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synced 2024-08-30 18:12:32 +00:00
Added keyframes to charged melee.
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9ebda3c353
commit
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@ -152,11 +152,11 @@ pub enum CharacterAbility {
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max_damage: u32,
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initial_knockback: f32,
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max_knockback: f32,
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prepare_duration: Duration,
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charge_duration: Duration,
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recover_duration: Duration,
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range: f32,
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max_angle: f32,
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charge_duration: Duration,
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swing_duration: Duration,
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recover_duration: Duration,
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},
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ChargedRanged {
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energy_cost: u32,
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@ -526,24 +526,28 @@ impl From<&CharacterAbility> for CharacterState {
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max_damage,
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initial_knockback,
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max_knockback,
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prepare_duration,
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charge_duration,
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swing_duration,
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recover_duration,
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range,
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max_angle,
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} => CharacterState::ChargedMelee(charged_melee::Data {
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static_data: charged_melee::StaticData {
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energy_drain: *energy_drain,
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initial_damage: *initial_damage,
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max_damage: *max_damage,
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initial_knockback: *initial_knockback,
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max_knockback: *max_knockback,
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range: *range,
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max_angle: *max_angle,
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charge_duration: *charge_duration,
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swing_duration: *swing_duration,
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recover_duration: *recover_duration,
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},
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stage_section: StageSection::Buildup,
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timer: Duration::default(),
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exhausted: false,
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energy_drain: *energy_drain,
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initial_damage: *initial_damage,
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max_damage: *max_damage,
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initial_knockback: *initial_knockback,
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max_knockback: *max_knockback,
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prepare_duration: *prepare_duration,
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charge_duration: *charge_duration,
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charge_timer: Duration::default(),
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recover_duration: *recover_duration,
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range: *range,
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max_angle: *max_angle,
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charge_amount: 0.0,
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}),
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CharacterAbility::ChargedRanged {
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energy_cost: _,
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@ -256,11 +256,11 @@ impl Tool {
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max_damage: (170.0 * self.base_power()) as u32,
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initial_knockback: 12.0,
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max_knockback: 60.0,
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prepare_duration: Duration::from_millis(200),
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charge_duration: Duration::from_millis(1200),
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recover_duration: Duration::from_millis(500),
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range: 3.5,
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max_angle: 30.0,
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charge_duration: Duration::from_millis(1200),
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swing_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(500),
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},
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LeapMelee {
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energy_cost: 700,
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@ -1,15 +1,14 @@
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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::*,
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states::utils::{StageSection, *},
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sys::character_behavior::*,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Whether the attack fired already
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pub exhausted: bool,
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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/// Separated out to condense update portions of character state
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pub struct StaticData {
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/// How much energy is drained per second when charging
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pub energy_drain: u32,
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/// How much damage is dealt with no charge
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@ -20,18 +19,31 @@ pub struct Data {
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pub initial_knockback: f32,
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/// How much knockback there is at max charge
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pub max_knockback: f32,
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/// How long the weapon needs to be prepared for
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pub prepare_duration: Duration,
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/// How long it takes to charge the weapon to max damage and knockback
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pub charge_duration: Duration,
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/// How long the state has been charging
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pub charge_timer: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// Max range
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pub range: f32,
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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// How long it takes to charge the weapon to max damage and knockback
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pub charge_duration: Duration,
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/// How long the weapon is swinging for
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pub swing_duration: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Struct containing data that does not change over the course of the
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/// character state
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pub static_data: StaticData,
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/// Checks what section a stage is in
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pub stage_section: StageSection,
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/// Timer for each stage
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pub timer: Duration,
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/// Whether the attack fired already
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pub exhausted: bool,
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/// How much the attack charged by
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pub charge_amount: f32,
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}
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impl CharacterBehavior for Data {
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@ -41,129 +53,142 @@ impl CharacterBehavior for Data {
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handle_move(data, &mut update, 0.3);
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handle_jump(data, &mut update);
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if self.prepare_duration != Duration::default() {
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// Prepare (draw back weapon)
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update.character = CharacterState::ChargedMelee(Data {
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exhausted: self.exhausted,
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energy_drain: self.energy_drain,
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initial_damage: self.initial_damage,
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max_damage: self.max_damage,
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initial_knockback: self.initial_knockback,
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max_knockback: self.max_knockback,
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prepare_duration: self
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.prepare_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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charge_duration: self.charge_duration,
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charge_timer: self.charge_timer,
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recover_duration: self.recover_duration,
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range: self.range,
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max_angle: self.max_angle,
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});
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} else if data.inputs.secondary.is_pressed()
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&& self.charge_timer < self.charge_duration
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&& update.energy.current() > 0
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{
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// Charge the attack
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update.character = CharacterState::ChargedMelee(Data {
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exhausted: self.exhausted,
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energy_drain: self.energy_drain,
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initial_damage: self.initial_damage,
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max_damage: self.max_damage,
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initial_knockback: self.initial_knockback,
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max_knockback: self.max_knockback,
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prepare_duration: self.prepare_duration,
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charge_timer: self
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.charge_timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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charge_duration: self.charge_duration,
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recover_duration: self.recover_duration,
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range: self.range,
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max_angle: self.max_angle,
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});
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match self.stage_section {
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StageSection::Charge => {
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if data.inputs.secondary.is_pressed()
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&& self.timer < self.static_data.charge_duration
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&& update.energy.current() > 0
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{
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let charge = (self.timer.as_secs_f32()
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/ self.static_data.charge_duration.as_secs_f32())
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.min(1.0);
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// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(
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-(self.energy_drain as f32 * data.dt.0) as i32,
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EnergySource::Ability,
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);
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} else if data.inputs.secondary.is_pressed() {
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// Charge the attack
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update.character = CharacterState::ChargedMelee(Data {
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exhausted: self.exhausted,
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energy_drain: self.energy_drain,
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initial_damage: self.initial_damage,
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max_damage: self.max_damage,
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initial_knockback: self.initial_knockback,
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max_knockback: self.max_knockback,
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prepare_duration: self.prepare_duration,
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charge_timer: self.charge_timer,
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charge_duration: self.charge_duration,
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recover_duration: self.recover_duration,
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range: self.range,
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max_angle: self.max_angle,
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});
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// Charge the attack
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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exhausted: self.exhausted,
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charge_amount: charge,
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});
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// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(
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-(self.energy_drain as f32 * data.dt.0 / 5.0) as i32,
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EnergySource::Ability,
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);
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} else if !self.exhausted {
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let charge_amount =
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(self.charge_timer.as_secs_f32() / self.charge_duration.as_secs_f32()).min(1.0);
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let damage = self.initial_damage as f32 + (charge_amount * (self.max_damage - self.initial_damage) as f32);
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_damage: damage as u32,
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base_heal: 0,
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range: self.range,
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max_angle: self.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: self.initial_knockback
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+ charge_amount * (self.max_knockback - self.initial_knockback),
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});
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// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(
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-(self.static_data.energy_drain as f32 * data.dt.0) as i32,
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EnergySource::Ability,
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);
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} else if data.inputs.secondary.is_pressed() {
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// Maintains charge
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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});
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update.character = CharacterState::ChargedMelee(Data {
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exhausted: true,
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energy_drain: self.energy_drain,
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initial_damage: self.initial_damage,
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max_damage: self.max_damage,
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initial_knockback: self.initial_knockback,
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max_knockback: self.max_knockback,
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prepare_duration: self.prepare_duration,
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charge_timer: self.charge_timer,
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charge_duration: self.charge_duration,
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recover_duration: self.recover_duration,
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range: self.range,
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max_angle: self.max_angle,
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});
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} else if self.recover_duration != Duration::default() {
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// Recovery
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update.character = CharacterState::ChargedMelee(Data {
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exhausted: self.exhausted,
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energy_drain: self.energy_drain,
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initial_damage: self.initial_damage,
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max_damage: self.max_damage,
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initial_knockback: self.initial_knockback,
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max_knockback: self.max_knockback,
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prepare_duration: self.prepare_duration,
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charge_timer: self.charge_timer,
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charge_duration: self.charge_duration,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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range: self.range,
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max_angle: self.max_angle,
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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// Consumes energy if there's enough left and RMB is held down
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update.energy.change_by(
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-(self.static_data.energy_drain as f32 * data.dt.0 / 5.0) as i32,
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EnergySource::Ability,
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);
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} else {
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// Transitions to swing
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: StageSection::Swing,
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timer: Duration::default(),
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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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});
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}
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},
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StageSection::Swing => {
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if !self.exhausted {
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let damage = self.static_data.initial_damage
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+ ((self.static_data.max_damage - self.static_data.initial_damage) as f32
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* self.charge_amount) as u32;
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let knockback = self.static_data.initial_knockback
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+ (self.static_data.max_knockback - self.static_data.initial_knockback)
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* self.charge_amount;
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_damage: damage as u32,
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base_heal: 0,
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range: self.static_data.range,
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max_angle: self.static_data.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback,
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});
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// Starts swinging
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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exhausted: true,
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charge_amount: self.charge_amount,
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});
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} else if self.timer < self.static_data.swing_duration {
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// Swings
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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});
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} else {
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// Transitions to recover
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: StageSection::Recover,
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timer: Duration::default(),
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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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});
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}
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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// Recovers
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update.character = CharacterState::ChargedMelee(Data {
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static_data: self.static_data,
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stage_section: self.stage_section,
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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exhausted: self.exhausted,
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charge_amount: self.charge_amount,
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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}
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},
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_ => {
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// If it somehow ends up in an incorrect stage section
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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},
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}
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update
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