diff --git a/common/src/comp/inventory/item/tool.rs b/common/src/comp/inventory/item/tool.rs index 65a6cec946..d4ae1a6a0c 100644 --- a/common/src/comp/inventory/item/tool.rs +++ b/common/src/comp/inventory/item/tool.rs @@ -239,16 +239,27 @@ impl Tool { vertical_leap_strength: 8.0, }, ], - Hammer => vec![ - BasicMelee { - energy_cost: 0, - buildup_duration: Duration::from_millis(600), - swing_duration: Duration::from_millis(100), - recover_duration: Duration::from_millis(300), - base_damage: (120.0 * self.base_power()) as u32, - knockback: 0.0, - range: 3.5, - max_angle: 20.0, + Hammer(_) => vec![ + ComboMelee { + stage_data: vec![combo_melee::Stage { + stage: 1, + base_damage: (80.0 * self.base_power()) as u32, + max_damage: (120.0 * self.base_power()) as u32, + damage_increase: (10.0 * self.base_power()) as u32, + knockback: 8.0, + range: 3.5, + angle: 50.0, + base_buildup_duration: Duration::from_millis(400), + base_swing_duration: Duration::from_millis(100), + base_recover_duration: Duration::from_millis(200), + forward_movement: 0.5, + }], + initial_energy_gain: 0, + max_energy_gain: 100, + energy_increase: 20, + speed_increase: 0.05, + max_speed_increase: 1.8, + is_interruptible: true, }, ChargedMelee { energy_cost: 1, @@ -468,7 +479,7 @@ impl Tool { }), projectile_gravity: Some(Gravity(0.5)), projectile_speed: 40.0, - can_continue: false, + can_continue: true, }, ], Staff => vec![ @@ -516,7 +527,7 @@ impl Tool { }), projectile_gravity: Some(Gravity(0.3)), projectile_speed: 60.0, - can_continue: false, + can_continue: true, }, BasicBeam { buildup_duration: Duration::from_millis(250), diff --git a/common/src/states/basic_ranged.rs b/common/src/states/basic_ranged.rs index 216f13fb43..d919f0cb6d 100644 --- a/common/src/states/basic_ranged.rs +++ b/common/src/states/basic_ranged.rs @@ -37,7 +37,8 @@ pub struct Data { pub stage_section: StageSection, /// Whether the attack fired already pub exhausted: bool, - /// If in buildup, whether the attack has continued form previous attack; if in recover, whether the attack will continue to a new attack + /// If in buildup, whether the attack has continued form previous attack; if + /// in recover, whether the attack will continue to a new attack pub continue_next: bool, } diff --git a/voxygen/src/anim/src/character/alpha.rs b/voxygen/src/anim/src/character/alpha.rs index 75682c64f9..f107b99211 100644 --- a/voxygen/src/anim/src/character/alpha.rs +++ b/voxygen/src/anim/src/character/alpha.rs @@ -150,37 +150,34 @@ impl Animation for AlphaAnimation { ); }, Some(ToolKind::Hammer(_)) => { - next.hand_l.position = Vec3::new(-12.0, 0.0, 0.0); - next.hand_l.orientation = - Quaternion::rotation_x(-0.0) * Quaternion::rotation_y(0.0); - next.hand_r.position = Vec3::new(3.0, 0.0, 0.0); - next.hand_r.orientation = Quaternion::rotation_x(0.0) * Quaternion::rotation_y(0.0); + let (movement1, movement2, movement3) = match stage_section { + Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), + Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), + Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)), + _ => (0.0, 0.0, 0.0), + }; next.main.position = Vec3::new(0.0, 0.0, 0.0); - next.main.orientation = - Quaternion::rotation_y(-1.57) * Quaternion::rotation_z(1.57); + next.main.orientation = Quaternion::rotation_x(0.0); + next.hand_l.position = Vec3::new(s_a.hhl.0, s_a.hhl.1, s_a.hhl.2); + next.hand_l.orientation = + Quaternion::rotation_x(s_a.hhl.3) * Quaternion::rotation_y(s_a.hhl.4); + next.hand_r.position = Vec3::new(s_a.hhr.0, s_a.hhr.1, s_a.hhr.2); + next.hand_r.orientation = + Quaternion::rotation_x(s_a.hhr.3) * Quaternion::rotation_y(s_a.hhr.4); - next.head.orientation = Quaternion::rotation_z(slower * 0.03) - * Quaternion::rotation_x(slowersmooth * 0.1) - * Quaternion::rotation_y(slower * 0.05 + slowersmooth * 0.06) - * Quaternion::rotation_z((slowersmooth * -0.4).max(0.0)); + next.control.position = Vec3::new(s_a.hc.0 + movement1 * -13.0, s_a.hc.1, s_a.hc.2); + next.control.orientation = + Quaternion::rotation_x(s_a.hc.3 + movement1 * 1.5 + movement2 * -2.8) + * Quaternion::rotation_y(s_a.hc.4 + movement1 * 1.57) + * Quaternion::rotation_z(s_a.hc.5 + movement1 * -0.5); + next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); + next.head.orientation = Quaternion::rotation_x(0.0) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1); - next.chest.orientation = - Quaternion::rotation_z(slower * 0.18 + slowersmooth * 0.15) - * Quaternion::rotation_x(0.0 + slower * 0.18 + slowersmooth * 0.15) - * Quaternion::rotation_y(slower * 0.18 + slowersmooth * 0.15); - - next.belt.orientation = - Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075) - * Quaternion::rotation_x(0.0 + slower * -0.1) - * Quaternion::rotation_y(slower * -0.1); - - next.shorts.orientation = - Quaternion::rotation_z(slower * -0.1 + slowersmooth * -0.075) - * Quaternion::rotation_x(0.0 + slower * -0.1) - * Quaternion::rotation_y(slower * -0.1); - - next.lantern.orientation = Quaternion::rotation_x(slower * -0.7 + 0.4) - * Quaternion::rotation_y(slower * 0.4); + next.chest.orientation = Quaternion::rotation_x(movement1 * 0.8 + movement2 * -1.0) + * Quaternion::rotation_y(0.0) + * Quaternion::rotation_z(0.0); if velocity > 0.5 { next.foot_l.position = Vec3::new(-s_a.foot.0, foot * -6.0, s_a.foot.2); @@ -201,11 +198,6 @@ impl Animation for AlphaAnimation { next.foot_r.orientation = Quaternion::rotation_x(slower * 0.1) * Quaternion::rotation_z((slower * 0.5).max(0.0)); } - - next.control.position = Vec3::new(-8.0, 7.0, 1.0); - next.control.orientation = Quaternion::rotation_x(-1.5 + slower * 1.5) - * Quaternion::rotation_y(slowersmooth * 0.35 - 0.3) - * Quaternion::rotation_z(1.4 + slowersmooth * 0.2); }, Some(ToolKind::Debug) => { next.hand_l.position = Vec3::new(-7.0, 4.0, 3.0); diff --git a/voxygen/src/anim/src/character/mod.rs b/voxygen/src/anim/src/character/mod.rs index 1751b456f5..75cf450a24 100644 --- a/voxygen/src/anim/src/character/mod.rs +++ b/voxygen/src/anim/src/character/mod.rs @@ -260,13 +260,13 @@ impl<'a> From<&'a Body> for SkeletonAttr { (_, _) => (-7.0, 7.0, 2.0, -0.1, 0.0, 0.0), }, hhl: match (body.species, body.body_type) { - (_, _) => (-0.5, -1.0, 10.0, 1.57, 0.0, 0.0), + (_, _) => (-0.5, -1.0, 10.0, 4.71, 0.0, 0.0), }, hhr: match (body.species, body.body_type) { - (_, _) => (0.0, 0.0, 0.0, 1.57, 0.0, 0.0), + (_, _) => (0.0, 0.0, 0.0, 4.71, 0.0, 0.0), }, hc: match (body.species, body.body_type) { - (_, _) => (6.0, 7.0, 1.0, -0.3, -1.57, 0.5), + (_, _) => (6.0, 7.0, 1.0, -0.3, -1.57, 3.64), }, sthl: match (body.species, body.body_type) { (_, _) => (0.0, 0.0, 1.0, 1.27, 0.0, 0.0), diff --git a/voxygen/src/anim/src/character/shoot.rs b/voxygen/src/anim/src/character/shoot.rs index 0800f312d6..e8a6bde250 100644 --- a/voxygen/src/anim/src/character/shoot.rs +++ b/voxygen/src/anim/src/character/shoot.rs @@ -3,6 +3,7 @@ use super::{ CharacterSkeleton, SkeletonAttr, }; use common::{comp::item::ToolKind, states::utils::StageSection}; +use std::f32::consts::PI; pub struct ShootAnimation; @@ -56,7 +57,15 @@ impl Animation for ShootAnimation { let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2); match active_tool_kind { - Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => { + Some(ToolKind::Staff(_)) | Some(ToolKind::Sceptre(_)) => { + let (movement1, movement2, movement3) = match stage_section { + Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0), + Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0), + Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32), + _ => (0.0, 0.0, 0.0), + }; + let xmove = (movement1 as f32 * 6.0 * lab as f32 + PI).sin(); + let ymove = (movement1 as f32 * 6.0 * lab as f32 + PI * (0.5)).sin(); next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2); next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3); @@ -67,14 +76,43 @@ impl Animation for ShootAnimation { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_y(0.0); - next.control.position = - Vec3::new(s_a.stc.0, s_a.stc.1 + exp * 5.0, s_a.stc.2 - exp * 5.0); - next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + exp * 0.4) - * Quaternion::rotation_y(s_a.stc.4) - * Quaternion::rotation_z(s_a.stc.5 + exp * 1.5); + next.control.position = Vec3::new( + s_a.stc.0 + (xmove * 3.0 + movement1 * -4.0) * (1.0 - movement3), + s_a.stc.1 + (2.0 + ymove * 3.0 + movement2 * 3.0) * (1.0 - movement3), + s_a.stc.2, + ); + next.control.orientation = + Quaternion::rotation_x(s_a.stc.3 + (movement2 * 0.6) * (1.0 - movement3)) + * Quaternion::rotation_y(s_a.stc.4 + (movement1 * 0.5 + movement2 * -0.5)) + * Quaternion::rotation_z( + s_a.stc.5 + - (0.2 + movement1 * -0.5 + movement2 * 0.8) * (1.0 - movement3), + ); + next.chest.orientation = + Quaternion::rotation_z((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3)); + next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1); + next.head.orientation = Quaternion::rotation_z( + (movement1 * -0.2 + movement2 * -0.4) * (1.0 - movement3), + ); + + if speed < 0.5 { + next.belt.orientation = + Quaternion::rotation_x(0.07) * Quaternion::rotation_z(0.0); + + next.shorts.orientation = + Quaternion::rotation_x(0.08) * Quaternion::rotation_z(0.0); + + next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2); + next.foot_l.orientation = Quaternion::rotation_x(-0.5); + + next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2); + next.foot_r.orientation = + Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3); + } else { + }; }, Some(ToolKind::Bow(_)) => { - let (movement1, movement2, movement3) = match stage_section { + let (movement1, movement2, _movement3) = match stage_section { Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0), Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0), Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)), @@ -83,33 +121,44 @@ impl Animation for ShootAnimation { next.main.position = Vec3::new(0.0, 0.0, 0.0); next.main.orientation = Quaternion::rotation_x(0.0); next.hand_l.position = Vec3::new( - s_a.bhl.0 + movement2 * -5.0, - s_a.bhl.1 + movement2 * -10.0, - s_a.bhl.2 + movement2 * -7.0, + s_a.bhl.0 + movement2 * -2.0, + s_a.bhl.1 + movement2 * -6.0, + s_a.bhl.2 + movement2 * -3.0, ); - next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3 + movement2 * 0.5); + next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3); next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2); next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3); - next.hold.position = Vec3::new(0.0, -1.0, -5.2 + movement2 * 5.0); + next.hold.position = Vec3::new(0.0, -1.0 + movement2 * 2.0, -5.2 + movement2 * 7.0); next.hold.orientation = Quaternion::rotation_x(-1.57); next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement2); next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0); - next.control.orientation = Quaternion::rotation_x(0.0) - * Quaternion::rotation_y(s_a.bc.4 - 1.25) - * Quaternion::rotation_z(s_a.bc.5 - 0.1); + next.control.orientation = + Quaternion::rotation_x(0.0 + (movement2 as f32 * 0.1).sin()) + * Quaternion::rotation_y(s_a.bc.4 - 1.25) + * Quaternion::rotation_z(s_a.bc.5 - 0.2 + (movement2 as f32 * -0.2).sin()); next.chest.orientation = Quaternion::rotation_z(0.8); - next.head.position = Vec3::new(0.0 + movement1 * -2.0, s_a.head.0, s_a.head.1); + next.head.position = Vec3::new(0.0 - 2.0, s_a.head.0, s_a.head.1); - next.head.orientation = Quaternion::rotation_z(movement1 * -0.8); + next.head.orientation = + Quaternion::rotation_z(-0.5 + (movement2 as f32 * 0.2).sin()); if speed < 0.5 { - next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 + 5.0, s_a.foot.2); - next.foot_l.orientation = Quaternion::rotation_x(0.5); + next.chest.orientation = + Quaternion::rotation_z(0.8 + (movement2 as f32 * 0.1).sin()); - next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 - 3.0, s_a.foot.2); + next.belt.orientation = Quaternion::rotation_x(0.07) + * Quaternion::rotation_z((movement2 as f32 * -0.1).sin()); + + next.shorts.orientation = Quaternion::rotation_x(0.08) + * Quaternion::rotation_z((movement2 as f32 * -0.15).sin()); + + next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2); + next.foot_l.orientation = Quaternion::rotation_x(-0.5); + + next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2); next.foot_r.orientation = - Quaternion::rotation_x(-0.5) * Quaternion::rotation_z(-0.3); + Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3); } else { }; }, diff --git a/voxygen/src/scene/figure/mod.rs b/voxygen/src/scene/figure/mod.rs index 6f0ef36fc8..4f2cf60f5f 100644 --- a/voxygen/src/scene/figure/mod.rs +++ b/voxygen/src/scene/figure/mod.rs @@ -825,6 +825,36 @@ impl FigureMgr { skeleton_attr, ) }, + CharacterState::ChargedRanged(s) => { + let stage_time = s.timer.as_secs_f64(); + + let stage_progress = match s.stage_section { + StageSection::Buildup => { + stage_time / s.static_data.buildup_duration.as_secs_f64() + }, + StageSection::Recover => { + stage_time / s.static_data.recover_duration.as_secs_f64() + }, + + _ => 0.0, + }; + + anim::character::ShootAnimation::update_skeleton( + &target_base, + ( + active_tool_kind, + second_tool_kind, + vel.0.magnitude(), + ori, + state.last_ori, + time, + Some(s.stage_section), + ), + stage_progress, + &mut state_animation_rate, + skeleton_attr, + ) + }, CharacterState::BasicRanged(s) => { let stage_time = s.timer.as_secs_f64();