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Reaching abilities
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@ -1,25 +1,30 @@
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// TODO: Make actual ability, just for testing right now
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BasicMelee(
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energy_cost: 50,
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buildup_duration: 0.3,
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swing_duration: 0.1,
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recover_duration: 0.2,
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DashMelee(
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energy_cost: 10,
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melee_constructor: (
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kind: Stab(
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damage: 10,
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kind: Slash(
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damage: 4,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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scaled: Some(Slash(
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damage: 12,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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),
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range: 5.0,
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angle: 10.0,
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)),
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range: 4,
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angle: 45.0,
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),
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ori_modifier: 1.0,
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energy_drain: 20,
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forward_speed: 3,
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buildup_duration: 0.5,
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charge_duration: 1.0,
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swing_duration: 0.1,
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recover_duration: 1.0,
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ori_modifier: 0.1,
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charge_through: false,
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meta: (
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kind: Some(Sword(Balanced)),
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capabilities: (
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// Block
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bits: 0b00000010,
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),
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kind: Some(Sword(Reaching)),
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),
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)
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@ -1,25 +1,77 @@
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// TODO: Make actual ability, just for testing right now
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BasicMelee(
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energy_cost: 50,
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buildup_duration: 0.3,
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swing_duration: 0.1,
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recover_duration: 0.2,
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melee_constructor: (
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kind: Stab(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.5,
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ori_modifier: 0.6,
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),
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range: 5.0,
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angle: 10.0,
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),
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ori_modifier: 1.0,
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(
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melee_constructor: (
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kind: Slash(
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damage: 14,
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poise: 0,
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knockback: 0,
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energy_regen: 8,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.3,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 9,
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poise: 0,
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knockback: 0,
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energy_regen: 10,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.2,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 12,
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poise: 0,
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knockback: 0,
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energy_regen: 10,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.2,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.4,
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ori_modifier: 0.6,
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),
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],
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is_stance: true,
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energy_cost_per_strike: 15,
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meta: (
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kind: Some(Sword(Balanced)),
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capabilities: (
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// Block
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bits: 0b00000010,
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),
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kind: Some(Sword(Reaching)),
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),
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)
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)
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@ -1,25 +1,20 @@
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// TODO: Make actual ability, just for testing right now
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BasicMelee(
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energy_cost: 50,
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RapidMelee(
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buildup_duration: 0.3,
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swing_duration: 0.1,
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recover_duration: 0.2,
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swing_duration: 0.2,
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recover_duration: 0.5,
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melee_constructor: (
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kind: Stab(
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damage: 10,
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kind: Slash(
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damage: 6,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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energy_regen: 5,
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),
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range: 5.0,
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range: 3.5,
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angle: 10.0,
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),
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ori_modifier: 1.0,
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energy_cost: 10,
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max_strikes: 6,
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meta: (
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kind: Some(Sword(Balanced)),
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capabilities: (
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// Block
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bits: 0b00000010,
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),
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kind: Some(Sword(Reaching)),
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),
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)
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@ -1,25 +1,27 @@
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// TODO: Make actual ability, just for testing right now
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BasicMelee(
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energy_cost: 50,
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buildup_duration: 0.3,
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swing_duration: 0.1,
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recover_duration: 0.2,
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melee_constructor: (
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kind: Stab(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 0,
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 12,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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),
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range: 8.0,
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angle: 10.0,
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multi_target: true,
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),
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buildup_duration: 0.3,
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swing_duration: 0.1,
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hit_timing: 0.6,
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recover_duration: 0.3,
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ori_modifier: 0.6,
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),
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range: 5.0,
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angle: 10.0,
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),
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ori_modifier: 1.0,
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],
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is_stance: false,
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energy_cost_per_strike: 20,
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meta: (
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kind: Some(Sword(Balanced)),
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capabilities: (
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// Block
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bits: 0b00000010,
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),
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kind: Some(Sword(Reaching)),
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),
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)
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)
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@ -408,7 +408,8 @@ impl From<&CharacterState> for CharacterAbilityType {
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| CharacterState::ComboMelee2(_)
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| CharacterState::FinisherMelee(_)
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| CharacterState::DiveMelee(_)
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| CharacterState::RiposteMelee(_) => Self::Other,
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| CharacterState::RiposteMelee(_)
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| CharacterState::RapidMelee(_) => Self::Other,
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}
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}
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}
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@ -697,6 +698,16 @@ pub enum CharacterAbility {
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#[serde(default)]
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meta: AbilityMeta,
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},
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RapidMelee {
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buildup_duration: f32,
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swing_duration: f32,
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recover_duration: f32,
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energy_cost: f32,
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max_strikes: u32,
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melee_constructor: MeleeConstructor,
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#[serde(default)]
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meta: AbilityMeta,
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},
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}
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impl Default for CharacterAbility {
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@ -750,7 +761,8 @@ impl CharacterAbility {
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| CharacterAbility::Shockwave { energy_cost, .. }
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| CharacterAbility::BasicBlock { energy_cost, .. }
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| CharacterAbility::SelfBuff { energy_cost, .. }
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| CharacterAbility::RiposteMelee { energy_cost, .. } => {
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| CharacterAbility::RiposteMelee { energy_cost, .. }
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| CharacterAbility::RapidMelee { energy_cost, .. } => {
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update.energy.try_change_by(-*energy_cost).is_ok()
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},
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// Consumes energy within state, so value only checked before entering state
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@ -1271,6 +1283,21 @@ impl CharacterAbility {
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*energy_cost /= stats.energy_efficiency;
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*melee_constructor = melee_constructor.adjusted_by_stats(stats);
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},
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RapidMelee {
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ref mut buildup_duration,
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ref mut swing_duration,
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ref mut recover_duration,
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ref mut energy_cost,
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ref mut melee_constructor,
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max_strikes: _,
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meta: _,
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} => {
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*buildup_duration /= stats.speed;
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*swing_duration /= stats.speed;
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*recover_duration /= stats.speed;
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*energy_cost /= stats.energy_efficiency;
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*melee_constructor = melee_constructor.adjusted_by_stats(stats);
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},
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}
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self
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}
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@ -1297,7 +1324,8 @@ impl CharacterAbility {
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..
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}
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| DiveMelee { energy_cost, .. }
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| RiposteMelee { energy_cost, .. } => *energy_cost,
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| RiposteMelee { energy_cost, .. }
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| RapidMelee { energy_cost, .. } => *energy_cost,
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BasicBeam { energy_drain, .. } => {
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if *energy_drain > f32::EPSILON {
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1.0
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@ -1341,7 +1369,8 @@ impl CharacterAbility {
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| FinisherMelee { meta, .. }
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| Music { meta, .. }
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| DiveMelee { meta, .. }
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| RiposteMelee { meta, .. } => *meta,
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| RiposteMelee { meta, .. }
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| RapidMelee { meta, .. } => *meta,
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}
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}
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@ -1367,7 +1396,8 @@ impl CharacterAbility {
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| BasicBlock { energy_cost, .. }
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| SelfBuff { energy_cost, .. }
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| DiveMelee { energy_cost, .. }
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| RiposteMelee { energy_cost, .. } => {
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| RiposteMelee { energy_cost, .. }
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| RapidMelee { energy_cost, .. } => {
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*energy_cost *= ENERGY_REDUCTION;
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},
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_ => {},
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@ -2505,6 +2535,29 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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stage_section: StageSection::Buildup,
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exhausted: false,
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}),
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CharacterAbility::RapidMelee {
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buildup_duration,
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swing_duration,
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recover_duration,
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melee_constructor,
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energy_cost,
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max_strikes,
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meta: _,
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} => CharacterState::RapidMelee(rapid_melee::Data {
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static_data: rapid_melee::StaticData {
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buildup_duration: Duration::from_secs_f32(*buildup_duration),
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swing_duration: Duration::from_secs_f32(*swing_duration),
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recover_duration: Duration::from_secs_f32(*recover_duration),
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melee_constructor: *melee_constructor,
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energy_cost: *energy_cost,
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max_strikes: *max_strikes,
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ability_info,
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},
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timer: Duration::default(),
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current_strike: 1,
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stage_section: StageSection::Buildup,
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exhausted: false,
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}),
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}
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}
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}
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@ -136,6 +136,9 @@ pub enum CharacterState {
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DiveMelee(dive_melee::Data),
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/// Attack that attempts to parry, and if it parries moves to an attack
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RiposteMelee(riposte_melee::Data),
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/// A series of consecutive, identical attacks that only go through buildup
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/// and recover once for the entire state
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RapidMelee(rapid_melee::Data),
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}
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impl CharacterState {
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@ -173,6 +176,7 @@ impl CharacterState {
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| CharacterState::FinisherMelee(_)
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| CharacterState::DiveMelee(_)
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| CharacterState::RiposteMelee(_)
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| CharacterState::RapidMelee(_)
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)
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}
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@ -215,6 +219,7 @@ impl CharacterState {
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| CharacterState::FinisherMelee(_)
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| CharacterState::DiveMelee(_)
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| CharacterState::RiposteMelee(_)
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| CharacterState::RapidMelee(_)
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)
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}
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@ -240,6 +245,7 @@ impl CharacterState {
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| CharacterState::FinisherMelee(_)
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| CharacterState::DiveMelee(_)
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| CharacterState::RiposteMelee(_)
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| CharacterState::RapidMelee(_)
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)
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}
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@ -346,6 +352,7 @@ impl CharacterState {
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| CharacterState::SpriteInteract(_)
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| CharacterState::Music(_)
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| CharacterState::RiposteMelee(_)
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| CharacterState::RapidMelee(_)
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)
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}
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@ -412,6 +419,7 @@ impl CharacterState {
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CharacterState::FinisherMelee(data) => data.behavior(j, output_events),
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CharacterState::DiveMelee(data) => data.behavior(j, output_events),
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CharacterState::RiposteMelee(data) => data.behavior(j, output_events),
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CharacterState::RapidMelee(data) => data.behavior(j, output_events),
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}
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}
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@ -464,6 +472,7 @@ impl CharacterState {
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CharacterState::FinisherMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::DiveMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::RiposteMelee(data) => data.handle_event(j, output_events, action),
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CharacterState::RapidMelee(data) => data.handle_event(j, output_events, action),
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}
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}
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@ -515,6 +524,7 @@ impl CharacterState {
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CharacterState::Music(data) => Some(data.static_data.ability_info),
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CharacterState::DiveMelee(data) => Some(data.static_data.ability_info),
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CharacterState::RiposteMelee(data) => Some(data.static_data.ability_info),
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CharacterState::RapidMelee(data) => Some(data.static_data.ability_info),
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}
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}
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@ -558,6 +568,7 @@ impl CharacterState {
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CharacterState::Music(data) => Some(data.stage_section),
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CharacterState::DiveMelee(data) => Some(data.stage_section),
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CharacterState::RiposteMelee(data) => Some(data.stage_section),
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CharacterState::RapidMelee(data) => Some(data.stage_section),
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}
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}
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}
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@ -22,6 +22,7 @@ pub mod glide_wield;
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pub mod idle;
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pub mod leap_melee;
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pub mod music;
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pub mod rapid_melee;
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pub mod repeater_ranged;
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pub mod riposte_melee;
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pub mod roll;
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|
133
common/src/states/rapid_melee.rs
Normal file
133
common/src/states/rapid_melee.rs
Normal file
@ -0,0 +1,133 @@
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use crate::{
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comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
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states::{
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behavior::{CharacterBehavior, JoinData},
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utils::*,
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wielding,
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},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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/// Separated out to condense update portions of character state
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct StaticData {
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/// How long until the state attacks
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pub buildup_duration: Duration,
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/// How long the state is in the swing duration
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pub swing_duration: Duration,
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/// How long until state ends
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pub recover_duration: Duration,
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/// Used to construct the Melee attack
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pub melee_constructor: MeleeConstructor,
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/// Energy cost per attack
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pub energy_cost: f32,
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/// Maximum number of consecutive strikes
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pub max_strikes: u32,
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/// What key is used to press ability
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pub ability_info: AbilityInfo,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Timer for each stage
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pub timer: Duration,
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/// How many spins it has done
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pub current_strike: u32,
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/// What section the character stage is in
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pub stage_section: StageSection,
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/// Whether the state can deal damage
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pub exhausted: bool,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_orientation(data, &mut update, 1.0, None);
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handle_move(data, &mut update, 0.7);
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handle_interrupts(data, &mut update, None);
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match self.stage_section {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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||||
if let CharacterState::RapidMelee(c) = &mut update.character {
|
||||
c.timer = tick_attack_or_default(data, self.timer, None);
|
||||
}
|
||||
} else {
|
||||
// Transitions to swing section of stage
|
||||
if let CharacterState::RapidMelee(c) = &mut update.character {
|
||||
c.timer = Duration::default();
|
||||
c.stage_section = StageSection::Action;
|
||||
}
|
||||
}
|
||||
},
|
||||
StageSection::Action => {
|
||||
if !self.exhausted {
|
||||
if let CharacterState::RapidMelee(c) = &mut update.character {
|
||||
c.timer = Duration::default();
|
||||
c.exhausted = true;
|
||||
}
|
||||
|
||||
let crit_data = get_crit_data(data, self.static_data.ability_info);
|
||||
let buff_strength = get_buff_strength(data, self.static_data.ability_info);
|
||||
|
||||
data.updater.insert(
|
||||
data.entity,
|
||||
self.static_data
|
||||
.melee_constructor
|
||||
.create_melee(crit_data, buff_strength),
|
||||
);
|
||||
} else if self.timer < self.static_data.swing_duration {
|
||||
// Swings
|
||||
if let CharacterState::RapidMelee(c) = &mut update.character {
|
||||
c.timer = tick_attack_or_default(data, self.timer, None);
|
||||
}
|
||||
} else if self.current_strike < self.static_data.max_strikes
|
||||
&& update
|
||||
.energy
|
||||
.try_change_by(-self.static_data.energy_cost)
|
||||
.is_ok()
|
||||
{
|
||||
if let CharacterState::RapidMelee(c) = &mut update.character {
|
||||
c.timer = Duration::default();
|
||||
c.current_strike += 1;
|
||||
c.exhausted = false;
|
||||
}
|
||||
} else {
|
||||
// Transitions to recover section of stage
|
||||
if let CharacterState::RapidMelee(c) = &mut update.character {
|
||||
c.timer = Duration::default();
|
||||
c.stage_section = StageSection::Recover;
|
||||
}
|
||||
}
|
||||
},
|
||||
StageSection::Recover => {
|
||||
if self.timer < self.static_data.recover_duration {
|
||||
// Recover
|
||||
if let CharacterState::RapidMelee(c) = &mut update.character {
|
||||
c.timer = tick_attack_or_default(data, self.timer, None);
|
||||
}
|
||||
} else {
|
||||
// Done
|
||||
update.character =
|
||||
CharacterState::Wielding(wielding::Data { is_sneaking: false });
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding(wielding::Data { is_sneaking: false });
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
update
|
||||
}
|
||||
}
|
@ -448,8 +448,7 @@ pub fn handle_forced_movement(
|
||||
}
|
||||
};
|
||||
|
||||
update.vel.0 +=
|
||||
Vec2::broadcast(data.dt.0) * accel * direction * strength;
|
||||
update.vel.0 += Vec2::broadcast(data.dt.0) * accel * direction * strength;
|
||||
}
|
||||
},
|
||||
ForcedMovement::Leap {
|
||||
|
@ -199,7 +199,8 @@ impl<'a> System<'a> for Sys {
|
||||
| CharacterState::SpriteSummon(_)
|
||||
| CharacterState::FinisherMelee(_)
|
||||
| CharacterState::DiveMelee(_)
|
||||
| CharacterState::RiposteMelee(_) => {
|
||||
| CharacterState::RiposteMelee(_)
|
||||
| CharacterState::RapidMelee(_) => {
|
||||
if energy.regen_rate != 0.0 {
|
||||
energy.regen_rate = 0.0
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user