeam(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
update.character = CharacterState::HealingBeam(Data {
timer: Duration::default(),
stage_section: StageSection::Recover,
..*self
});
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
update.character = CharacterState::HealingBeam(Data {
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
..*self
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(data.entity);
}
},
_ => {
// If it somehow ends up in an incorrect stage section
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<beam::Beam>(data.entity);
},
}
update
}
}

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@ -14,6 +14,7 @@ pub mod dash_melee;
pub mod equipping;
pub mod glide;
pub mod glide_wield;
pub mod healing_beam;
pub mod idle;
pub mod leap_melee;
pub mod repeater_ranged;

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@ -304,6 +304,7 @@ impl<'a> System<'a> for Sys {
CharacterState::Shockwave(data) => data.handle_event(&j, action),
CharacterState::BasicBeam(data) => data.handle_event(&j, action),
CharacterState::CastAura(data) => data.handle_event(&j, action),
CharacterState::HealingBeam(data) => data.handle_event(&j, action),
};
local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
@ -344,6 +345,7 @@ impl<'a> System<'a> for Sys {
CharacterState::Shockwave(data) => data.behavior(&j),
CharacterState::BasicBeam(data) => data.behavior(&j),
CharacterState::CastAura(data) => data.behavior(&j),
CharacterState::HealingBeam(data) => data.behavior(&j),
};
local_emitter.append(&mut state_update.local_events);

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@ -233,7 +233,8 @@ impl<'a> System<'a> for Sys {
| CharacterState::RepeaterRanged { .. }
| CharacterState::Shockwave { .. }
| CharacterState::BasicBeam { .. }
| CharacterState::CastAura { .. } => {
| CharacterState::CastAura { .. }
| CharacterState::HealingBeam { .. } => {
if energy.get_unchecked().regen_rate != 0.0 {
energy.get_mut_unchecked().regen_rate = 0.0
}