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Merge branch 'aweinstock/bow-zoom-charge-master' into 'master'
Make the camera zoom as the bow (or any ChargedRanged attack) is charging. See merge request veloren/veloren!2339
This commit is contained in:
commit
99cf533a8a
@ -62,6 +62,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Chat tabs
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- NPC's now hear certain sounds
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- Renamed Animal Trainers to Beastmasters and gave them their own set of armor to wear
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- ChargedRanged attacks (such as some bow attacks) use an FOV zoom effect to indicate charge.
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- Add chest to each dungeon with unique loot
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### Changed
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@ -61,6 +61,17 @@ pub struct Data {
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pub exhausted: bool,
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}
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impl Data {
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/// How complete the charge is, on a scale of 0.0 to 1.0
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pub fn charge_frac(&self) -> f32 {
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if let StageSection::Charge = self.stage_section {
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(self.timer.as_secs_f32() / self.static_data.charge_duration.as_secs_f32()).min(1.0)
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} else {
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0.0
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}
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}
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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@ -91,9 +102,7 @@ impl CharacterBehavior for Data {
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},
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StageSection::Charge => {
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if !input_is_pressed(data, self.static_data.ability_info.input) && !self.exhausted {
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let charge_frac = (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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let charge_frac = self.charge_frac();
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let arrow = ProjectileConstructor::Arrow {
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damage: self.static_data.initial_damage as f32
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+ charge_frac * self.static_data.scaled_damage as f32,
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@ -42,6 +42,7 @@ pub struct Camera {
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ori: Vec3<f32>,
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tgt_dist: f32,
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dist: f32,
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tgt_fov: f32,
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fov: f32,
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aspect: f32,
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mode: CameraMode,
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@ -76,6 +77,7 @@ impl Camera {
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ori: Vec3::zero(),
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tgt_dist: 10.0,
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dist: 10.0,
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tgt_fov: 1.1,
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fov: 1.1,
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aspect,
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mode,
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@ -222,6 +224,14 @@ impl Camera {
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);
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}
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if (self.fov - self.tgt_fov).abs() > 0.01 {
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self.fov = f32::lerp(
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self.fov,
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self.tgt_fov,
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0.65 * (delta as f32) / self.interp_time(),
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);
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}
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if (self.focus - self.tgt_focus).magnitude_squared() > 0.001 {
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let lerped_focus = Lerp::lerp(
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self.focus,
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@ -290,7 +300,7 @@ impl Camera {
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pub fn get_fov(&self) -> f32 { self.fov }
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/// Set the field of view of the camera in radians.
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pub fn set_fov(&mut self, fov: f32) { self.fov = fov; }
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pub fn set_fov(&mut self, fov: f32) { self.tgt_fov = fov; }
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/// Set the FOV in degrees
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pub fn set_fov_deg(&mut self, fov: u16) {
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@ -72,6 +72,7 @@ pub struct SessionState {
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target_entity: Option<specs::Entity>,
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selected_entity: Option<(specs::Entity, std::time::Instant)>,
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interactable: Option<Interactable>,
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saved_zoom_dist: Option<f32>,
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}
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/// Represents an active game session (i.e., the one being played).
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@ -118,6 +119,7 @@ impl SessionState {
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target_entity: None,
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selected_entity: None,
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interactable: None,
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saved_zoom_dist: None,
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}
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}
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@ -295,6 +297,31 @@ impl PlayState for SessionState {
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camera.set_orientation(cam_dir);
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}
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let client = self.client.borrow();
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let player_entity = client.entity();
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let mut fov_scaling = 1.0;
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if let Some(comp::CharacterState::ChargedRanged(cr)) = client
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.state()
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.read_storage::<comp::CharacterState>()
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.get(player_entity)
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{
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if cr.charge_frac() > 0.25 {
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fov_scaling -= 3.0 * cr.charge_frac() / 4.0;
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}
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let max_dist = if let Some(dist) = self.saved_zoom_dist {
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dist
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} else {
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let dist = camera.get_distance();
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self.saved_zoom_dist = Some(dist);
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dist
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};
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camera.set_distance(Lerp::lerp(max_dist, 2.0, 1.0 - fov_scaling));
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} else if let Some(dist) = self.saved_zoom_dist.take() {
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camera.set_distance(dist);
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}
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camera.set_fov((global_state.settings.graphics.fov as f32 * fov_scaling).to_radians());
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// Compute camera data
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camera.compute_dependents(&*self.client.borrow().state().terrain());
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let camera::Dependents {
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@ -305,18 +332,17 @@ impl PlayState for SessionState {
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let cam_pos = cam_pos + focus_off;
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let (is_aiming, aim_dir_offset) = {
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let client = self.client.borrow();
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let is_aiming = client
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.state()
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.read_storage::<comp::CharacterState>()
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.get(client.entity())
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.get(player_entity)
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.map(|cs| cs.is_aimed())
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.unwrap_or(false);
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(
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is_aiming,
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if is_aiming && self.scene.camera().get_mode() == CameraMode::ThirdPerson {
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Vec3::unit_z() * 0.05
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Vec3::unit_z() * 0.025
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} else {
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Vec3::zero()
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},
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@ -324,25 +350,21 @@ impl PlayState for SessionState {
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};
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self.is_aiming = is_aiming;
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let player_entity = self.client.borrow().entity();
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let can_build = self
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.client
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.borrow()
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let can_build = client
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.state()
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.read_storage::<comp::CanBuild>()
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.get(player_entity)
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.map_or_else(|| false, |cb| cb.enabled);
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let is_mining = self
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.client
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.borrow()
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let is_mining = client
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.inventories()
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.get(player_entity)
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.and_then(|inv| inv.equipped(EquipSlot::ActiveMainhand))
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.and_then(|item| item.tool())
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.map_or(false, |tool| tool.kind == ToolKind::Pick)
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&& self.client.borrow().is_wielding() == Some(true);
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&& client.is_wielding() == Some(true);
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drop(client);
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// Check to see whether we're aiming at anything
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let (build_pos, select_pos, target_entity) =
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