Parrying abilities

This commit is contained in:
Sam 2022-03-05 13:52:43 -05:00
parent d99eddb483
commit 8a578bf3f6
17 changed files with 427 additions and 128 deletions

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@ -3,5 +3,9 @@ BasicBlock(
recover_duration: 0.1,
max_angle: 90.0,
block_strength: 0.8,
parry_window: (
buildup: true,
recover: false,
),
energy_cost: 0.0,
)

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@ -1,25 +1,64 @@
// 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: 7,
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: 10,
poise: 0,
knockback: 0,
energy_regen: 10,
),
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: 8,
poise: 0,
knockback: 0,
energy_regen: 10,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.2,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
ori_modifier: 0.6,
),
],
is_stance: true,
energy_cost_per_strike: 10,
meta: (
kind: Some(Sword(Balanced)),
kind: Some(Sword(Parrying)),
capabilities: (
// Block
bits: 0b00000010,
// Buildup auto parries melee attacks
bits: 0b00000100,
),
),
)
)

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@ -1,25 +1,26 @@
// 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: 15,
poise: 0,
knockback: 0,
energy_regen: 10,
),
range: 6.0,
angle: 5.0,
),
buildup_duration: 0.05,
swing_duration: 0.1,
hit_timing: 0.6,
recover_duration: 0.9,
ori_modifier: 0.6,
),
range: 5.0,
angle: 10.0,
),
ori_modifier: 1.0,
],
is_stance: false,
energy_cost_per_strike: 15,
meta: (
kind: Some(Sword(Balanced)),
capabilities: (
// Block
bits: 0b00000010,
),
kind: Some(Sword(Parrying)),
),
)
)

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@ -1,25 +1,14 @@
// 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,
),
range: 5.0,
angle: 10.0,
BasicBlock(
buildup_duration: 1.0,
recover_duration: 0.5,
max_angle: 45.0,
block_strength: 0.8,
parry_window: (
buildup: true,
recover: true,
),
ori_modifier: 1.0,
energy_cost: 10.0,
meta: (
kind: Some(Sword(Balanced)),
capabilities: (
// Block
bits: 0b00000010,
),
kind: Some(Sword(Parrying)),
),
)
)

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@ -1,25 +1,19 @@
// TODO: Make actual ability, just for testing right now
BasicMelee(
energy_cost: 50,
buildup_duration: 0.3,
RiposteMelee(
energy_cost: 0,
buildup_duration: 0.5,
swing_duration: 0.1,
recover_duration: 0.2,
recover_duration: 0.3,
melee_constructor: (
kind: Stab(
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 0,
),
range: 5.0,
angle: 10.0,
range: 4.0,
angle: 20.0,
),
ori_modifier: 1.0,
meta: (
kind: Some(Sword(Balanced)),
capabilities: (
// Block
bits: 0b00000010,
),
),
)
kind: Some(Sword(Parrying)),
)
)

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@ -12,7 +12,6 @@ use crate::{
},
event::ServerEvent,
outcome::Outcome,
states::utils::StageSection,
uid::{Uid, UidAllocator},
util::Dir,
};
@ -129,6 +128,7 @@ impl Attack {
pub fn effects(&self) -> impl Iterator<Item = &AttackEffect> { self.effects.iter() }
pub fn compute_damage_reduction(
attacker: Option<&AttackerInfo>,
target: &TargetInfo,
source: AttackSource,
dir: Dir,
@ -141,25 +141,28 @@ impl Attack {
Damage::compute_damage_reduction(Some(damage), target.inventory, target.stats, msm);
let block_reduction = match source {
AttackSource::Melee => {
if let (Some(CharacterState::BasicBlock(data)), Some(ori)) =
(target.char_state, target.ori)
{
if ori.look_vec().angle_between(-*dir) < data.static_data.max_angle.to_radians()
{
let parry = matches!(data.stage_section, StageSection::Buildup);
emit_outcome(Outcome::Block {
parry,
pos: target.pos,
uid: target.uid,
});
emit(ServerEvent::Parry {
entity: target.entity,
energy_cost: data.static_data.energy_cost,
});
if parry {
if let (Some(char_state), Some(ori)) = (target.char_state, target.ori) {
if ori.look_vec().angle_between(-*dir) < char_state.block_angle() {
if char_state.is_parry() {
emit_outcome(Outcome::Block {
parry: true,
pos: target.pos,
uid: target.uid,
});
emit(ServerEvent::ParryHook {
defender: target.entity,
attacker: attacker.map(|a| a.entity),
});
1.0
} else if let Some(block_strength) = char_state.block_strength() {
emit_outcome(Outcome::Block {
parry: false,
pos: target.pos,
uid: target.uid,
});
block_strength
} else {
data.static_data.block_strength
0.0
}
} else {
0.0
@ -220,6 +223,7 @@ impl Attack {
{
is_applied = true;
let damage_reduction = Attack::compute_damage_reduction(
attacker.as_ref(),
&target,
attack_source,
dir,

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@ -407,7 +407,8 @@ impl From<&CharacterState> for CharacterAbilityType {
| CharacterState::Wallrun(_)
| CharacterState::ComboMelee2(_)
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_) => Self::Other,
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_) => Self::Other,
}
}
}
@ -479,6 +480,7 @@ pub enum CharacterAbility {
recover_duration: f32,
max_angle: f32,
block_strength: f32,
parry_window: basic_block::ParryWindow,
energy_cost: f32,
#[serde(default)]
meta: AbilityMeta,
@ -686,6 +688,15 @@ pub enum CharacterAbility {
#[serde(default)]
meta: AbilityMeta,
},
RiposteMelee {
energy_cost: f32,
buildup_duration: f32,
swing_duration: f32,
recover_duration: f32,
melee_constructor: MeleeConstructor,
#[serde(default)]
meta: AbilityMeta,
},
}
impl Default for CharacterAbility {
@ -738,7 +749,8 @@ impl CharacterAbility {
| CharacterAbility::ChargedMelee { energy_cost, .. }
| CharacterAbility::Shockwave { energy_cost, .. }
| CharacterAbility::BasicBlock { energy_cost, .. }
| CharacterAbility::SelfBuff { energy_cost, .. } => {
| CharacterAbility::SelfBuff { energy_cost, .. }
| CharacterAbility::RiposteMelee { energy_cost, .. } => {
update.energy.try_change_by(-*energy_cost).is_ok()
},
// Consumes energy within state, so value only checked before entering state
@ -817,6 +829,10 @@ impl CharacterAbility {
recover_duration: 0.2,
max_angle: 60.0,
block_strength: 0.5,
parry_window: basic_block::ParryWindow {
buildup: true,
recover: false,
},
energy_cost: 2.5,
meta: Default::default(),
}
@ -916,6 +932,7 @@ impl CharacterAbility {
max_angle: _,
// Block strength explicitly not modified by power, that will be a separate stat
block_strength: _,
parry_window: _,
ref mut energy_cost,
meta: _,
} => {
@ -1240,6 +1257,20 @@ impl CharacterAbility {
*energy_cost /= stats.energy_efficiency;
*melee_constructor = melee_constructor.adjusted_by_stats(stats);
},
RiposteMelee {
ref mut energy_cost,
ref mut buildup_duration,
ref mut swing_duration,
ref mut recover_duration,
ref mut melee_constructor,
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
}
@ -1265,7 +1296,8 @@ impl CharacterAbility {
energy_cost_per_strike: energy_cost,
..
}
| DiveMelee { energy_cost, .. } => *energy_cost,
| DiveMelee { energy_cost, .. }
| RiposteMelee { energy_cost, .. } => *energy_cost,
BasicBeam { energy_drain, .. } => {
if *energy_drain > f32::EPSILON {
1.0
@ -1308,7 +1340,8 @@ impl CharacterAbility {
| SpriteSummon { meta, .. }
| FinisherMelee { meta, .. }
| Music { meta, .. }
| DiveMelee { meta, .. } => *meta,
| DiveMelee { meta, .. }
| RiposteMelee { meta, .. } => *meta,
}
}
@ -1321,10 +1354,20 @@ impl CharacterAbility {
const ENERGY_REDUCTION: f32 = 0.75;
use CharacterAbility::*;
match &mut self {
BasicMelee { energy_cost, .. } => {
*energy_cost *= ENERGY_REDUCTION;
},
FinisherMelee { energy_cost, .. } => {
BasicMelee { energy_cost, .. }
| ComboMelee2 {
energy_cost_per_strike: energy_cost,
..
}
| FinisherMelee { energy_cost, .. }
| DashMelee { energy_cost, .. }
| SpinMelee { energy_cost, .. }
| ChargedMelee { energy_cost, .. }
| Shockwave { energy_cost, .. }
| BasicBlock { energy_cost, .. }
| SelfBuff { energy_cost, .. }
| DiveMelee { energy_cost, .. }
| RiposteMelee { energy_cost, .. } => {
*energy_cost *= ENERGY_REDUCTION;
},
_ => {},
@ -1953,6 +1996,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
recover_duration,
max_angle,
block_strength,
parry_window,
energy_cost,
meta: _,
} => CharacterState::BasicBlock(basic_block::Data {
@ -1961,6 +2005,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
recover_duration: Duration::from_secs_f32(*recover_duration),
max_angle: *max_angle,
block_strength: *block_strength,
parry_window: *parry_window,
energy_cost: *energy_cost,
ability_info,
},
@ -2441,6 +2486,25 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
stage_section: StageSection::Movement,
exhausted: false,
}),
CharacterAbility::RiposteMelee {
energy_cost: _,
buildup_duration,
swing_duration,
recover_duration,
melee_constructor,
meta: _,
} => CharacterState::RiposteMelee(riposte_melee::Data {
static_data: riposte_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,
ability_info,
},
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
}),
}
}
}
@ -2479,5 +2543,6 @@ bitflags::bitflags! {
pub struct Capability: u8 {
const ROLL_INTERRUPT = 0b00000001;
const BLOCK_INTERRUPT = 0b00000010;
const BUILDUP_PARRIES = 0b00000100;
}
}

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@ -1,7 +1,7 @@
use crate::{
comp::{
inventory::item::armor::Friction, item::ConsumableKind, ControlAction, Density, Energy,
InputAttr, InputKind, Ori, Pos, Vel,
ability::Capability, inventory::item::armor::Friction, item::ConsumableKind, ControlAction, Density, Energy, InputAttr,
InputKind, Ori, Pos, Vel,
},
event::{LocalEvent, ServerEvent},
states::{
@ -134,6 +134,8 @@ pub enum CharacterState {
/// State entered when diving, melee attack triggered upon landing on the
/// ground
DiveMelee(dive_melee::Data),
/// Attack that attempts to parry, and if it parries moves to an attack
RiposteMelee(riposte_melee::Data),
}
impl CharacterState {
@ -170,6 +172,7 @@ impl CharacterState {
})
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
)
}
@ -211,6 +214,7 @@ impl CharacterState {
| CharacterState::SpriteSummon(_)
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
)
}
@ -235,6 +239,7 @@ impl CharacterState {
| CharacterState::Talk
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_)
)
}
@ -251,7 +256,45 @@ impl CharacterState {
)
}
pub fn is_block(&self) -> bool { matches!(self, CharacterState::BasicBlock(_)) }
pub fn block_strength(&self) -> Option<f32> {
let strength = match self {
CharacterState::BasicBlock(c) => c.static_data.block_strength,
_ => return None,
};
Some(strength)
}
pub fn is_parry(&self) -> bool {
let from_capability =
if let Some(capabilities) = self.ability_info().map(|a| a.ability_meta.capabilities) {
capabilities.contains(Capability::BUILDUP_PARRIES)
&& matches!(self.stage_section(), Some(StageSection::Buildup))
} else {
false
};
let from_state = match self {
CharacterState::BasicBlock(c) => c.is_parry(),
CharacterState::RiposteMelee(c) => matches!(c.stage_section, StageSection::Buildup),
_ => false,
};
from_capability || from_state
}
/// In radians
pub fn block_angle(&self) -> f32 {
match self {
CharacterState::BasicBlock(c) => c.static_data.max_angle.to_radians(),
CharacterState::ComboMelee2(c) => {
let strike_data =
c.static_data.strikes[c.completed_strikes % c.static_data.strikes.len()];
strike_data.melee_constructor.angle.to_radians()
},
CharacterState::RiposteMelee(c) => c.static_data.melee_constructor.angle.to_radians(),
// TODO: Add more here as needed, maybe look into having character state return the
// melee constructor if it has one and using that?
_ => 0.0,
}
}
pub fn is_dodge(&self) -> bool { matches!(self, CharacterState::Roll(_)) }
@ -302,6 +345,7 @@ impl CharacterState {
| CharacterState::UseItem(_)
| CharacterState::SpriteInteract(_)
| CharacterState::Music(_)
| CharacterState::RiposteMelee(_)
)
}
@ -367,6 +411,7 @@ impl CharacterState {
CharacterState::Music(data) => data.behavior(j, output_events),
CharacterState::FinisherMelee(data) => data.behavior(j, output_events),
CharacterState::DiveMelee(data) => data.behavior(j, output_events),
CharacterState::RiposteMelee(data) => data.behavior(j, output_events),
}
}
@ -418,6 +463,7 @@ impl CharacterState {
CharacterState::Music(data) => data.handle_event(j, output_events, action),
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),
}
}
@ -468,6 +514,7 @@ impl CharacterState {
CharacterState::FinisherMelee(data) => Some(data.static_data.ability_info),
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),
}
}
@ -510,6 +557,7 @@ impl CharacterState {
CharacterState::FinisherMelee(data) => Some(data.stage_section),
CharacterState::Music(data) => Some(data.stage_section),
CharacterState::DiveMelee(data) => Some(data.stage_section),
CharacterState::RiposteMelee(data) => Some(data.stage_section),
}
}
}

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@ -179,9 +179,9 @@ pub enum ServerEvent {
entity: EcsEntity,
change: i32,
},
Parry {
entity: EcsEntity,
energy_cost: f32,
ParryHook {
defender: EcsEntity,
attacker: Option<EcsEntity>,
},
RequestSiteInfo {
entity: EcsEntity,

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@ -9,6 +9,12 @@ use crate::{
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct ParryWindow {
pub buildup: bool,
pub recover: bool,
}
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
@ -20,6 +26,8 @@ pub struct StaticData {
pub max_angle: f32,
/// What percentage incoming damage is reduced by
pub block_strength: f32,
/// What durations are considered a parry
pub parry_window: ParryWindow,
/// What key is used to press ability
pub ability_info: AbilityInfo,
/// Energy consumed to initiate the block
@ -102,3 +110,13 @@ impl CharacterBehavior for Data {
update
}
}
impl Data {
pub fn is_parry(&self) -> bool {
match self.stage_section {
StageSection::Buildup => self.static_data.parry_window.buildup,
StageSection::Recover => self.static_data.parry_window.recover,
_ => false,
}
}
}

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@ -72,7 +72,6 @@ impl CharacterBehavior for Data {
StageSection::Action => {
if !self.exhausted {
if let CharacterState::FinisherMelee(c) = &mut update.character {
c.timer = Duration::default();
c.exhausted = true;
}

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@ -23,6 +23,7 @@ pub mod idle;
pub mod leap_melee;
pub mod music;
pub mod repeater_ranged;
pub mod riposte_melee;
pub mod roll;
pub mod self_buff;
pub mod shockwave;

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@ -0,0 +1,115 @@
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 state should deal damage
pub buildup_duration: Duration,
/// How long the state is swinging for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Used to construct the Melee attack
pub melee_constructor: MeleeConstructor,
/// 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,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData, output_events: &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_jump(data, output_events, &mut update, 1.0);
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::RiposteMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// If duration finishes with no pary occurring, end character state
// Transition to action happens in parry hook server event
update.character =
CharacterState::Wielding(wielding::Data { is_sneaking: false });
}
},
StageSection::Action => {
if !self.exhausted {
if let CharacterState::RiposteMelee(c) = &mut update.character {
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::RiposteMelee(c) = &mut update.character {
c.timer = tick_attack_or_default(data, self.timer, None);
}
} else {
// Transitions to recover section of stage
if let CharacterState::RiposteMelee(c) = &mut update.character {
c.timer = Duration::default();
c.stage_section = StageSection::Recover
}
}
},
StageSection::Recover => {
if self.timer < self.static_data.recover_duration {
// Recovery
if let CharacterState::RiposteMelee(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
}
}

View File

@ -198,7 +198,8 @@ impl<'a> System<'a> for Sys {
| CharacterState::SelfBuff(_)
| CharacterState::SpriteSummon(_)
| CharacterState::FinisherMelee(_)
| CharacterState::DiveMelee(_) => {
| CharacterState::DiveMelee(_)
| CharacterState::RiposteMelee(_) => {
if energy.regen_rate != 0.0 {
energy.regen_rate = 0.0
}

View File

@ -26,6 +26,7 @@ use common::{
outcome::{HealthChangeInfo, Outcome},
resources::Time,
rtsim::RtSimEntity,
states::utils::StageSection,
terrain::{Block, BlockKind, TerrainGrid},
uid::{Uid, UidAllocator},
util::Dir,
@ -41,7 +42,7 @@ use rand_distr::Distribution;
use specs::{
join::Join, saveload::MarkerAllocator, Builder, Entity as EcsEntity, Entity, WorldExt,
};
use std::{collections::HashMap, iter};
use std::{collections::HashMap, iter, time::Duration};
use tracing::{debug, error};
use vek::{Vec2, Vec3};
@ -1217,15 +1218,35 @@ pub fn handle_combo_change(server: &Server, entity: EcsEntity, change: i32) {
}
}
pub fn handle_parry(server: &Server, entity: EcsEntity, energy_cost: f32) {
pub fn handle_parry_hook(server: &Server, defender: EcsEntity, _attacker: Option<EcsEntity>) {
let ecs = &server.state.ecs();
if let Some(mut character) = ecs.write_storage::<CharacterState>().get_mut(entity) {
*character =
CharacterState::Wielding(common::states::wielding::Data { is_sneaking: false });
// Reset character state of defender
if let Some(mut char_state) = ecs
.write_storage::<comp::CharacterState>()
.get_mut(defender)
{
match &mut *char_state {
// If in combo melee and a stance, reset to stance mode
CharacterState::ComboMelee2(c) if c.static_data.is_stance => {
c.stage_section = None;
c.timer = Duration::default();
},
CharacterState::RiposteMelee(c) => {
c.stage_section = StageSection::Action;
c.timer = Duration::default();
},
char_state => {
*char_state =
CharacterState::Wielding(common::states::wielding::Data { is_sneaking: false });
},
}
};
if let Some(mut energy) = ecs.write_storage::<Energy>().get_mut(entity) {
energy.change_by(energy_cost);
// Reward some energy to defender for successful parry
if let Some(mut energy) = ecs.write_storage::<Energy>().get_mut(defender) {
const PARRY_REWARD: f32 = 5.0;
energy.change_by(PARRY_REWARD);
}
// TODO: Some penalties for attacker
}
pub fn handle_teleport_to(server: &Server, entity: EcsEntity, target: Uid, max_range: Option<f32>) {

View File

@ -12,8 +12,9 @@ use entity_creation::{
use entity_manipulation::{
handle_aura, handle_bonk, handle_buff, handle_change_ability, handle_combo_change,
handle_delete, handle_destroy, handle_energy_change, handle_entity_attacked_hook,
handle_explosion, handle_health_change, handle_knockback, handle_land_on_ground, handle_parry,
handle_poise, handle_reset_melee, handle_respawn, handle_teleport_to, handle_update_map_marker,
handle_explosion, handle_health_change, handle_knockback, handle_land_on_ground,
handle_parry_hook, handle_poise, handle_reset_melee, handle_respawn, handle_teleport_to,
handle_update_map_marker,
};
use group_manip::handle_group;
use information::handle_site_info;
@ -251,10 +252,9 @@ impl Server {
ServerEvent::ComboChange { entity, change } => {
handle_combo_change(self, entity, change)
},
ServerEvent::Parry {
entity,
energy_cost,
} => handle_parry(self, entity, energy_cost),
ServerEvent::ParryHook { defender, attacker } => {
handle_parry_hook(self, defender, attacker)
},
ServerEvent::RequestSiteInfo { entity, id } => handle_site_info(self, entity, id),
ServerEvent::MineBlock { entity, pos, tool } => {
handle_mine_block(self, entity, pos, tool)

View File

@ -143,7 +143,7 @@ impl CharacterCacheKey {
// state.
let are_tools_visible = !is_first_person
|| cs
.map(|cs| cs.is_attack() || cs.is_block() || cs.is_wield())
.map(|cs| cs.is_attack() || cs.block_strength().is_some() || cs.is_wield())
// If there's no provided character state but we're still somehow in first person,
// We currently assume there's no need to visually model tools.
//