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Spine Cracker
This commit is contained in:
parent
c9c14c9202
commit
7ed66f29bf
@ -200,7 +200,7 @@
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Simple(Hammer(Tremor), "common.abilities.hammer.tremor"),
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Simple(Hammer(Tremor), "common.abilities.hammer.tremor"),
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Simple(Hammer(VigorousBash), "common.abilities.hammer.vigorous_bash"),
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Simple(Hammer(VigorousBash), "common.abilities.hammer.vigorous_bash"),
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Simple(Hammer(Retaliate), "common.abilities.hammer.retaliate"),
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Simple(Hammer(Retaliate), "common.abilities.hammer.retaliate"),
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// Simple(Hammer(SpineCracker), "common.abilities.hammer.spine_cracker"),
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Simple(Hammer(SpineCracker), "common.abilities.hammer.spine_cracker"),
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// Simple(Hammer(Breach), "common.abilities.hammer.breach"),
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// Simple(Hammer(Breach), "common.abilities.hammer.breach"),
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// Contextualized(
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// Contextualized(
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// pseudo_id: "common.abilities.hammer.iron_tempest",
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// pseudo_id: "common.abilities.hammer.iron_tempest",
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20
assets/common/abilities/hammer/spine_cracker.ron
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20
assets/common/abilities/hammer/spine_cracker.ron
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@ -0,0 +1,20 @@
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FinisherMelee(
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energy_cost: 0,
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buildup_duration: 0.1,
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swing_duration: 0.1,
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recover_duration: 0.3,
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melee_constructor: (
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kind: Bash(
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damage: 20,
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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: 4.0,
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angle: 15.0,
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attack_effect: Some((Poise(50), BehindTarget)),
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precision_flank_multiplier: 2.0,
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),
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minimum_combo: 10,
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combo_consumption: Cost,
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)
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BIN
assets/voxygen/element/skills/hammer/spine_cracker.png
(Stored with Git LFS)
Normal file
BIN
assets/voxygen/element/skills/hammer/spine_cracker.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -407,3 +407,7 @@ common-abilities-hammer-dual_intercept = Intercept
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common-abilities-hammer-retaliate = Retaliate
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common-abilities-hammer-retaliate = Retaliate
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.desc =
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.desc =
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After blocking an attack, retaliate with a heavy strike back.
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After blocking an attack, retaliate with a heavy strike back.
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common-abilities-hammer-spine_cracker = Spine Cracker
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.desc =
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When you foe turns their back to you, strike them hard in the back, targeting the weak part of their spine.
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@ -655,6 +655,14 @@ impl Attack {
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CombatRequirement::TargetPoised => {
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CombatRequirement::TargetPoised => {
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target.char_state.map_or(false, |cs| cs.is_stunned())
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target.char_state.map_or(false, |cs| cs.is_stunned())
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},
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},
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CombatRequirement::BehindTarget => {
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const REQUIRED_ANGLE: f32 = 45.0;
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if let Some(ori) = target.ori {
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ori.look_vec().angle_between(dir.with_z(0.0)) < REQUIRED_ANGLE
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} else {
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false
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}
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},
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});
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});
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if requirements_met {
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if requirements_met {
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is_applied = true;
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is_applied = true;
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@ -1014,6 +1022,7 @@ pub enum CombatRequirement {
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Combo(u32),
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Combo(u32),
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TargetHasBuff(BuffKind),
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TargetHasBuff(BuffKind),
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TargetPoised,
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TargetPoised,
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BehindTarget,
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}
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}
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#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
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#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
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@ -1630,11 +1639,19 @@ pub fn compute_poise_resilience(
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}
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}
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/// Used to compute the precision multiplier achieved by flanking a target
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/// Used to compute the precision multiplier achieved by flanking a target
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pub fn precision_mult_from_flank(attack_dir: Vec3<f32>, target_ori: Option<&Ori>) -> Option<f32> {
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pub fn precision_mult_from_flank(
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attack_dir: Vec3<f32>,
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target_ori: Option<&Ori>,
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precision_flank_multiplier: f32,
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) -> Option<f32> {
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let angle = target_ori.map(|t_ori| t_ori.look_dir().angle_between(attack_dir));
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let angle = target_ori.map(|t_ori| t_ori.look_dir().angle_between(attack_dir));
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match angle {
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match angle {
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Some(angle) if angle < FULL_FLANK_ANGLE => Some(MAX_BACK_FLANK_PRECISION),
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Some(angle) if angle < FULL_FLANK_ANGLE => {
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Some(angle) if angle < PARTIAL_FLANK_ANGLE => Some(MAX_SIDE_FLANK_PRECISION),
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Some(MAX_BACK_FLANK_PRECISION * precision_flank_multiplier)
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},
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Some(angle) if angle < PARTIAL_FLANK_ANGLE => {
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Some(MAX_SIDE_FLANK_PRECISION * precision_flank_multiplier)
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},
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Some(_) | None => None,
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Some(_) | None => None,
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}
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}
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}
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}
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@ -1110,8 +1110,10 @@ impl Default for CharacterAbility {
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angle: 15.0,
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angle: 15.0,
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multi_target: None,
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multi_target: None,
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damage_effect: None,
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damage_effect: None,
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attack_effect: None,
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simultaneous_hits: 1,
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simultaneous_hits: 1,
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custom_combo: None,
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custom_combo: None,
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precision_flank_multiplier: 1.0,
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},
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},
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ori_modifier: 1.0,
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ori_modifier: 1.0,
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frontend_specifier: None,
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frontend_specifier: None,
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@ -23,6 +23,7 @@ pub struct Melee {
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pub multi_target: Option<MultiTarget>,
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pub multi_target: Option<MultiTarget>,
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pub break_block: Option<(Vec3<i32>, Option<ToolKind>)>,
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pub break_block: Option<(Vec3<i32>, Option<ToolKind>)>,
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pub simultaneous_hits: u32,
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pub simultaneous_hits: u32,
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pub precision_flank_multiplier: f32,
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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@ -51,6 +52,7 @@ impl Component for Melee {
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}
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}
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fn default_simultaneous_hits() -> u32 { 1 }
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fn default_simultaneous_hits() -> u32 { 1 }
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fn default_precision_flank_multiplier() -> f32 { 1.0 }
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Scaled {
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pub struct Scaled {
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@ -73,9 +75,12 @@ pub struct MeleeConstructor {
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pub angle: f32,
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pub angle: f32,
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pub multi_target: Option<MultiTarget>,
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pub multi_target: Option<MultiTarget>,
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pub damage_effect: Option<CombatEffect>,
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pub damage_effect: Option<CombatEffect>,
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pub attack_effect: Option<(CombatEffect, CombatRequirement)>,
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#[serde(default = "default_simultaneous_hits")]
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#[serde(default = "default_simultaneous_hits")]
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pub simultaneous_hits: u32,
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pub simultaneous_hits: u32,
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pub custom_combo: Option<CustomCombo>,
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pub custom_combo: Option<CustomCombo>,
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#[serde(default = "default_precision_flank_multiplier")]
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pub precision_flank_multiplier: f32,
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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@ -354,6 +359,14 @@ impl MeleeConstructor {
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},
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},
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};
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};
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let attack = if let Some((effect, requirement)) = self.attack_effect {
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let effect = AttackEffect::new(Some(GroupTarget::OutOfGroup), effect)
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.with_requirement(requirement);
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attack.with_effect(effect)
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} else {
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attack
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};
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let attack = match self.custom_combo {
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let attack = match self.custom_combo {
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None => attack.with_combo_increment(),
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None => attack.with_combo_increment(),
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Some(CustomCombo {
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Some(CustomCombo {
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@ -377,6 +390,7 @@ impl MeleeConstructor {
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multi_target: self.multi_target,
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multi_target: self.multi_target,
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break_block: None,
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break_block: None,
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simultaneous_hits: self.simultaneous_hits,
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simultaneous_hits: self.simultaneous_hits,
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precision_flank_multiplier: self.precision_flank_multiplier,
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}
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}
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}
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}
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@ -74,9 +74,11 @@ impl CharacterBehavior for Data {
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c.exhausted = true;
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c.exhausted = true;
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}
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}
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self.static_data
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self.static_data.combo_consumption.consume(
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.combo_consumption
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data,
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.consume(data, output_events);
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output_events,
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self.static_data.minimum_combo,
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);
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let mut melee_constructor = self.static_data.melee_constructor;
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let mut melee_constructor = self.static_data.melee_constructor;
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if let Some(scaling) = self.static_data.scaling {
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if let Some(scaling) = self.static_data.scaling {
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@ -1732,14 +1732,16 @@ pub enum ComboConsumption {
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#[default]
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#[default]
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All,
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All,
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Half,
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Half,
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Cost,
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}
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}
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impl ComboConsumption {
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impl ComboConsumption {
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pub fn consume(&self, data: &JoinData, output_events: &mut OutputEvents) {
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pub fn consume(&self, data: &JoinData, output_events: &mut OutputEvents, cost: u32) {
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let combo = data.combo.map_or(0, |c| c.counter());
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let combo = data.combo.map_or(0, |c| c.counter());
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let to_consume = match self {
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let to_consume = match self {
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Self::All => combo,
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Self::All => combo,
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Self::Half => (combo + 1) / 2,
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Self::Half => (combo + 1) / 2,
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Self::Cost => cost,
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};
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};
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output_events.emit_server(ComboChangeEvent {
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output_events.emit_server(ComboChangeEvent {
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entity: data.entity,
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entity: data.entity,
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@ -263,6 +263,7 @@ impl<'a> System<'a> for Sys {
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let precision_from_flank = combat::precision_mult_from_flank(
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let precision_from_flank = combat::precision_mult_from_flank(
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beam.bezier.ctrl - beam.bezier.start,
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beam.bezier.ctrl - beam.bezier.start,
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target_info.ori,
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target_info.ori,
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1.0,
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);
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);
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let precision_from_time = {
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let precision_from_time = {
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@ -248,6 +248,7 @@ impl<'a> System<'a> for Sys {
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.try_normalized()
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.try_normalized()
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.unwrap_or(ori.look_vec()),
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.unwrap_or(ori.look_vec()),
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target_ori,
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target_ori,
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melee_attack.precision_flank_multiplier,
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);
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);
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let precision_from_poise = {
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let precision_from_poise = {
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@ -390,7 +390,7 @@ fn dispatch_hit(
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.map_or(false, |i| i.projectiles);
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.map_or(false, |i| i.projectiles);
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let precision_from_flank =
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let precision_from_flank =
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combat::precision_mult_from_flank(*projectile_dir, target_info.ori);
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combat::precision_mult_from_flank(*projectile_dir, target_info.ori, 1.0);
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let precision_from_head = {
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let precision_from_head = {
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// This performs a cylinder and line segment intersection check. The cylinder is
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// This performs a cylinder and line segment intersection check. The cylinder is
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@ -1,6 +1,6 @@
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use super::{
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use super::{
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super::{vek::*, Animation},
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super::{vek::*, Animation},
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CharacterSkeleton, SkeletonAttr,
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hammer_start, twist_back, twist_forward, CharacterSkeleton, SkeletonAttr,
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};
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};
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use common::states::utils::{AbilityInfo, StageSection};
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use common::states::utils::{AbilityInfo, StageSection};
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use core::f32::consts::{PI, TAU};
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use core::f32::consts::{PI, TAU};
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@ -440,6 +440,28 @@ impl Animation for FinisherMeleeAnimation {
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.position += Vec3::new(move2 * 14.0, move2 * 6.0, 0.0);
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next.control.position += Vec3::new(move2 * 14.0, move2 * 6.0, 0.0);
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},
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},
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Some("common.abilities.hammer.spine_cracker") => {
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hammer_start(&mut next, s_a);
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let (move1, move2, move3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time, 0.0, 0.0),
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Some(StageSection::Action) => (1.0, anim_time, 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time),
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_ => (0.0, 0.0, 0.0),
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};
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let pullback = 1.0 - move3;
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let move1 = move1 * pullback;
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let move2 = move2 * pullback;
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twist_back(&mut next, move1, 1.9, 1.5, 0.5, 1.2);
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next.head.position += Vec3::new(-2.0, 2.0, 0.0) * move1;
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next.control.orientation.rotate_x(move1 * 1.8);
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next.control.position += Vec3::new(0.0, 0.0, 8.0) * move1;
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next.control.orientation.rotate_y(move1 * 0.4);
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twist_forward(&mut next, move2, 2.1, 1.6, 0.4, 1.3);
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next.control.orientation.rotate_z(move2 * 1.6);
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next.control.position += Vec3::new(-16.0, 12.0, -8.0) * move2;
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},
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_ => {},
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_ => {},
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}
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}
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@ -86,9 +86,11 @@ fn maps_basic_melee() {
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range: 3.5,
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range: 3.5,
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angle: 15.0,
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angle: 15.0,
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damage_effect: None,
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damage_effect: None,
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attack_effect: None,
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multi_target: None,
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multi_target: None,
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simultaneous_hits: 1,
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simultaneous_hits: 1,
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combo_gain: 1,
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custom_combo: None,
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precision_flank_multiplier: 1.0,
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},
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},
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ori_modifier: 1.0,
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ori_modifier: 1.0,
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ability_info: empty_ability_info(),
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ability_info: empty_ability_info(),
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@ -323,6 +323,7 @@ image_ids! {
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hammer_heavy_whorl: "voxygen.element.skills.hammer.heavy_whorl",
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hammer_heavy_whorl: "voxygen.element.skills.hammer.heavy_whorl",
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hammer_intercept: "voxygen.element.skills.hammer.intercept",
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hammer_intercept: "voxygen.element.skills.hammer.intercept",
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hammer_retaliate: "voxygen.element.skills.hammer.retaliate",
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hammer_retaliate: "voxygen.element.skills.hammer.retaliate",
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hammer_spine_cracker: "voxygen.element.skills.hammer.spine_cracker",
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// Skilltree Icons
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// Skilltree Icons
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health_plus_skill: "voxygen.element.skills.skilltree.health_plus",
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health_plus_skill: "voxygen.element.skills.skilltree.health_plus",
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energy_plus_skill: "voxygen.element.skills.skilltree.energy_plus",
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energy_plus_skill: "voxygen.element.skills.skilltree.energy_plus",
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@ -632,6 +632,7 @@ pub fn ability_image(imgs: &img_ids::Imgs, ability_id: &str) -> image::Id {
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"common.abilities.hammer.intercept" => imgs.hammer_intercept,
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"common.abilities.hammer.intercept" => imgs.hammer_intercept,
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"common.abilities.hammer.dual_intercept" => imgs.hammer_intercept,
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"common.abilities.hammer.dual_intercept" => imgs.hammer_intercept,
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"common.abilities.hammer.retaliate" => imgs.hammer_retaliate,
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"common.abilities.hammer.retaliate" => imgs.hammer_retaliate,
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"common.abilities.hammer.spine_cracker" => imgs.hammer_spine_cracker,
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// Bow
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// Bow
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"common.abilities.bow.charged" => imgs.bow_m1,
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"common.abilities.bow.charged" => imgs.bow_m1,
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"common.abilities.bow.repeater" => imgs.bow_m2,
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"common.abilities.bow.repeater" => imgs.bow_m2,
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