Dual wielding now uses skillbar abilities from multiple weapons.

This commit is contained in:
Sam
2021-02-12 19:43:33 -05:00
parent 6f6a37faf2
commit 8f0cca074d
11 changed files with 267 additions and 46 deletions

View File

@ -278,12 +278,13 @@ fn fly_move(data: &JoinData, update: &mut StateUpdate, efficiency: f32) {
handle_orientation(data, update, 1.0);
}
/// First checks whether `primary`, `secondary` or `ability3` input is pressed,
/// then attempts to go into Equipping state, otherwise Idle
/// First checks whether `primary`, `secondary`, `ability3`, or `ability4` input
/// is pressed, then attempts to go into Equipping state, otherwise Idle
pub fn handle_wield(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.primary.is_pressed()
|| data.inputs.secondary.is_pressed()
|| data.inputs.ability3.is_pressed()
|| data.inputs.ability4.is_pressed()
{
attempt_wield(data, update);
}
@ -481,6 +482,54 @@ pub fn handle_ability3_input(data: &JoinData, update: &mut StateUpdate) {
}
}
pub fn handle_ability4_input(data: &JoinData, update: &mut StateUpdate) {
if data.inputs.ability4.is_pressed() {
let active_tool_hands = match data
.inventory
.equipped(EquipSlot::Mainhand)
.map(|i| i.kind())
{
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let second_tool_hands = match data
.inventory
.equipped(EquipSlot::Offhand)
.map(|i| i.kind())
{
Some(ItemKind::Tool(tool)) => Some(tool.hands),
_ => None,
};
let (equip_slot, skill_index) = match (active_tool_hands, second_tool_hands) {
(Some(Hands::TwoHand), _) => (Some(EquipSlot::Mainhand), 1),
(_, Some(Hands::OneHand)) => (Some(EquipSlot::Offhand), 0),
(Some(Hands::OneHand), _) => (Some(EquipSlot::Mainhand), 1),
(_, _) => (None, 0),
};
if let Some(equip_slot) = equip_slot {
if let Some(ability) = data
.inventory
.equipped(equip_slot)
.and_then(|i| i.item_config_expect().abilities.skills.get(skill_index))
.and_then(|(s, a)| {
s.map_or(true, |s| data.stats.skill_set.has_skill(s))
.then_some(a)
})
.map(|a| {
let tool = unwrap_tool_data(data).map(|t| t.kind);
a.clone().adjusted_by_skills(&data.stats.skill_set, tool)
})
.filter(|ability| ability.requirements_paid(data, update))
{
update.character = (&ability, AbilityKey::Skill1).into();
}
}
}
}
/// Checks that player can perform a dodge, then
/// attempts to perform their dodge ability
pub fn handle_dodge_input(data: &JoinData, update: &mut StateUpdate) {
@ -530,6 +579,7 @@ pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate, attacks_inter
handle_ability1_input(data, update);
handle_ability2_input(data, update);
handle_ability3_input(data, update);
handle_ability4_input(data, update);
}
handle_dodge_input(data, update);
}
@ -539,6 +589,7 @@ pub fn ability_key_is_pressed(data: &JoinData, ability_key: AbilityKey) -> bool
AbilityKey::Mouse1 => data.inputs.primary.is_pressed(),
AbilityKey::Mouse2 => data.inputs.secondary.is_pressed(),
AbilityKey::Skill1 => data.inputs.ability3.is_pressed(),
AbilityKey::Skill2 => data.inputs.ability4.is_pressed(),
AbilityKey::Dodge => data.inputs.roll.is_pressed(),
}
}
@ -570,6 +621,7 @@ pub enum AbilityKey {
Mouse1,
Mouse2,
Skill1,
Skill2,
Dodge,
}