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Cleave
This commit is contained in:
parent
3e8b2b283a
commit
8ff7ee2819
@ -1,22 +1,25 @@
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ComboMelee2(
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strikes: [
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(
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melee_constructor: (
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kind: Slash(
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damage: 4,
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poise: 5,
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knockback: 0,
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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ChargedMelee(
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energy_cost: 0,
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energy_drain: 0,
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melee_constructor: (
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kind: Slash(
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damage: 0,
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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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],
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energy_cost_per_strike: 0,
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scaled: Some(Slash(
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damage: 20,
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poise: 5,
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knockback: 0,
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energy_regen: 15,
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)),
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range: 4.5,
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angle: 10.0,
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),
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charge_duration: 0.7,
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swing_duration: 0.1,
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hit_timing: 0.2,
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recover_duration: 0.2,
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additional_combo: 4,
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)
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@ -9,7 +9,7 @@ ComboMelee2(
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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angle: 30.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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@ -26,7 +26,7 @@ ComboMelee2(
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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angle: 30.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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@ -43,7 +43,7 @@ ComboMelee2(
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energy_regen: 5,
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),
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range: 3.0,
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angle: 45.0,
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angle: 10.0,
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),
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buildup_duration: 0.2,
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swing_duration: 0.05,
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@ -114,13 +114,16 @@ impl Attack {
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}
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#[must_use]
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pub fn with_combo_increment(self) -> Self {
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pub fn with_combo(self, combo: i32) -> Self {
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self.with_effect(
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AttackEffect::new(None, CombatEffect::Combo(1))
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AttackEffect::new(None, CombatEffect::Combo(combo))
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.with_requirement(CombatRequirement::AnyDamage),
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)
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}
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#[must_use]
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pub fn with_combo_increment(self) -> Self { self.with_combo(1) }
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pub fn effects(&self) -> impl Iterator<Item = &AttackEffect> { self.effects.iter() }
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pub fn compute_damage_reduction(
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@ -709,6 +709,8 @@ pub enum CharacterAbility {
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specifier: Option<charged_melee::FrontendSpecifier>,
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damage_effect: Option<CombatEffect>,
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#[serde(default)]
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additional_combo: i32,
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#[serde(default)]
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meta: AbilityMeta,
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},
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ChargedRanged {
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@ -898,6 +900,7 @@ impl Default for CharacterAbility {
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multi_target: None,
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damage_effect: None,
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simultaneous_hits: 1,
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combo_gain: 1,
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},
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ori_modifier: 1.0,
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meta: Default::default(),
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@ -1276,6 +1279,7 @@ impl CharacterAbility {
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specifier: _,
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ref mut damage_effect,
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meta: _,
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additional_combo: _,
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} => {
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*swing_duration /= stats.speed;
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*buildup_strike = buildup_strike
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@ -2398,6 +2402,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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melee_constructor,
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specifier,
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damage_effect,
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additional_combo,
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meta: _,
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} => CharacterState::ChargedMelee(charged_melee::Data {
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static_data: charged_melee::StaticData {
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@ -2413,6 +2418,7 @@ impl From<(&CharacterAbility, AbilityInfo, &JoinData<'_>)> for CharacterState {
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ability_info,
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specifier: *specifier,
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damage_effect: *damage_effect,
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additional_combo: *additional_combo,
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},
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stage_section: if buildup_strike.is_some() {
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StageSection::Buildup
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@ -51,6 +51,7 @@ impl Component for Melee {
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}
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fn default_simultaneous_hits() -> u32 { 1 }
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fn default_combo_gain() -> i32 { 1 }
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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#[serde(deny_unknown_fields)]
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@ -66,6 +67,8 @@ pub struct MeleeConstructor {
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pub damage_effect: Option<CombatEffect>,
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#[serde(default = "default_simultaneous_hits")]
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pub simultaneous_hits: u32,
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#[serde(default = "default_combo_gain")]
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pub combo_gain: i32,
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}
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impl MeleeConstructor {
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@ -128,7 +131,7 @@ impl MeleeConstructor {
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.with_effect(energy)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment()
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.with_combo(self.combo_gain)
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},
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Stab {
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damage,
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@ -179,7 +182,7 @@ impl MeleeConstructor {
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.with_effect(energy)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment()
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.with_combo(self.combo_gain)
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},
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Bash {
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damage,
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@ -222,7 +225,7 @@ impl MeleeConstructor {
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.with_effect(energy)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment()
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.with_combo(self.combo_gain)
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},
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NecroticVortex {
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damage,
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@ -260,7 +263,7 @@ impl MeleeConstructor {
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(knockback)
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.with_combo_increment()
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.with_combo(self.combo_gain)
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},
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SonicWave {
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damage,
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@ -299,7 +302,7 @@ impl MeleeConstructor {
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback)
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.with_combo_increment()
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.with_combo(self.combo_gain)
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},
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};
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@ -437,6 +440,12 @@ impl MeleeConstructor {
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self.damage_effect = self.damage_effect.map(|de| de.adjusted_by_stats(stats));
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self
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}
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#[must_use]
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pub fn with_combo(mut self, combo: i32) -> Self {
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self.combo_gain = combo;
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self
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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@ -37,6 +37,8 @@ pub struct StaticData {
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pub specifier: Option<FrontendSpecifier>,
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/// Adds an effect onto the main damage of the attack
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pub damage_effect: Option<CombatEffect>,
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/// The actual additional combo is modified by duration of charge
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pub additional_combo: i32,
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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@ -153,11 +155,18 @@ impl CharacterBehavior for Data {
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let crit_data = get_crit_data(data, self.static_data.ability_info);
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let tool_stats = get_tool_stats(data, self.static_data.ability_info);
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let additional_combo = if self.static_data.additional_combo != 0 {
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let increment = 1.0 / self.static_data.additional_combo as f32;
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(self.charge_amount / increment + 0.5).floor() as i32
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} else {
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0
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};
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data.updater.insert(
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data.entity,
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self.static_data
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.melee_constructor
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.with_combo(1 + additional_combo)
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.handle_scaling(self.charge_amount)
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.create_melee(crit_data, tool_stats),
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);
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@ -277,6 +277,7 @@ fn create_test_melee(static_data: StaticData) -> Melee {
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multi_target: None,
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damage_effect: None,
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simultaneous_hits: 1,
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combo_gain: 0,
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};
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melee.create_melee((0.0, 0.0), tool::Stats::one())
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}
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@ -51,9 +51,13 @@ impl CharacterBehavior for Data {
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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fn swap_equipped_weapons(
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&self,
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data: &JoinData,
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output_events: &mut OutputEvents,
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) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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attempt_swap_equipped_weapons(data, &mut update, output_events);
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update
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}
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@ -900,7 +900,11 @@ pub fn handle_wallrun(data: &JoinData<'_>, update: &mut StateUpdate) -> bool {
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}
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}
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/// Checks that player can Swap Weapons and updates `Loadout` if so
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pub fn attempt_swap_equipped_weapons(data: &JoinData<'_>, update: &mut StateUpdate) {
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pub fn attempt_swap_equipped_weapons(
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data: &JoinData<'_>,
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update: &mut StateUpdate,
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output_events: &mut OutputEvents,
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) {
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if data
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.inventory
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.and_then(|inv| inv.equipped(EquipSlot::InactiveMainhand))
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@ -910,6 +914,11 @@ pub fn attempt_swap_equipped_weapons(data: &JoinData<'_>, update: &mut StateUpda
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.and_then(|inv| inv.equipped(EquipSlot::InactiveOffhand))
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.is_some()
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{
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// Reset combo to 0 after manipulating loadout
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output_events.emit_server(ServerEvent::ComboChange {
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entity: data.entity,
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change: -data.combo.map_or(0, |c| c.counter() as i32),
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});
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update.swap_equipped_weapons = true;
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}
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}
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@ -995,6 +1004,11 @@ pub fn handle_manipulate_loadout(
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update: &mut StateUpdate,
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inv_action: InventoryAction,
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) {
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// Reset combo to 0 after manipulating loadout
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output_events.emit_server(ServerEvent::ComboChange {
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entity: data.entity,
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change: -data.combo.map_or(0, |c| c.counter() as i32),
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});
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match inv_action {
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InventoryAction::Use(slot @ Slot::Inventory(inv_slot)) => {
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// 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 {
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update
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}
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fn swap_equipped_weapons(&self, data: &JoinData, _: &mut OutputEvents) -> StateUpdate {
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fn swap_equipped_weapons(
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&self,
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data: &JoinData,
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output_events: &mut OutputEvents,
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) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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attempt_swap_equipped_weapons(data, &mut update);
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attempt_swap_equipped_weapons(data, &mut update, output_events);
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update
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}
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@ -234,6 +234,45 @@ impl Animation for ChargeswingAnimation {
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next.control.orientation.rotate_z(move2 * -1.8);
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next.control.position += Vec3::new(move2 * 14.0, 0.0, 0.0);
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},
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Some("common.abilities.axe.cleave") => {
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let (move1, move2, move3, tension) = match stage_section {
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Some(StageSection::Charge) => {
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next.main_weapon_trail = false;
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next.off_weapon_trail = false;
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(anim_time.min(1.0), 0.0, 0.0, (anim_time * 20.0).sin())
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},
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Some(StageSection::Action) => (1.0, anim_time.powi(2), 0.0, 0.0),
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Some(StageSection::Recover) => {
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next.main_weapon_trail = false;
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next.off_weapon_trail = false;
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(1.0, 1.0, anim_time, 0.0)
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},
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_ => (0.0, 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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next.hand_l.position = Vec3::new(s_a.ahl.0, s_a.ahl.1, s_a.ahl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.ahl.3) * Quaternion::rotation_y(s_a.ahl.4);
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next.hand_r.position = Vec3::new(s_a.ahr.0, s_a.ahr.1, s_a.ahr.2);
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next.hand_r.orientation =
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Quaternion::rotation_x(s_a.ahr.3) * Quaternion::rotation_z(s_a.ahr.5);
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next.control.position = Vec3::new(
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s_a.ac.0 + move1 * 7.0,
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s_a.ac.1 + move1 * -4.0,
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s_a.ac.2 + move1 * 18.0 + tension / 5.0,
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.ac.3 + move1 * -1.0 + tension / 30.0)
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* Quaternion::rotation_y(s_a.ac.4)
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* Quaternion::rotation_z(s_a.ac.5);
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next.control.orientation.rotate_x(move2 * -3.0);
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next.control.position += Vec3::new(0.0, move2 * 8.0, move2 * -30.0);
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},
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_ => {
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let lab: f32 = 1.0;
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