This commit is contained in:
Sam 2023-05-14 18:07:45 -04:00
parent 3e8b2b283a
commit 8ff7ee2819
11 changed files with 127 additions and 35 deletions

View File

@ -1,22 +1,25 @@
ComboMelee2(
strikes: [
(
melee_constructor: (
kind: Slash(
damage: 4,
poise: 5,
knockback: 0,
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
ChargedMelee(
energy_cost: 0,
energy_drain: 0,
melee_constructor: (
kind: Slash(
damage: 0,
poise: 0,
knockback: 0,
energy_regen: 0,
),
],
energy_cost_per_strike: 0,
scaled: Some(Slash(
damage: 20,
poise: 5,
knockback: 0,
energy_regen: 15,
)),
range: 4.5,
angle: 10.0,
),
charge_duration: 0.7,
swing_duration: 0.1,
hit_timing: 0.2,
recover_duration: 0.2,
additional_combo: 4,
)

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@ -9,7 +9,7 @@ ComboMelee2(
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
angle: 30.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
@ -26,7 +26,7 @@ ComboMelee2(
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
angle: 30.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
@ -43,7 +43,7 @@ ComboMelee2(
energy_regen: 5,
),
range: 3.0,
angle: 45.0,
angle: 10.0,
),
buildup_duration: 0.2,
swing_duration: 0.05,

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@ -114,13 +114,16 @@ impl Attack {
}
#[must_use]
pub fn with_combo_increment(self) -> Self {
pub fn with_combo(self, combo: i32) -> Self {
self.with_effect(
AttackEffect::new(None, CombatEffect::Combo(1))
AttackEffect::new(None, CombatEffect::Combo(combo))
.with_requirement(CombatRequirement::AnyDamage),
)
}
#[must_use]
pub fn with_combo_increment(self) -> Self { self.with_combo(1) }
pub fn effects(&self) -> impl Iterator<Item = &AttackEffect> { self.effects.iter() }
pub fn compute_damage_reduction(

View File

@ -709,6 +709,8 @@ pub enum CharacterAbility {
specifier: Option<charged_melee::FrontendSpecifier>,
damage_effect: Option<CombatEffect>,
#[serde(default)]
additional_combo: i32,
#[serde(default)]
meta: AbilityMeta,
},
ChargedRanged {
@ -898,6 +900,7 @@ impl Default for CharacterAbility {
multi_target: None,
damage_effect: None,
simultaneous_hits: 1,
combo_gain: 1,
},
ori_modifier: 1.0,
meta: Default::default(),
@ -1276,6 +1279,7 @@ impl CharacterAbility {
specifier: _,
ref mut damage_effect,
meta: _,
additional_combo: _,
} => {
*swing_duration /= stats.speed;
*buildup_strike = buildup_strike
@ -2398,6 +2402,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
melee_constructor,
specifier,
damage_effect,
additional_combo,
meta: _,
} => CharacterState::ChargedMelee(charged_melee::Data {
static_data: charged_melee::StaticData {
@ -2413,6 +2418,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
ability_info,
specifier: *specifier,
damage_effect: *damage_effect,
additional_combo: *additional_combo,
},
stage_section: if buildup_strike.is_some() {
StageSection::Buildup

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@ -51,6 +51,7 @@ impl Component for Melee {
}
fn default_simultaneous_hits() -> u32 { 1 }
fn default_combo_gain() -> i32 { 1 }
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
#[serde(deny_unknown_fields)]
@ -66,6 +67,8 @@ pub struct MeleeConstructor {
pub damage_effect: Option<CombatEffect>,
#[serde(default = "default_simultaneous_hits")]
pub simultaneous_hits: u32,
#[serde(default = "default_combo_gain")]
pub combo_gain: i32,
}
impl MeleeConstructor {
@ -128,7 +131,7 @@ impl MeleeConstructor {
.with_effect(energy)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment()
.with_combo(self.combo_gain)
},
Stab {
damage,
@ -179,7 +182,7 @@ impl MeleeConstructor {
.with_effect(energy)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment()
.with_combo(self.combo_gain)
},
Bash {
damage,
@ -222,7 +225,7 @@ impl MeleeConstructor {
.with_effect(energy)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment()
.with_combo(self.combo_gain)
},
NecroticVortex {
damage,
@ -260,7 +263,7 @@ impl MeleeConstructor {
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
.with_effect(knockback)
.with_combo_increment()
.with_combo(self.combo_gain)
},
SonicWave {
damage,
@ -299,7 +302,7 @@ impl MeleeConstructor {
.with_crit(crit_chance, crit_mult)
.with_effect(poise)
.with_effect(knockback)
.with_combo_increment()
.with_combo(self.combo_gain)
},
};
@ -437,6 +440,12 @@ impl MeleeConstructor {
self.damage_effect = self.damage_effect.map(|de| de.adjusted_by_stats(stats));
self
}
#[must_use]
pub fn with_combo(mut self, combo: i32) -> Self {
self.combo_gain = combo;
self
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]

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@ -37,6 +37,8 @@ pub struct StaticData {
pub specifier: Option<FrontendSpecifier>,
/// Adds an effect onto the main damage of the attack
pub damage_effect: Option<CombatEffect>,
/// The actual additional combo is modified by duration of charge
pub additional_combo: i32,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
@ -153,11 +155,18 @@ impl CharacterBehavior for Data {
let crit_data = get_crit_data(data, self.static_data.ability_info);
let tool_stats = get_tool_stats(data, self.static_data.ability_info);
let additional_combo = if self.static_data.additional_combo != 0 {
let increment = 1.0 / self.static_data.additional_combo as f32;
(self.charge_amount / increment + 0.5).floor() as i32
} else {
0
};
data.updater.insert(
data.entity,
self.static_data
.melee_constructor
.with_combo(1 + additional_combo)
.handle_scaling(self.charge_amount)
.create_melee(crit_data, tool_stats),
);

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@ -277,6 +277,7 @@ fn create_test_melee(static_data: StaticData) -> Melee {
multi_target: None,
damage_effect: None,
simultaneous_hits: 1,
combo_gain: 0,
};
melee.create_melee((0.0, 0.0), tool::Stats::one())
}

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@ -51,9 +51,13 @@ impl CharacterBehavior for Data {
update
}
fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
fn swap_equipped_weapons(
&self,
data: &JoinData,
output_events: &mut OutputEvents,
) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_equipped_weapons(data, &mut update);
attempt_swap_equipped_weapons(data, &mut update, output_events);
update
}

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@ -900,7 +900,11 @@ pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
}
}
/// Checks that player can Swap Weapons and updates `Loadout` if so
pub fn attempt_swap_equipped_weapons(data: &JoinData<'_>, update: &mut StateUpdate) {
pub fn attempt_swap_equipped_weapons(
data: &JoinData<'_>,
update: &mut StateUpdate,
output_events: &mut OutputEvents,
) {
if data
.inventory
.and_then(|inv| inv.equipped(EquipSlot::InactiveMainhand))
@ -910,6 +914,11 @@ pub fn attempt_swap_equipped_weapons(data: &JoinData<'_>, update: &mut StateUpda
.and_then(|inv| inv.equipped(EquipSlot::InactiveOffhand))
.is_some()
{
// Reset combo to 0 after manipulating loadout
output_events.emit_server(ServerEvent::ComboChange {
entity: data.entity,
change: -data.combo.map_or(0, |c| c.counter() as i32),
});
update.swap_equipped_weapons = true;
}
}
@ -995,6 +1004,11 @@ pub fn handle_manipulate_loadout(
update: &mut StateUpdate,
inv_action: InventoryAction,
) {
// Reset combo to 0 after manipulating loadout
output_events.emit_server(ServerEvent::ComboChange {
entity: data.entity,
change: -data.combo.map_or(0, |c| c.counter() as i32),
});
match inv_action {
InventoryAction::Use(slot @ Slot::Inventory(inv_slot)) => {
// If inventory action is using a slot, and slot is in the inventory

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@ -36,9 +36,13 @@ impl CharacterBehavior for Data {
update
}
fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
fn swap_equipped_weapons(
&self,
data: &JoinData,
output_events: &mut OutputEvents,
) -> StateUpdate {
let mut update = StateUpdate::from(data);
attempt_swap_equipped_weapons(data, &mut update);
attempt_swap_equipped_weapons(data, &mut update, output_events);
update
}

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@ -234,6 +234,45 @@ impl Animation for ChargeswingAnimation {
next.control.orientation.rotate_z(move2 * -1.8);
next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
},
Some("common.abilities.axe.cleave") => {
let (move1, move2, move3, tension) = match stage_section {
Some(StageSection::Charge) => {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
(anim_time.min(1.0), 0.0, 0.0, (anim_time * 20.0).sin())
},
Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
Some(StageSection::Recover) => {
next.main_weapon_trail = false;
next.off_weapon_trail = false;
(1.0, 1.0, anim_time, 0.0)
},
_ => (0.0, 0.0, 0.0, 0.0),
};
let pullback = 1.0 - move3;
let move1 = move1 * pullback;
let move2 = move2 * pullback;
next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
next.hand_r.orientation =
Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
next.control.position = Vec3::new(
s_a.ac.0 + move1 * 7.0,
s_a.ac.1 + move1 * -4.0,
s_a.ac.2 + move1 * 18.0 + tension / 5.0,
);
next.control.orientation =
Quaternion::rotation_x(s_a.ac.3 + move1 * -1.0 + tension / 30.0)
* Quaternion::rotation_y(s_a.ac.4)
* Quaternion::rotation_z(s_a.ac.5);
next.control.orientation.rotate_x(move2 * -3.0);
next.control.position += Vec3::new(0.0, move2 * 8.0, move2 * -30.0);
},
_ => {
let lab: f32 = 1.0;