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Merge branch 'sam/lactose-tolerant-golems' into 'master'
Gives golems a spin attack See merge request veloren/veloren!1709
This commit is contained in:
commit
6de8ca32ce
@ -24,6 +24,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- The inventory can now be expanded to fill the whole window
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- Added /dropall admin command (drops all inventory items on the ground)
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- Skill trees
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- Lactose tolerant golems
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### Changed
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@ -7,7 +7,7 @@ SpinMelee(
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range: 3.5,
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energy_cost: 100,
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is_infinite: true,
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is_helicopter: true,
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movement_behavior: AxeHover,
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is_interruptible: false,
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forward_speed: 0.0,
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num_spins: 1,
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@ -7,7 +7,7 @@ SpinMelee(
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range: 3.5,
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energy_cost: 150,
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is_infinite: false,
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is_helicopter: false,
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movement_behavior: ForwardGround,
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is_interruptible: true,
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forward_speed: 1.0,
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num_spins: 3,
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@ -6,9 +6,9 @@ Shockwave(
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damage: 500,
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knockback: TowardsUp(40.0),
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shockwave_angle: 90.0,
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shockwave_vertical_angle: 15.0,
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shockwave_speed: 20.0,
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shockwave_duration: 2000,
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shockwave_vertical_angle: 90.0,
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shockwave_speed: 50.0,
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shockwave_duration: 1000,
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requires_ground: true,
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move_efficiency: 0.05,
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)
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14
assets/common/abilities/unique/stonegolemfist/spin.ron
Normal file
14
assets/common/abilities/unique/stonegolemfist/spin.ron
Normal file
@ -0,0 +1,14 @@
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SpinMelee(
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buildup_duration: 100,
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swing_duration: 300,
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recover_duration: 100,
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base_damage: 500,
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knockback: 0.0,
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range: 7.5,
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energy_cost: 0,
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is_infinite: false,
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movement_behavior: GolemHover,
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is_interruptible: false,
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forward_speed: 0.0,
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num_spins: 1,
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)
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@ -54,7 +54,9 @@
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Unique(StoneGolemFist): (
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primary: "common.abilities.unique.stonegolemfist.basic",
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secondary: "common.abilities.unique.stonegolemfist.shockwave",
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skills: [],
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skills: [
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"common.abilities.unique.stonegolemfist.spin",
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],
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),
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Unique(BeastClaws): (
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primary: "common.abilities.unique.beastclaws.basic",
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@ -152,7 +152,7 @@ pub enum CharacterAbility {
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range: f32,
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energy_cost: u32,
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is_infinite: bool,
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is_helicopter: bool,
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movement_behavior: spin_melee::MovementBehavior,
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is_interruptible: bool,
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forward_speed: f32,
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num_spins: u32,
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@ -653,11 +653,15 @@ impl CharacterAbility {
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ref mut swing_duration,
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ref mut energy_cost,
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ref mut is_infinite,
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ref mut is_helicopter,
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ref mut movement_behavior,
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..
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} => {
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*is_infinite = skillset.has_skill(Axe(SInfinite));
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*is_helicopter = skillset.has_skill(Axe(SHelicopter));
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*movement_behavior = if skillset.has_skill(Axe(SHelicopter)) {
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spin_melee::MovementBehavior::AxeHover
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} else {
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spin_melee::MovementBehavior::ForwardGround
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};
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if let Ok(Some(level)) = skillset.skill_level(Axe(SDamage)) {
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*base_damage =
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(*base_damage as f32 * 1.3_f32.powi(level.into())) as u32;
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@ -1251,7 +1255,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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range,
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energy_cost,
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is_infinite,
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is_helicopter,
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movement_behavior,
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is_interruptible,
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forward_speed,
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num_spins,
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@ -1265,7 +1269,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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range: *range,
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energy_cost: *energy_cost,
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is_infinite: *is_infinite,
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is_helicopter: *is_helicopter,
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movement_behavior: *movement_behavior,
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is_interruptible: *is_interruptible,
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forward_speed: *forward_speed,
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num_spins: *num_spins,
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@ -30,8 +30,8 @@ pub struct StaticData {
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pub energy_cost: u32,
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/// Whether spin state is infinite
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pub is_infinite: bool,
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/// Used to maintain classic axe spin physics
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pub is_helicopter: bool,
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/// Used to dictate how movement functions in this state
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pub movement_behavior: MovementBehavior,
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/// Whether the state can be interrupted by other abilities
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pub is_interruptible: bool,
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/// Used for forced forward movement
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@ -61,9 +61,15 @@ 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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if self.static_data.is_helicopter {
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let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
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update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
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match self.static_data.movement_behavior {
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MovementBehavior::ForwardGround => {},
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MovementBehavior::AxeHover => {
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let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
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update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
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},
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MovementBehavior::GolemHover => {
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update.vel.0 = Vec3::new(0.0, 0.0, 20.0) + *data.inputs.look_dir * 25.0;
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},
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}
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if !ability_key_is_pressed(data, self.static_data.ability_key) {
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@ -116,7 +122,10 @@ impl CharacterBehavior for Data {
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knockback: Knockback::Away(self.static_data.knockback),
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});
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} else if self.timer < self.static_data.swing_duration {
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if !self.static_data.is_helicopter {
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if matches!(
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self.static_data.movement_behavior,
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MovementBehavior::ForwardGround
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) {
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handle_forced_movement(
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data,
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&mut update,
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@ -194,3 +203,10 @@ impl CharacterBehavior for Data {
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update
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum MovementBehavior {
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ForwardGround,
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AxeHover,
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GolemHover,
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}
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@ -896,6 +896,9 @@ impl<'a> System<'a> for Sys {
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} else if dist_sqrd < MAX_CHASE_DIST.powi(2)
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|| (dist_sqrd < SIGHT_DIST.powi(2) && !*been_close)
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{
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if vel.0.is_approx_zero() {
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inputs.ability3.set_state(true);
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}
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if dist_sqrd < MAX_CHASE_DIST.powi(2) {
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*been_close = true;
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}
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@ -3,11 +3,12 @@ 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 spinmelee;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
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shockwave::ShockwaveAnimation,
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shockwave::ShockwaveAnimation, spinmelee::SpinMeleeAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Skeleton};
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87
voxygen/anim/src/golem/spinmelee.rs
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87
voxygen/anim/src/golem/spinmelee.rs
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@ -0,0 +1,87 @@
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use super::{
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super::{vek::*, Animation},
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GolemSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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use std::f32::consts::PI;
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pub struct SpinMeleeAnimation;
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impl Animation for SpinMeleeAnimation {
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type Dependency = Option<StageSection>;
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type Skeleton = GolemSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"golem_spinmelee\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_spinmelee")]
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#[allow(clippy::approx_constant)] // TODO: Pending review in #587
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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stage_section: Self::Dependency,
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anim_time: f64,
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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 (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
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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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next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
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next.head.orientation =
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Quaternion::rotation_z(movement2 * -2.0 * PI) * Quaternion::rotation_x(-0.2);
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next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1) / 8.0;
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next.upper_torso.orientation = Quaternion::rotation_z(movement2 * 2.0 * PI);
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next.lower_torso.position =
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Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + movement1 * 5.0);
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next.lower_torso.orientation = Quaternion::rotation_z(movement2 * -2.0 * PI);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * 1.2 * pullback);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation =
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Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * -1.2 * pullback);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * pullback);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback);
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next.leg_l.position = Vec3::new(
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-s_a.leg.0 + movement1 * 3.0,
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s_a.leg.1,
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s_a.leg.2 + movement1 * 5.0,
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) * 1.02;
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next.leg_l.orientation = Quaternion::rotation_x(0.0);
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next.leg_r.position = Vec3::new(
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s_a.leg.0 - movement1 * 3.0,
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s_a.leg.1,
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s_a.leg.2 + movement1 * 5.0,
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) * 1.02;
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next.leg_r.orientation = Quaternion::rotation_x(0.0);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
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next.foot_l.orientation = Quaternion::rotation_x(0.0);
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next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
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next.foot_r.orientation = Quaternion::rotation_x(0.0);
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next.torso.position = Vec3::new(0.0, 0.0, 0.0);
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next.torso.orientation = Quaternion::rotation_z(0.0);
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next
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}
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}
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@ -3128,6 +3128,31 @@ impl FigureMgr {
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skeleton_attr,
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)
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},
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CharacterState::SpinMelee(s) => {
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let stage_progress = {
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let stage_time = s.timer.as_secs_f64();
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match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f64()
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},
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StageSection::Swing => {
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stage_time / s.static_data.swing_duration.as_secs_f64()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f64()
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},
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_ => 0.0,
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}
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};
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anim::golem::SpinMeleeAnimation::update_skeleton(
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&target_base,
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Some(s.stage_section),
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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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// TODO!
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_ => target_base,
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};
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