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dagon_kit
This commit is contained in:
parent
a813b80850
commit
466ed2c382
@ -2,7 +2,7 @@ Shockwave(
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energy_cost: 0,
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buildup_duration: 0.3,
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swing_duration: 0.3,
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recover_duration: 0.0,
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recover_duration: 0.5,
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damage: 20.0,
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poise_damage: 10,
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knockback: (strength: 18.0, direction: Away),
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@ -1,4 +1,5 @@
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[
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(0.5, Item("common.items.crafting_ing.abyssal_heart")),
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(5.0, LootTable("common.loot_tables.creature.quad_low.fanged")),
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(5.0, Item("common.items.food.meat.tough_raw")),
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]
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@ -730,15 +730,15 @@
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),
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(Dagon, Male): (
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upper: (
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offset: (-4.5, 2.5, -13.0),
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offset: (-3.5, 2.5, -8.0),
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central: ("npc.dagon.male.head_upper"),
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),
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lower: (
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offset: (-4.5, -10.0, -10.5),
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offset: (-4.5, -10.0, -3.5),
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central: ("npc.dagon.male.head_lower"),
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),
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jaw: (
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offset: (-3.5, 11.5, -13.0),
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offset: (-2.5, 2.5, -10.0),
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central: ("npc.dagon.male.jaw"),
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),
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chest: (
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@ -756,15 +756,15 @@
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),
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(Dagon, Female): (
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upper: (
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offset: (-4.5, 2.5, -13.0),
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offset: (-3.5, 2.5, -8.0),
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central: ("npc.dagon.male.head_upper"),
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),
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lower: (
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offset: (-4.5, -10.0, -10.5),
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offset: (-4.5, -10.0, -3.5),
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central: ("npc.dagon.male.head_lower"),
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),
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jaw: (
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offset: (-3.5, 11.5, -13.0),
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offset: (-2.5, 2.5, -10.0),
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central: ("npc.dagon.male.jaw"),
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),
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chest: (
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@ -3809,23 +3809,28 @@ impl<'a> AgentData<'a> {
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enum ActionStateTimers {
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TimerDagon = 0,
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}
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if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 2.5 {
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] = 0.0;
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}
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// if close to target lay out sea urchins, use steambeam and shoot dagon bombs
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if attack_data.dist_sqrd < (1.3 * attack_data.min_attack_dist).powi(2) {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 2.0 {
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// if target gets very close, shoot dagon bombs and lay out sea urchins
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if attack_data.dist_sqrd < (2.0 * attack_data.min_attack_dist).powi(2) {
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if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 1.0 {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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} else if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 1.0 {
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controller.push_basic_input(InputKind::Ability(1));
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} else {
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controller.push_basic_input(InputKind::Secondary);
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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}
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} else if attack_data.dist_sqrd > (3.0 * attack_data.min_attack_dist).powi(2) {
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// if target in close range use steambeam and shoot dagon bombs
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} else if attack_data.dist_sqrd < (3.0 * attack_data.min_attack_dist).powi(2) {
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controller.inputs.move_dir = Vec2::zero();
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if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 2.0 {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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} else {
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controller.push_basic_input(InputKind::Ability(1));
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}
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} else if attack_data.dist_sqrd > (4.0 * attack_data.min_attack_dist).powi(2) {
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// if enemy is far, heal
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controller.push_basic_input(InputKind::Ability(2));
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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@ -3836,7 +3841,7 @@ impl<'a> AgentData<'a> {
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tgt_data.body,
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read_data,
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) {
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// if in range shoot dagon bombs and steamwave
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// if enemy in mid range shoot dagon bombs and steamwave
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if agent.action_state.timers[ActionStateTimers::TimerDagon as usize] > 1.0 {
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controller.push_basic_input(InputKind::Primary);
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agent.action_state.timers[ActionStateTimers::TimerDagon as usize] += read_data.dt.0;
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@ -5,15 +5,18 @@ pub mod dash;
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pub mod idle;
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pub mod jump;
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pub mod run;
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pub mod shockwave;
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pub mod shoot;
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pub mod spritesummon;
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pub mod stunned;
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pub mod tailwhip;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, beta::BetaAnimation, breathe::BreatheAnimation, dash::DashAnimation,
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idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation, shoot::ShootAnimation,
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stunned::StunnedAnimation, tailwhip::TailwhipAnimation,
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idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation, shockwave::ShockwaveAnimation,
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shoot::ShootAnimation, spritesummon::SpriteSummonAnimation, stunned::StunnedAnimation,
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tailwhip::TailwhipAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Offsets, Skeleton};
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@ -189,7 +192,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Maneater, _) => (1.0, 4.5),
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(Sandshark, _) => (13.5, -10.5),
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(Hakulaq, _) => (10.5, 1.0),
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(Dagon, _) => (10.5, 1.0),
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(Dagon, _) => (12.0, -6.0),
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(Lavadrake, _) => (9.0, -6.0),
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(Icedrake, _) => (11.5, -6.0),
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(Basilisk, _) => (12.5, -5.5),
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@ -212,7 +215,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(Maneater, _) => (-1.0, 4.0),
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(Sandshark, _) => (-8.0, -5.5),
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(Hakulaq, _) => (-6.5, -4.0),
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(Dagon, _) => (-6.5, -4.0),
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(Dagon, _) => (2.0, -2.0),
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(Lavadrake, _) => (3.0, -5.0),
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(Icedrake, _) => (-0.5, -8.0),
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(Basilisk, _) => (0.5, -3.0),
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65
voxygen/anim/src/quadruped_low/shockwave.rs
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65
voxygen/anim/src/quadruped_low/shockwave.rs
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@ -0,0 +1,65 @@
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use super::{
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super::{vek::*, Animation},
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QuadrupedLowSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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//use std::ops::Rem;
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pub struct ShockwaveAnimation;
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impl Animation for ShockwaveAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
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type Skeleton = QuadrupedLowSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"quadruped_low_shockwave\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_shockwave")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
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anim_time: f32,
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_rate: &mut f32,
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_s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let (movement1base, movement2base, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.sqrt(), 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::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = -1.0 - movement3;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let twitch3 = (mirror * movement3 * 9.0).sin();
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let movement1 = mirror * movement1base * pullback;
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let movement2 = mirror * movement2base * pullback;
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let movement1abs = movement1base * pullback;
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let movement2abs = movement2base * pullback;
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next.head_upper.orientation = Quaternion::rotation_z(twitch3 * 1.0);
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next.head_lower.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
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* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
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next.jaw.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
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* Quaternion::rotation_z(twitch3 * 0.2);
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next.chest.orientation = Quaternion::rotation_y(movement1 * 0.08 + movement2 * -0.15)
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* Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.3);
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next.tail_front.orientation = Quaternion::rotation_x(0.15)
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* Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
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* twitch3
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* 0.8;
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next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
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* Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
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* twitch3
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* 0.8;
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next
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}
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}
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65
voxygen/anim/src/quadruped_low/spritesummon.rs
Normal file
65
voxygen/anim/src/quadruped_low/spritesummon.rs
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@ -0,0 +1,65 @@
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use super::{
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super::{vek::*, Animation},
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QuadrupedLowSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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//use std::ops::Rem;
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pub struct SpriteSummonAnimation;
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impl Animation for SpriteSummonAnimation {
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type Dependency<'a> = (f32, f32, Option<StageSection>, f32);
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type Skeleton = QuadrupedLowSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"quadruped_low_sprite_summon\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_sprite_summon")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(_velocity, global_time, stage_section, timer): Self::Dependency<'_>,
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anim_time: f32,
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_rate: &mut f32,
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_s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let (movement1base, movement2base, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.sqrt(), 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::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = -1.0 - movement3;
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let subtract = global_time - timer;
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let check = subtract - subtract.trunc();
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let mirror = (check - 0.5).signum();
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let twitch3 = (mirror * movement3 * 9.0).sin();
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let movement1 = mirror * movement1base * pullback;
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let movement2 = mirror * movement2base * pullback;
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let movement1abs = movement1base * pullback;
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let movement2abs = movement2base * pullback;
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next.head_upper.orientation = Quaternion::rotation_z(twitch3 * 0.2);
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next.head_lower.orientation =
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Quaternion::rotation_x(movement1abs * 0.5 + movement2abs * -0.6)
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* Quaternion::rotation_y(movement1 * -0.1 + movement2 * 0.5);
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next.jaw.orientation = Quaternion::rotation_x(movement1abs * 0.0 + movement2abs * 0.3)
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* Quaternion::rotation_z(twitch3 * 0.2);
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next.chest.orientation = Quaternion::rotation_y(movement1 * 0.08 + movement2 * -0.15)
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* Quaternion::rotation_z(movement1 * 0.2 + movement2 * -0.3);
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next.tail_front.orientation = Quaternion::rotation_x(0.15)
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* Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
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* twitch3
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* 1.8;
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next.tail_rear.orientation = Quaternion::rotation_x(-0.12)
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* Quaternion::rotation_z(movement1 * 0.2 + movement2 * 0.2)
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* twitch3
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* 1.8;
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next
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}
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}
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@ -2813,7 +2813,6 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::ChargedMelee(s) => {
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let stage_time = s.timer.as_secs_f32();
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@ -2843,6 +2842,64 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::Shockwave(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Action => {
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stage_time / s.static_data.swing_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::quadruped_low::ShockwaveAnimation::update_skeleton(
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&target_base,
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(
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rel_vel.magnitude(),
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time,
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Some(s.stage_section),
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state.state_time,
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),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::SpriteSummon(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f32()
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},
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StageSection::Action => {
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stage_time / s.static_data.cast_duration.as_secs_f32()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f32()
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},
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_ => 0.0,
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};
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anim::quadruped_low::SpriteSummonAnimation::update_skeleton(
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&target_base,
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(
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rel_vel.magnitude(),
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time,
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Some(s.stage_section),
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state.state_time,
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),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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},
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CharacterState::Stunned(s) => {
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let stage_time = s.timer.as_secs_f32();
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let stage_progress = match s.stage_section {
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|
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