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Make the camera zoom as the bow (or any ChargedRanged attack) is charging.
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@ -62,6 +62,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Chat tabs
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- NPC's now hear certain sounds
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- Renamed Animal Trainers to Beastmasters and gave them their own set of armor to wear
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- ChargedRanged attacks (such as some bow attacks) use an FOV zoom effect to indicate charge.
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- Add chest to each dungeon with unique loot
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### Changed
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@ -61,6 +61,13 @@ pub struct Data {
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pub exhausted: bool,
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}
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impl Data {
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/// How complete the charge is, on a scale of 0.0 to 1.0
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pub fn charge_frac(&self) -> f32 {
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(self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()).min(1.0)
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}
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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@ -91,9 +98,7 @@ impl CharacterBehavior for Data {
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},
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StageSection::Charge => {
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if !input_is_pressed(data, self.static_data.ability_info.input) && !self.exhausted {
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let charge_frac = (self.timer.as_secs_f32()
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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let charge_frac = self.charge_frac();
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let arrow = ProjectileConstructor::Arrow {
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damage: self.static_data.initial_damage as f32
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+ charge_frac * self.static_data.scaled_damage as f32,
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@ -295,6 +295,22 @@ impl PlayState for SessionState {
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camera.set_orientation(cam_dir);
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}
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let client = self.client.borrow();
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let player_entity = client.entity();
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let fov_scaling = {
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if let Some(comp::CharacterState::ChargedRanged(cr)) = client
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.state()
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.read_storage::<comp::CharacterState>()
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.get(player_entity)
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{
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1.0 - 3.0 * cr.charge_frac() / 4.0
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} else {
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1.0
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}
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};
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camera.set_fov((global_state.settings.graphics.fov as f32 * fov_scaling).to_radians());
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// Compute camera data
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camera.compute_dependents(&*self.client.borrow().state().terrain());
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let camera::Dependents {
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@ -305,18 +321,17 @@ impl PlayState for SessionState {
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let cam_pos = cam_pos + focus_off;
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let (is_aiming, aim_dir_offset) = {
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let client = self.client.borrow();
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let is_aiming = client
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.state()
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.read_storage::<comp::CharacterState>()
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.get(client.entity())
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.get(player_entity)
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.map(|cs| cs.is_aimed())
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.unwrap_or(false);
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(
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is_aiming,
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if is_aiming && self.scene.camera().get_mode() == CameraMode::ThirdPerson {
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Vec3::unit_z() * 0.05
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Vec3::unit_z() * 0.025
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} else {
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Vec3::zero()
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},
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@ -324,25 +339,21 @@ impl PlayState for SessionState {
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};
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self.is_aiming = is_aiming;
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let player_entity = self.client.borrow().entity();
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let can_build = self
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.client
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.borrow()
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let can_build = client
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.state()
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.read_storage::<comp::CanBuild>()
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.get(player_entity)
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.map_or_else(|| false, |cb| cb.enabled);
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let is_mining = self
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.client
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.borrow()
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let is_mining = client
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.inventories()
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.get(player_entity)
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.and_then(|inv| inv.equipped(EquipSlot::ActiveMainhand))
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.and_then(|item| item.tool())
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.map_or(false, |tool| tool.kind == ToolKind::Pick)
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&& self.client.borrow().is_wielding() == Some(true);
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&& client.is_wielding() == Some(true);
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drop(client);
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// Check to see whether we're aiming at anything
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let (build_pos, select_pos, target_entity) =
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