Cleaving stance skill abilities.

This commit is contained in:
Sam 2022-11-26 16:18:22 -05:00
parent 070c6d94a5
commit 596fe715b8
7 changed files with 105 additions and 123 deletions

View File

@ -1,39 +1,28 @@
ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 5,
poise: 0,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
DiveMelee(
energy_cost: 25,
vertical_speed: 5,
movement_duration: 5,
swing_duration: 0.1,
recover_duration: 0.3,
melee_constructor: (
kind: Slash(
damage: 0,
poise: 0,
knockback: 0,
energy_regen: 10,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.1,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
)
scaled: Some(Slash(
damage: 10,
poise: 5,
knockback: 0,
energy_regen: 0,
)),
range: 6.0,
angle: 15.0,
multi_target: Some(Normal),
),
max_scaling: 10.0,
meta: (
init_event: Some(EnterStance(Sword(Cleaving))),
),
)

View File

@ -1,39 +1,21 @@
ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 5,
poise: 0,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
RapidMelee(
buildup_duration: 0.2,
swing_duration: 0.2,
recover_duration: 0.4,
melee_constructor: (
kind: Slash(
damage: 15,
poise: 0,
knockback: 0,
energy_regen: 5,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.1,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
)
range: 6.0,
angle: 360.0,
multi_target: Some(Normal),
),
energy_cost: 10,
max_strikes: 2,
meta: (
init_event: Some(EnterStance(Sword(Cleaving))),
),
)

View File

@ -780,6 +780,7 @@ pub enum CharacterAbility {
swing_duration: f32,
recover_duration: f32,
melee_constructor: MeleeConstructor,
max_scaling: f32,
#[serde(default)]
meta: AbilityMeta,
},
@ -1421,6 +1422,7 @@ impl CharacterAbility {
ref mut swing_duration,
ref mut recover_duration,
ref mut melee_constructor,
max_scaling: _,
meta: _,
} => {
*swing_duration /= stats.speed;
@ -2733,6 +2735,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
melee_constructor,
energy_cost: _,
vertical_speed,
max_scaling,
meta: _,
} => CharacterState::DiveMelee(dive_melee::Data {
static_data: dive_melee::StaticData {
@ -2741,6 +2744,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
recover_duration: Duration::from_secs_f32(*recover_duration),
vertical_speed: *vertical_speed,
melee_constructor: *melee_constructor,
max_scaling: *max_scaling,
ability_info,
},
timer: Duration::default(),

View File

@ -21,6 +21,8 @@ pub struct StaticData {
pub vertical_speed: f32,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Caps the amount of scaling the attack will receive from vertical speed
pub max_scaling: f32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
@ -75,8 +77,7 @@ impl CharacterBehavior for Data {
let crit_data = get_crit_data(data, self.static_data.ability_info);
let buff_strength = get_buff_strength(data, self.static_data.ability_info);
let scaling = self.max_vertical_speed / self.static_data.vertical_speed;
// TODO: Remove when server authoritative physics
let scaling = scaling.max(2.0);
let scaling = scaling.min(self.static_data.max_scaling);
data.updater.insert(
data.entity,

View File

@ -646,50 +646,6 @@ impl Animation for ComboAnimation {
_ => {},
}
},
Some("common.abilities.sword.cleaving_spin") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move2_no_pullback = move2;
let move2_pre = move2.min(0.3) * 10.0 / 3.0;
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
let move2_pre = move2_pre * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
next.control.orientation.rotate_x(move1 * 0.2);
next.foot_r
.orientation
.rotate_x(move1 * -0.4 + move2_pre * 0.4);
next.foot_r.orientation.rotate_z(move1 * 1.4);
next.control.orientation.rotate_y(move2_pre * -1.6);
next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0);
next.torso.orientation.rotate_z(move2_no_pullback * -6.0);
next.chest.orientation.rotate_z(move2 * -2.0);
next.head.orientation.rotate_z(move2 * 1.3);
next.belt.orientation.rotate_z(move2 * 0.6);
next.shorts.orientation.rotate_z(move2 * 1.5);
next.foot_r.orientation.rotate_z(move2_pre * -1.7);
next.control.orientation.rotate_z(move2 * -1.8);
next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
},
Some("common.abilities.sword.defensive_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {

View File

@ -43,7 +43,7 @@ impl Animation for DiveMeleeAnimation {
};
match ability_id {
Some("common.abilities.sword.cleaving_dive") => {
Some("common.abilities.sword.cleaving_earth_splitter") => {
let (move1, move2, move3, move4) = match stage_section {
Some(StageSection::Movement) => (
anim_time.min(1.0).powi(2),

View File

@ -39,6 +39,56 @@ impl Animation for RapidMeleeAnimation {
next.off_weapon_trail = true;
match ability_id {
Some("common.abilities.sword.cleaving_whirlwind_slice") => {
let (move1, move2, move3) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0),
Some(StageSection::Action) => (1.0, anim_time, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time.powi(4)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move2_no_pullback = move2 + current_strike as f32;
let move2 = if current_strike == 0 {
move2
} else {
1.0
};
let move2_pre = move2.min(0.3) * 10.0 / 3.0;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
let move2_pre = move2_pre * pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.2);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.8);
next.control.orientation.rotate_x(move1 * 0.2);
next.foot_r
.orientation
.rotate_x(move1 * -0.4 + move2_pre * 0.4);
next.foot_r.orientation.rotate_z(move1 * 1.4);
next.control.orientation.rotate_y(move2_pre * -1.6);
next.control.position += Vec3::new(0.0, 0.0, move2_pre * 4.0);
next.torso.orientation.rotate_z(move2_no_pullback * -6.28);
next.chest.orientation.rotate_z(move2 * -2.0);
next.head.orientation.rotate_z(move2 * 1.3);
next.belt.orientation.rotate_z(move2 * 0.6);
next.shorts.orientation.rotate_z(move2 * 1.5);
next.foot_r.orientation.rotate_z(move2_pre * -1.7);
next.control.orientation.rotate_z(move2 * -1.8);
next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
},
Some("common.abilities.sword.reaching_flurry") => {
let (move1, move2, move3, move2alt) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),