Reaching abilities

This commit is contained in:
Sam 2022-03-05 20:02:08 -05:00
parent 5d643f430a
commit 7a8653e8f8
10 changed files with 336 additions and 84 deletions

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@ -1,25 +1,30 @@
// TODO: Make actual ability, just for testing right now
BasicMelee(
energy_cost: 50,
buildup_duration: 0.3,
swing_duration: 0.1,
recover_duration: 0.2,
DashMelee(
energy_cost: 10,
melee_constructor: (
kind: Stab(
damage: 10,
kind: Slash(
damage: 4,
poise: 0,
knockback: 0,
energy_regen: 5,
),
scaled: Some(Slash(
damage: 12,
poise: 0,
knockback: 0,
energy_regen: 0,
),
range: 5.0,
angle: 10.0,
)),
range: 4,
angle: 45.0,
),
ori_modifier: 1.0,
energy_drain: 20,
forward_speed: 3,
buildup_duration: 0.5,
charge_duration: 1.0,
swing_duration: 0.1,
recover_duration: 1.0,
ori_modifier: 0.1,
charge_through: false,
meta: (
kind: Some(Sword(Balanced)),
capabilities: (
// Block
bits: 0b00000010,
),
kind: Some(Sword(Reaching)),
),
)

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@ -1,25 +1,77 @@
// TODO: Make actual ability, just for testing right now
BasicMelee(
energy_cost: 50,
buildup_duration: 0.3,
swing_duration: 0.1,
recover_duration: 0.2,
melee_constructor: (
kind: Stab(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 0,
ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.3,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.5,
ori_modifier: 0.6,
),
range: 5.0,
angle: 10.0,
),
ori_modifier: 1.0,
(
melee_constructor: (
kind: Slash(
damage: 14,
poise: 0,
knockback: 0,
energy_regen: 8,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.3,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.3,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 9,
poise: 0,
knockback: 0,
energy_regen: 10,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.2,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 12,
poise: 0,
knockback: 0,
energy_regen: 10,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.2,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.4,
ori_modifier: 0.6,
),
],
is_stance: true,
energy_cost_per_strike: 15,
meta: (
kind: Some(Sword(Balanced)),
capabilities: (
// Block
bits: 0b00000010,
),
kind: Some(Sword(Reaching)),
),
)
)

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@ -1,25 +1,20 @@
// TODO: Make actual ability, just for testing right now
BasicMelee(
energy_cost: 50,
RapidMelee(
buildup_duration: 0.3,
swing_duration: 0.1,
recover_duration: 0.2,
swing_duration: 0.2,
recover_duration: 0.5,
melee_constructor: (
kind: Stab(
damage: 10,
kind: Slash(
damage: 6,
poise: 0,
knockback: 0,
energy_regen: 0,
energy_regen: 5,
),
range: 5.0,
range: 3.5,
angle: 10.0,
),
ori_modifier: 1.0,
energy_cost: 10,
max_strikes: 6,
meta: (
kind: Some(Sword(Balanced)),
capabilities: (
// Block
bits: 0b00000010,
),
kind: Some(Sword(Reaching)),
),
)

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@ -1,25 +1,27 @@
// TODO: Make actual ability, just for testing right now
BasicMelee(
energy_cost: 50,
buildup_duration: 0.3,
swing_duration: 0.1,
recover_duration: 0.2,
melee_constructor: (
kind: Stab(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 0,
ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 12,
poise: 0,
knockback: 0,
energy_regen: 5,
),
range: 8.0,
angle: 10.0,
multi_target: true,
),
buildup_duration: 0.3,
swing_duration: 0.1,
hit_timing: 0.6,
recover_duration: 0.3,
ori_modifier: 0.6,
),
range: 5.0,
angle: 10.0,
),
ori_modifier: 1.0,
],
is_stance: false,
energy_cost_per_strike: 20,
meta: (
kind: Some(Sword(Balanced)),
capabilities: (
// Block
bits: 0b00000010,
),
kind: Some(Sword(Reaching)),
),
)
)

View File

@ -408,7 +408,8 @@ impl From<&CharacterState> for CharacterAbilityType {
| CharacterState::ComboMelee2(_)
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_) => Self::Other,
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_) => Self::Other,
}
}
}
@ -697,6 +698,16 @@ pub enum CharacterAbility {
#[serde(default)]
meta: AbilityMeta,
},
RapidMelee {
buildup_duration: f32,
swing_duration: f32,
recover_duration: f32,
energy_cost: f32,
max_strikes: u32,
melee_constructor: MeleeConstructor,
#[serde(default)]
meta: AbilityMeta,
},
}
impl Default for CharacterAbility {
@ -750,7 +761,8 @@ impl CharacterAbility {
| CharacterAbility::Shockwave { energy_cost, .. }
| CharacterAbility::BasicBlock { energy_cost, .. }
| CharacterAbility::SelfBuff { energy_cost, .. }
| CharacterAbility::RiposteMelee { energy_cost, .. } => {
| CharacterAbility::RiposteMelee { energy_cost, .. }
| CharacterAbility::RapidMelee { energy_cost, .. } => {
update.energy.try_change_by(-*energy_cost).is_ok()
},
// Consumes energy within state, so value only checked before entering state
@ -1271,6 +1283,21 @@ impl CharacterAbility {
*energy_cost /= stats.energy_efficiency;
*melee_constructor = melee_constructor.adjusted_by_stats(stats);
},
RapidMelee {
ref mut buildup_duration,
ref mut swing_duration,
ref mut recover_duration,
ref mut energy_cost,
ref mut melee_constructor,
max_strikes: _,
meta: _,
} => {
*buildup_duration /= stats.speed;
*swing_duration /= stats.speed;
*recover_duration /= stats.speed;
*energy_cost /= stats.energy_efficiency;
*melee_constructor = melee_constructor.adjusted_by_stats(stats);
},
}
self
}
@ -1297,7 +1324,8 @@ impl CharacterAbility {
..
}
| DiveMelee { energy_cost, .. }
| RiposteMelee { energy_cost, .. } => *energy_cost,
| RiposteMelee { energy_cost, .. }
| RapidMelee { energy_cost, .. } => *energy_cost,
BasicBeam { energy_drain, .. } => {
if *energy_drain > f32::EPSILON {
1.0
@ -1341,7 +1369,8 @@ impl CharacterAbility {
| FinisherMelee { meta, .. }
| Music { meta, .. }
| DiveMelee { meta, .. }
| RiposteMelee { meta, .. } => *meta,
| RiposteMelee { meta, .. }
| RapidMelee { meta, .. } => *meta,
}
}
@ -1367,7 +1396,8 @@ impl CharacterAbility {
| BasicBlock { energy_cost, .. }
| SelfBuff { energy_cost, .. }
| DiveMelee { energy_cost, .. }
| RiposteMelee { energy_cost, .. } => {
| RiposteMelee { energy_cost, .. }
| RapidMelee { energy_cost, .. } => {
*energy_cost *= ENERGY_REDUCTION;
},
_ => {},
@ -2505,6 +2535,29 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
stage_section: StageSection::Buildup,
exhausted: false,
}),
CharacterAbility::RapidMelee {
buildup_duration,
swing_duration,
recover_duration,
melee_constructor,
energy_cost,
max_strikes,
meta: _,
} => CharacterState::RapidMelee(rapid_melee::Data {
static_data: rapid_melee::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration),
swing_duration: Duration::from_secs_f32(*swing_duration),
recover_duration: Duration::from_secs_f32(*recover_duration),
melee_constructor: *melee_constructor,
energy_cost: *energy_cost,
max_strikes: *max_strikes,
ability_info,
},
timer: Duration::default(),
current_strike: 1,
stage_section: StageSection::Buildup,
exhausted: false,
}),
}
}
}

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@ -136,6 +136,9 @@ pub enum CharacterState {
DiveMelee(dive_melee::Data),
/// Attack that attempts to parry, and if it parries moves to an attack
RiposteMelee(riposte_melee::Data),
/// A series of consecutive, identical attacks that only go through buildup
/// and recover once for the entire state
RapidMelee(rapid_melee::Data),
}
impl CharacterState {
@ -173,6 +176,7 @@ impl CharacterState {
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_)
)
}
@ -215,6 +219,7 @@ impl CharacterState {
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_)
)
}
@ -240,6 +245,7 @@ impl CharacterState {
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_)
)
}
@ -346,6 +352,7 @@ impl CharacterState {
| CharacterState::SpriteInteract(_)
| CharacterState::Music(_)
| CharacterState::RiposteMelee(_)
| CharacterState::RapidMelee(_)
)
}
@ -412,6 +419,7 @@ impl CharacterState {
CharacterState::FinisherMelee(data) => data.behavior(j, output_events),
CharacterState::DiveMelee(data) => data.behavior(j, output_events),
CharacterState::RiposteMelee(data) => data.behavior(j, output_events),
CharacterState::RapidMelee(data) => data.behavior(j, output_events),
}
}
@ -464,6 +472,7 @@ impl CharacterState {
CharacterState::FinisherMelee(data) => data.handle_event(j, output_events, action),
CharacterState::DiveMelee(data) => data.handle_event(j, output_events, action),
CharacterState::RiposteMelee(data) => data.handle_event(j, output_events, action),
CharacterState::RapidMelee(data) => data.handle_event(j, output_events, action),
}
}
@ -515,6 +524,7 @@ impl CharacterState {
CharacterState::Music(data) => Some(data.static_data.ability_info),
CharacterState::DiveMelee(data) => Some(data.static_data.ability_info),
CharacterState::RiposteMelee(data) => Some(data.static_data.ability_info),
CharacterState::RapidMelee(data) => Some(data.static_data.ability_info),
}
}
@ -558,6 +568,7 @@ impl CharacterState {
CharacterState::Music(data) => Some(data.stage_section),
CharacterState::DiveMelee(data) => Some(data.stage_section),
CharacterState::RiposteMelee(data) => Some(data.stage_section),
CharacterState::RapidMelee(data) => Some(data.stage_section),
}
}
}

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@ -22,6 +22,7 @@ pub mod glide_wield;
pub mod idle;
pub mod leap_melee;
pub mod music;
pub mod rapid_melee;
pub mod repeater_ranged;
pub mod riposte_melee;
pub mod roll;

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@ -0,0 +1,133 @@
use crate::{
comp::{character_state::OutputEvents, CharacterState, Melee, MeleeConstructor, StateUpdate},
states::{
behavior::{CharacterBehavior, JoinData},
utils::*,
wielding,
},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until the state attacks
pub buildup_duration: Duration,
/// How long the state is in the swing duration
pub swing_duration: Duration,
/// How long until state ends
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// Energy cost per attack
pub energy_cost: f32,
/// Maximum number of consecutive strikes
pub max_strikes: u32,
/// What key is used to press ability
pub ability_info: AbilityInfo,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// How many spins it has done
pub current_strike: u32,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the state can deal damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 1.0, None);
handle_move(data, &mut update, 0.7);
handle_interrupts(data, &mut update, None);
match self.stage_section {
StageSection::Buildup => {
if self.timer < self.static_data.buildup_duration {
// Build up
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
}
}

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@ -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 {

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@ -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
}