Merge branch 'sam/lactose-tolerant-golems' into 'master'

Gives golems a spin attack

See merge request veloren/veloren!1709
This commit is contained in:
Justin Shipsey 2021-01-22 07:30:53 +00:00
commit 6de8ca32ce
12 changed files with 171 additions and 18 deletions

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@ -24,6 +24,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- The inventory can now be expanded to fill the whole window
- Added /dropall admin command (drops all inventory items on the ground)
- Skill trees
- Lactose tolerant golems
### Changed

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@ -7,7 +7,7 @@ SpinMelee(
range: 3.5,
energy_cost: 100,
is_infinite: true,
is_helicopter: true,
movement_behavior: AxeHover,
is_interruptible: false,
forward_speed: 0.0,
num_spins: 1,

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@ -7,7 +7,7 @@ SpinMelee(
range: 3.5,
energy_cost: 150,
is_infinite: false,
is_helicopter: false,
movement_behavior: ForwardGround,
is_interruptible: true,
forward_speed: 1.0,
num_spins: 3,

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@ -6,9 +6,9 @@ Shockwave(
damage: 500,
knockback: TowardsUp(40.0),
shockwave_angle: 90.0,
shockwave_vertical_angle: 15.0,
shockwave_speed: 20.0,
shockwave_duration: 2000,
shockwave_vertical_angle: 90.0,
shockwave_speed: 50.0,
shockwave_duration: 1000,
requires_ground: true,
move_efficiency: 0.05,
)

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@ -0,0 +1,14 @@
SpinMelee(
buildup_duration: 100,
swing_duration: 300,
recover_duration: 100,
base_damage: 500,
knockback: 0.0,
range: 7.5,
energy_cost: 0,
is_infinite: false,
movement_behavior: GolemHover,
is_interruptible: false,
forward_speed: 0.0,
num_spins: 1,
)

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@ -54,7 +54,9 @@
Unique(StoneGolemFist): (
primary: "common.abilities.unique.stonegolemfist.basic",
secondary: "common.abilities.unique.stonegolemfist.shockwave",
skills: [],
skills: [
"common.abilities.unique.stonegolemfist.spin",
],
),
Unique(BeastClaws): (
primary: "common.abilities.unique.beastclaws.basic",

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@ -152,7 +152,7 @@ pub enum CharacterAbility {
range: f32,
energy_cost: u32,
is_infinite: bool,
is_helicopter: bool,
movement_behavior: spin_melee::MovementBehavior,
is_interruptible: bool,
forward_speed: f32,
num_spins: u32,
@ -653,11 +653,15 @@ impl CharacterAbility {
ref mut swing_duration,
ref mut energy_cost,
ref mut is_infinite,
ref mut is_helicopter,
ref mut movement_behavior,
..
} => {
*is_infinite = skillset.has_skill(Axe(SInfinite));
*is_helicopter = skillset.has_skill(Axe(SHelicopter));
*movement_behavior = if skillset.has_skill(Axe(SHelicopter)) {
spin_melee::MovementBehavior::AxeHover
} else {
spin_melee::MovementBehavior::ForwardGround
};
if let Ok(Some(level)) = skillset.skill_level(Axe(SDamage)) {
*base_damage =
(*base_damage as f32 * 1.3_f32.powi(level.into())) as u32;
@ -1251,7 +1255,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
range,
energy_cost,
is_infinite,
is_helicopter,
movement_behavior,
is_interruptible,
forward_speed,
num_spins,
@ -1265,7 +1269,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
range: *range,
energy_cost: *energy_cost,
is_infinite: *is_infinite,
is_helicopter: *is_helicopter,
movement_behavior: *movement_behavior,
is_interruptible: *is_interruptible,
forward_speed: *forward_speed,
num_spins: *num_spins,

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@ -30,8 +30,8 @@ pub struct StaticData {
pub energy_cost: u32,
/// Whether spin state is infinite
pub is_infinite: bool,
/// Used to maintain classic axe spin physics
pub is_helicopter: bool,
/// Used to dictate how movement functions in this state
pub movement_behavior: MovementBehavior,
/// Whether the state can be interrupted by other abilities
pub is_interruptible: bool,
/// Used for forced forward movement
@ -61,9 +61,15 @@ impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
if self.static_data.is_helicopter {
let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
match self.static_data.movement_behavior {
MovementBehavior::ForwardGround => {},
MovementBehavior::AxeHover => {
let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
},
MovementBehavior::GolemHover => {
update.vel.0 = Vec3::new(0.0, 0.0, 20.0) + *data.inputs.look_dir * 25.0;
},
}
if !ability_key_is_pressed(data, self.static_data.ability_key) {
@ -116,7 +122,10 @@ impl CharacterBehavior for Data {
knockback: Knockback::Away(self.static_data.knockback),
});
} else if self.timer < self.static_data.swing_duration {
if !self.static_data.is_helicopter {
if matches!(
self.static_data.movement_behavior,
MovementBehavior::ForwardGround
) {
handle_forced_movement(
data,
&mut update,
@ -194,3 +203,10 @@ impl CharacterBehavior for Data {
update
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum MovementBehavior {
ForwardGround,
AxeHover,
GolemHover,
}

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@ -896,6 +896,9 @@ impl<'a> System<'a> for Sys {
} else if dist_sqrd < MAX_CHASE_DIST.powi(2)
|| (dist_sqrd < SIGHT_DIST.powi(2) && !*been_close)
{
if vel.0.is_approx_zero() {
inputs.ability3.set_state(true);
}
if dist_sqrd < MAX_CHASE_DIST.powi(2) {
*been_close = true;
}

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@ -3,11 +3,12 @@ pub mod idle;
pub mod jump;
pub mod run;
pub mod shockwave;
pub mod spinmelee;
// Reexports
pub use self::{
alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
shockwave::ShockwaveAnimation,
shockwave::ShockwaveAnimation, spinmelee::SpinMeleeAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};

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@ -0,0 +1,87 @@
use super::{
super::{vek::*, Animation},
GolemSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use std::f32::consts::PI;
pub struct SpinMeleeAnimation;
impl Animation for SpinMeleeAnimation {
type Dependency = Option<StageSection>;
type Skeleton = GolemSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"golem_spinmelee\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "golem_spinmelee")]
#[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
stage_section: Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let (movement1, movement2, movement3) = match stage_section {
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
next.head.orientation =
Quaternion::rotation_z(movement2 * -2.0 * PI) * Quaternion::rotation_x(-0.2);
next.upper_torso.position = Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1) / 8.0;
next.upper_torso.orientation = Quaternion::rotation_z(movement2 * 2.0 * PI);
next.lower_torso.position =
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + movement1 * 5.0);
next.lower_torso.orientation = Quaternion::rotation_z(movement2 * -2.0 * PI);
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_l.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * 1.2 * pullback);
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
next.shoulder_r.orientation =
Quaternion::rotation_x(0.0) * Quaternion::rotation_x(movement1 * -1.2 * pullback);
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_l.orientation = Quaternion::rotation_x(movement1 * -0.2 * pullback);
next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
next.hand_r.orientation = Quaternion::rotation_x(movement1 * 0.2 * pullback);
next.leg_l.position = Vec3::new(
-s_a.leg.0 + movement1 * 3.0,
s_a.leg.1,
s_a.leg.2 + movement1 * 5.0,
) * 1.02;
next.leg_l.orientation = Quaternion::rotation_x(0.0);
next.leg_r.position = Vec3::new(
s_a.leg.0 - movement1 * 3.0,
s_a.leg.1,
s_a.leg.2 + movement1 * 5.0,
) * 1.02;
next.leg_r.orientation = Quaternion::rotation_x(0.0);
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
next.foot_l.orientation = Quaternion::rotation_x(0.0);
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2 + movement1 * 5.0);
next.foot_r.orientation = Quaternion::rotation_x(0.0);
next.torso.position = Vec3::new(0.0, 0.0, 0.0);
next.torso.orientation = Quaternion::rotation_z(0.0);
next
}
}

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@ -3128,6 +3128,31 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::SpinMelee(s) => {
let stage_progress = {
let stage_time = s.timer.as_secs_f64();
match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f64()
},
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f64()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
}
};
anim::golem::SpinMeleeAnimation::update_skeleton(
&target_base,
Some(s.stage_section),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};