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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Started to implement shockwave system.
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parent
68ecfba291
commit
717142d5ea
@ -24,6 +24,7 @@ pub enum CharacterAbilityType {
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TripleStrike(Stage),
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LeapMelee,
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SpinMelee,
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GroundShockwave,
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}
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impl From<&CharacterState> for CharacterAbilityType {
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@ -38,6 +39,7 @@ impl From<&CharacterState> for CharacterAbilityType {
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CharacterState::TripleStrike(data) => Self::TripleStrike(data.stage),
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CharacterState::SpinMelee(_) => Self::SpinMelee,
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CharacterState::ChargedRanged(_) => Self::ChargedRanged,
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CharacterState::GroundShockwave(_) => Self::ChargedRanged,
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_ => Self::BasicMelee,
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}
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}
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@ -110,6 +112,16 @@ pub enum CharacterAbility {
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initial_projectile_speed: f32,
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max_projectile_speed: f32,
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},
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GroundShockwave {
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energy_cost: u32,
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buildup_duration: Duration,
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recover_duration: Duration,
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damage: u32,
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knockback: f32,
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shockwave_angle: f32,
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shockwave_speed: f32,
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shockwave_duration: Duration,
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},
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}
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impl CharacterAbility {
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@ -155,6 +167,10 @@ impl CharacterAbility {
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.energy
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
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CharacterAbility::GroundShockwave { energy_cost, .. } => update
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.energy
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
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_ => true,
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}
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}
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@ -392,6 +408,25 @@ impl From<&CharacterAbility> for CharacterState {
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initial_projectile_speed: *initial_projectile_speed,
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max_projectile_speed: *max_projectile_speed,
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}),
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CharacterAbility::GroundShockwave {
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energy_cost: _,
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buildup_duration,
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recover_duration,
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damage,
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knockback,
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shockwave_angle,
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shockwave_speed,
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shockwave_duration,
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} => CharacterState::GroundShockwave(ground_shockwave::Data {
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exhausted: false,
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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damage: *damage,
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knockback: *knockback,
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shockwave_angle: *shockwave_angle,
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shockwave_speed: *shockwave_speed,
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shockwave_duration: *shockwave_duration,
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}),
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}
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}
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}
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@ -69,6 +69,8 @@ pub enum CharacterState {
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SpinMelee(spin_melee::Data),
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/// A charged ranged attack (e.g. bow)
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ChargedRanged(charged_ranged::Data),
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/// A ground shockwave attack
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GroundShockwave(ground_shockwave::Data),
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}
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impl CharacterState {
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@ -83,6 +85,7 @@ impl CharacterState {
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| CharacterState::LeapMelee(_)
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| CharacterState::SpinMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::GroundShockwave(_)
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)
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}
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@ -95,6 +98,7 @@ impl CharacterState {
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| CharacterState::LeapMelee(_)
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| CharacterState::SpinMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::GroundShockwave(_)
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)
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}
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@ -107,6 +111,7 @@ impl CharacterState {
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| CharacterState::BasicBlock
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| CharacterState::LeapMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::GroundShockwave(_)
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)
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}
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@ -350,15 +350,27 @@ impl Tool {
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],
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NpcWeapon(kind) => {
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if kind == "CyclopsHammer" {
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vec![BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(300),
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knockback: 20.0,
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base_healthchange: -200,
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range: 10.0,
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max_angle: 120.0,
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}]
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vec![
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(300),
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knockback: 20.0,
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base_healthchange: -200,
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range: 10.0,
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max_angle: 120.0,
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},
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GroundShockwave {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(1000),
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recover_duration: Duration::from_millis(2000),
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damage: 300,
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knockback: -30.0,
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shockwave_angle: 15.0,
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shockwave_speed: 10.0,
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shockwave_duration: Duration::from_millis(3000),
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},
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]
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} else {
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vec![BasicMelee {
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energy_cost: 0,
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@ -16,6 +16,7 @@ mod misc;
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mod phys;
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mod player;
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pub mod projectile;
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pub mod shockwave;
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pub mod skills;
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mod stats;
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pub mod visual;
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@ -51,6 +52,7 @@ pub use misc::Object;
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pub use phys::{Collider, ForceUpdate, Gravity, Mass, Ori, PhysicsState, Pos, Scale, Sticky, Vel};
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pub use player::{Player, MAX_MOUNT_RANGE_SQR};
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pub use projectile::Projectile;
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pub use shockwave::Shockwave;
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pub use skills::{Skill, SkillGroup, SkillGroupType, SkillSet};
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pub use stats::{Exp, HealthChange, HealthSource, Level, Stats};
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pub use visual::{LightAnimation, LightEmitter};
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25
common/src/comp/shockwave.rs
Normal file
25
common/src/comp/shockwave.rs
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@ -0,0 +1,25 @@
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use crate::{
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comp::phys::{Ori, Pos},
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sync::Uid,
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};
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use serde::{Deserialize, Serialize};
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use specs::{Component, FlaggedStorage};
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use specs_idvs::IdvStorage;
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use std::time::Duration;
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Shockwave {
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pub shockwave_origin: Pos,
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pub shockwave_direction: Ori,
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pub shockwave_angle: f32,
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pub shockwave_speed: f32,
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pub shockwave_duration: Duration,
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pub damage: u32,
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pub knockback: f32,
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pub requires_ground: bool,
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pub owner: Option<Uid>,
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}
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impl Component for Shockwave {
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type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
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}
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@ -48,6 +48,7 @@ pub enum ServerEvent {
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gravity: Option<comp::Gravity>,
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speed: f32,
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},
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Shockwave {shockwave: comp::Shockwave},
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LandOnGround {
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entity: EcsEntity,
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vel: Vec3<f32>,
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103
common/src/states/ground_shockwave.rs
Normal file
103
common/src/states/ground_shockwave.rs
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@ -0,0 +1,103 @@
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use crate::{
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comp::{Attacking, CharacterState, Shockwave, StateUpdate},
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event::ServerEvent,
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states::utils::*,
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sys::character_behavior::*,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Whether the attack can deal more damage
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pub exhausted: bool,
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/// How long until state should deal damage
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pub buildup_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// Base damage
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pub damage: u32,
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/// Knockback
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pub knockback: f32,
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/// Angle of the shockwave
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pub shockwave_angle: f32,
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/// Speed of the shockwave
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pub shockwave_speed: f32,
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/// How long the shockwave travels for
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pub shockwave_duration: Duration,
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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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handle_move(data, &mut update, 0.7);
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handle_jump(data, &mut update);
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if self.buildup_duration != Duration::default() {
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// Build up
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update.character = CharacterState::GroundShockwave(Data {
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exhausted: false,
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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recover_duration: self.recover_duration,
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damage: self.damage,
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knockback: self.knockback,
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shockwave_angle: self.shockwave_angle,
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shockwave_speed: self.shockwave_speed,
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shockwave_duration: self.shockwave_duration,
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});
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} else if !self.exhausted {
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// Attack
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let shockwave = Shockwave {
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shockwave_origin: *data.pos,
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shockwave_direction: *data.ori,
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shockwave_angle: self.shockwave_angle,
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shockwave_speed: self.shockwave_speed,
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shockwave_duration: self.shockwave_duration,
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damage: self.damage,
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knockback: self.knockback,
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requires_ground: true,
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owner: Some(*data.uid),
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};
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update.server_events.push_front(ServerEvent::Shockwave {
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shockwave,
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});
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update.character = CharacterState::GroundShockwave(Data {
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exhausted: true,
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buildup_duration: self.buildup_duration,
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recover_duration: self.recover_duration,
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damage: self.damage,
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knockback: self.knockback,
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shockwave_angle: self.shockwave_angle,
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shockwave_speed: self.shockwave_speed,
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shockwave_duration: self.shockwave_duration,
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});
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} else if self.recover_duration != Duration::default() {
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// Recovery
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update.character = CharacterState::GroundShockwave(Data {
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exhausted: false,
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buildup_duration: self.buildup_duration,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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damage: self.damage,
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knockback: self.knockback,
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shockwave_angle: self.shockwave_angle,
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shockwave_speed: self.shockwave_speed,
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shockwave_duration: self.shockwave_duration,
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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}
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update
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}
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}
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@ -9,6 +9,7 @@ pub mod dash_melee;
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pub mod equipping;
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pub mod glide;
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pub mod glide_wield;
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pub mod ground_shockwave;
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pub mod idle;
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pub mod leap_melee;
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pub mod roll;
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@ -258,6 +258,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::LeapMelee(data) => data.handle_event(&j, action),
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CharacterState::SpinMelee(data) => data.handle_event(&j, action),
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CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
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CharacterState::GroundShockwave(data) => data.handle_event(&j, action),
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};
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local_emitter.append(&mut state_update.local_events);
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server_emitter.append(&mut state_update.server_events);
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@ -286,6 +287,7 @@ impl<'a> System<'a> for Sys {
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CharacterState::LeapMelee(data) => data.behavior(&j),
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CharacterState::SpinMelee(data) => data.behavior(&j),
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CharacterState::ChargedRanged(data) => data.behavior(&j),
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CharacterState::GroundShockwave(data) => data.behavior(&j),
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};
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local_emitter.append(&mut state_update.local_events);
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@ -112,7 +112,8 @@ impl<'a> System<'a> for Sys {
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| CharacterState::SpinMelee { .. }
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| CharacterState::TripleStrike { .. }
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| CharacterState::BasicRanged { .. }
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| CharacterState::ChargedRanged { .. } => {
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| CharacterState::ChargedRanged { .. }
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| CharacterState::GroundShockwave { .. } => {
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if energy.get_unchecked().regen_rate != 0.0 {
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energy.get_mut_unchecked().regen_rate = 0.0
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}
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@ -3,7 +3,7 @@ use common::{
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character::CharacterId,
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comp::{
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self, humanoid::DEFAULT_HUMANOID_EYE_HEIGHT, Agent, Alignment, Body, Gravity, Item,
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ItemDrop, LightEmitter, Loadout, Pos, Projectile, Scale, Stats, Vel, WaypointArea,
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ItemDrop, LightEmitter, Loadout, Pos, Projectile, Scale, Shockwave, Stats, Vel, WaypointArea,
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},
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outcome::Outcome,
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util::Dir,
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@ -124,6 +124,12 @@ pub fn handle_shoot(
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builder.build();
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}
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pub fn handle_shockwave(server: &mut Server, shockwave: Shockwave) {
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let state = server.state_mut();
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let builder = state.create_shockwave(shockwave);
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builder.build();
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}
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pub fn handle_create_waypoint(server: &mut Server, pos: Vec3<f32>) {
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server
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.state
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@ -70,6 +70,7 @@ impl Server {
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gravity,
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speed,
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} => handle_shoot(self, entity, dir, body, light, projectile, gravity, speed),
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ServerEvent::Shockwave {shockwave} => handle_shockwave(self, shockwave),
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ServerEvent::Damage { uid, change } => handle_damage(&self, uid, change),
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ServerEvent::Destroy { entity, cause } => handle_destroy(self, entity, cause),
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ServerEvent::InventoryManip(entity, manip) => handle_inventory(self, entity, manip),
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@ -79,6 +79,7 @@ fn maps_basic_melee() {
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&CharacterState::BasicMelee(states::basic_melee::Data {
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buildup_duration: Duration::default(),
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recover_duration: Duration::default(),
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knockback: 0.0,
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base_healthchange: 10,
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range: 1.0,
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max_angle: 1.0,
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