Merge branch 'sam/explosions' into 'master'

Staff Rebalancing

See merge request veloren/veloren!2970
This commit is contained in:
Samuel Keiffer 2021-10-29 22:20:53 +00:00
commit 9a2bc830c0
20 changed files with 120 additions and 29 deletions

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@ -35,6 +35,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Nerfed some skill values
- Tweaked critical chance of legendary weapons
- Agents using fireball projectiles aim at the feet instead of the eyes
- Explosions can now have a nonzero minimum falloff
### Removed

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@ -6,6 +6,7 @@ BasicRanged(
damage: 13.0,
radius: 5.0,
energy_regen: 0,
min_falloff: 0.5,
),
projectile_body: Object(BoltFire),
/*projectile_light: Some(LightEmitter {

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@ -6,6 +6,7 @@ BasicRanged(
damage: 10.0,
radius: 5.0,
energy_regen: 5.0,
min_falloff: 0.5,
),
projectile_body: Object(BoltFire),
/*projectile_light: Some(LightEmitter {

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@ -6,6 +6,7 @@ BasicRanged(
damage: 10.0,
radius: 5.0,
energy_regen: 5.0,
min_falloff: 0.5,
),
projectile_body: Object(BoltFire),
/*projectile_light: Some(LightEmitter {

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@ -6,6 +6,7 @@ BasicRanged(
damage: 50.0,
knockback: 18.0,
radius: 5.0,
min_falloff: 0.75,
),
projectile_body: Object(ClayRocket),
projectile_light: None,

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@ -6,6 +6,7 @@ BasicRanged(
damage: 20.0,
knockback: 25.0,
radius: 5.0,
min_falloff: 0.6,
),
projectile_body: Object(Pumpkin),
projectile_light: None,

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@ -6,6 +6,7 @@ BasicRanged(
damage: 26.0,
radius: 5.0,
energy_regen: 0,
min_falloff: 0.5,
),
projectile_body: Object(FireworkPurple),
/*projectile_light: Some(LightEmitter {

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@ -5,6 +5,7 @@ BasicRanged(
projectile: NecroticSphere(
damage: 45.0,
radius: 5.0,
min_falloff: 0.9,
),
projectile_body: Object(FireworkPurple),
projectile_speed: 100.0,

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@ -6,6 +6,7 @@ BasicRanged(
damage: 13.0,
radius: 5.0,
energy_regen: 0,
min_falloff: 0.5,
),
projectile_body: Object(FireworkPurple),
/*projectile_light: Some(LightEmitter {

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@ -5,6 +5,7 @@ BasicRanged(
projectile: Frostball(
damage: 12.0,
radius: 5.0,
min_falloff: 0.5,
),
projectile_body: Object(BoltFire), // TODO: Get ice projectile model
/*projectile_light: Some(LightEmitter {

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@ -5,6 +5,7 @@ BasicRanged(
projectile: Snowball(
damage: 20.0,
radius: 5.0,
min_falloff: 0.7,
),
projectile_body: Object(Snowball),
projectile_speed: 60.0,

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@ -5,7 +5,8 @@ BasicRanged(
projectile: Fireball(
damage: 9.0,
radius: 4.0,
energy_regen: 6.0,
energy_regen: 10.0,
min_falloff: 0.5,
),
projectile_body: Object(BoltFire),
projectile_speed: 60.0,

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@ -6,6 +6,7 @@ BasicRanged(
damage: 6.0,
radius: 5.0,
energy_regen: 5.0,
min_falloff: 0.5,
),
projectile_body: Object(BoltFire),
/*projectile_light: Some(LightEmitter {

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@ -227,7 +227,7 @@ impl Attack {
self.crit_multiplier,
strength_modifier,
);
let applied_damage = -change.amount as f32;
let applied_damage = -change.amount;
accumulated_damage += applied_damage;
emit_outcome(Outcome::Damage { pos: target.pos });
if change.amount.abs() > Health::HEALTH_EPSILON {
@ -238,7 +238,7 @@ impl Attack {
for effect in damage.effects.iter() {
match effect {
CombatEffect::Knockback(kb) => {
let impulse = kb.calculate_impulse(dir);
let impulse = kb.calculate_impulse(dir) * strength_modifier;
if !impulse.is_approx_zero() {
emit(ServerEvent::Knockback {
entity: target.entity,
@ -250,7 +250,9 @@ impl Attack {
if let Some(attacker) = attacker {
emit(ServerEvent::EnergyChange {
entity: attacker.entity,
change: *ec * compute_energy_reward_mod(attacker.inventory),
change: *ec
* compute_energy_reward_mod(attacker.inventory)
* strength_modifier,
});
}
},
@ -258,13 +260,16 @@ impl Attack {
if thread_rng().gen::<f32>() < b.chance {
emit(ServerEvent::Buff {
entity: target.entity,
buff_change: BuffChange::Add(
b.to_buff(attacker.map(|a| a.uid), applied_damage),
),
buff_change: BuffChange::Add(b.to_buff(
attacker.map(|a| a.uid),
applied_damage,
strength_modifier,
)),
});
}
},
CombatEffect::Lifesteal(l) => {
// Not modified by strength_modifer as damage already is
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
let change = HealthChange {
amount: applied_damage * l,
@ -280,7 +285,8 @@ impl Attack {
}
},
CombatEffect::Poise(p) => {
let change = -Poise::apply_poise_reduction(*p, target.inventory);
let change = -Poise::apply_poise_reduction(*p, target.inventory)
* strength_modifier;
if change.abs() > Poise::POISE_EPSILON {
emit(ServerEvent::PoiseChange {
entity: target.entity,
@ -291,7 +297,7 @@ impl Attack {
},
CombatEffect::Heal(h) => {
let change = HealthChange {
amount: *h,
amount: *h * strength_modifier,
by: attacker.map(|a| a.uid),
cause: None,
};
@ -303,6 +309,7 @@ impl Attack {
}
},
CombatEffect::Combo(c) => {
// Not affected by strength modifier as integer
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
emit(ServerEvent::ComboChange {
entity: attacker_entity,
@ -366,7 +373,7 @@ impl Attack {
is_applied = true;
match effect.effect {
CombatEffect::Knockback(kb) => {
let impulse = kb.calculate_impulse(dir);
let impulse = kb.calculate_impulse(dir) * strength_modifier;
if !impulse.is_approx_zero() {
emit(ServerEvent::Knockback {
entity: target.entity,
@ -378,7 +385,9 @@ impl Attack {
if let Some(attacker) = attacker {
emit(ServerEvent::EnergyChange {
entity: attacker.entity,
change: ec * compute_energy_reward_mod(attacker.inventory),
change: ec
* compute_energy_reward_mod(attacker.inventory)
* strength_modifier,
});
}
},
@ -386,13 +395,16 @@ impl Attack {
if thread_rng().gen::<f32>() < b.chance {
emit(ServerEvent::Buff {
entity: target.entity,
buff_change: BuffChange::Add(
b.to_buff(attacker.map(|a| a.uid), accumulated_damage),
),
buff_change: BuffChange::Add(b.to_buff(
attacker.map(|a| a.uid),
accumulated_damage,
strength_modifier,
)),
});
}
},
CombatEffect::Lifesteal(l) => {
// Not modified by strength_modifer as damage already is
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
let change = HealthChange {
amount: accumulated_damage * l,
@ -408,7 +420,8 @@ impl Attack {
}
},
CombatEffect::Poise(p) => {
let change = -Poise::apply_poise_reduction(p, target.inventory);
let change =
-Poise::apply_poise_reduction(p, target.inventory) * strength_modifier;
if change.abs() > Poise::POISE_EPSILON {
emit(ServerEvent::PoiseChange {
entity: target.entity,
@ -419,7 +432,7 @@ impl Attack {
},
CombatEffect::Heal(h) => {
let change = HealthChange {
amount: h,
amount: h * strength_modifier,
by: attacker.map(|a| a.uid),
cause: None,
};
@ -431,6 +444,7 @@ impl Attack {
}
},
CombatEffect::Combo(c) => {
// Not affected by strength modifier as integer
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
emit(ServerEvent::ComboChange {
entity: attacker_entity,
@ -768,10 +782,11 @@ pub enum CombatBuffStrength {
#[cfg(not(target_arch = "wasm32"))]
impl CombatBuffStrength {
fn to_strength(self, damage: f32) -> f32 {
fn to_strength(self, damage: f32, strength_modifier: f32) -> f32 {
match self {
// Not affected by strength modifier as damage already is
CombatBuffStrength::DamageFraction(f) => damage * f,
CombatBuffStrength::Value(v) => v,
CombatBuffStrength::Value(v) => v * strength_modifier,
}
}
}
@ -788,7 +803,7 @@ impl MulAssign<f32> for CombatBuffStrength {
#[cfg(not(target_arch = "wasm32"))]
impl CombatBuff {
fn to_buff(self, uid: Option<Uid>, damage: f32) -> Buff {
fn to_buff(self, uid: Option<Uid>, damage: f32, strength_modifier: f32) -> Buff {
// TODO: Generate BufCategoryId vec (probably requires damage overhaul?)
let source = if let Some(uid) = uid {
BuffSource::Character { by: uid }
@ -798,7 +813,7 @@ impl CombatBuff {
Buff::new(
self.kind,
BuffData::new(
self.strength.to_strength(damage),
self.strength.to_strength(damage, strength_modifier),
Some(Duration::from_secs_f32(self.dur_secs)),
),
Vec::new(),

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@ -54,29 +54,35 @@ pub enum ProjectileConstructor {
damage: f32,
radius: f32,
energy_regen: f32,
min_falloff: f32,
},
Frostball {
damage: f32,
radius: f32,
min_falloff: f32,
},
NecroticSphere {
damage: f32,
radius: f32,
min_falloff: f32,
},
Possess,
ClayRocket {
damage: f32,
radius: f32,
knockback: f32,
min_falloff: f32,
},
Snowball {
damage: f32,
radius: f32,
min_falloff: f32,
},
ExplodingPumpkin {
damage: f32,
radius: f32,
knockback: f32,
min_falloff: f32,
},
}
@ -141,9 +147,16 @@ impl ProjectileConstructor {
damage,
radius,
energy_regen,
min_falloff,
} => {
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy_regen))
.with_requirement(CombatRequirement::AnyDamage);
let buff = CombatEffect::Buff(CombatBuff {
kind: BuffKind::Burning,
dur_secs: 5.0,
strength: CombatBuffStrength::DamageFraction(0.1 * buff_strength),
chance: 0.1,
});
let damage = AttackDamage::new(
Damage {
source: DamageSource::Explosion,
@ -151,7 +164,8 @@ impl ProjectileConstructor {
value: damage,
},
Some(GroupTarget::OutOfGroup),
);
)
.with_effect(buff);
let attack = Attack::default()
.with_damage(damage)
.with_crit(crit_chance, crit_mult)
@ -164,6 +178,7 @@ impl ProjectileConstructor {
],
radius,
reagent: Some(Reagent::Red),
min_falloff,
};
Projectile {
hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
@ -175,7 +190,11 @@ impl ProjectileConstructor {
is_point: true,
}
},
Frostball { damage, radius } => {
Frostball {
damage,
radius,
min_falloff,
} => {
let damage = AttackDamage::new(
Damage {
source: DamageSource::Explosion,
@ -192,6 +211,7 @@ impl ProjectileConstructor {
effects: vec![RadiusEffect::Attack(attack)],
radius,
reagent: Some(Reagent::White),
min_falloff,
};
Projectile {
hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
@ -203,7 +223,11 @@ impl ProjectileConstructor {
is_point: true,
}
},
NecroticSphere { damage, radius } => {
NecroticSphere {
damage,
radius,
min_falloff,
} => {
let damage = AttackDamage::new(
Damage {
source: DamageSource::Explosion,
@ -220,6 +244,7 @@ impl ProjectileConstructor {
effects: vec![RadiusEffect::Attack(attack)],
radius,
reagent: Some(Reagent::Purple),
min_falloff,
};
Projectile {
hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
@ -244,6 +269,7 @@ impl ProjectileConstructor {
damage,
radius,
knockback,
min_falloff,
} => {
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
@ -272,6 +298,7 @@ impl ProjectileConstructor {
],
radius,
reagent: Some(Reagent::Red),
min_falloff,
};
Projectile {
hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
@ -283,7 +310,11 @@ impl ProjectileConstructor {
is_point: true,
}
},
Snowball { damage, radius } => {
Snowball {
damage,
radius,
min_falloff,
} => {
let damage = AttackDamage::new(
Damage {
source: DamageSource::Explosion,
@ -299,6 +330,7 @@ impl ProjectileConstructor {
effects: vec![RadiusEffect::Attack(attack)],
radius,
reagent: Some(Reagent::White),
min_falloff,
};
Projectile {
hit_solid: vec![],
@ -314,6 +346,7 @@ impl ProjectileConstructor {
damage,
radius,
knockback,
min_falloff,
} => {
let knockback = AttackEffect::new(
Some(GroupTarget::OutOfGroup),
@ -353,6 +386,7 @@ impl ProjectileConstructor {
],
radius,
reagent: Some(Reagent::Red),
min_falloff,
};
Projectile {
hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
@ -417,6 +451,7 @@ impl ProjectileConstructor {
Snowball {
ref mut damage,
ref mut radius,
..
} => {
*damage *= power;
*radius *= range;

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@ -6,6 +6,7 @@ pub struct Explosion {
pub effects: Vec<RadiusEffect>,
pub radius: f32,
pub reagent: Option<Reagent>,
pub min_falloff: f32,
}
#[derive(Clone, Debug, Serialize, Deserialize)]

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@ -2033,6 +2033,7 @@ fn handle_explosion(
],
radius: 3.0 * power,
reagent: None,
min_falloff: 0.0,
},
owner,
});

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@ -546,6 +546,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
fn cylinder_sphere_strength(
sphere_pos: Vec3<f32>,
radius: f32,
min_falloff: f32,
cyl_pos: Vec3<f32>,
cyl_body: Body,
) -> f32 {
@ -557,9 +558,19 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
let vert_distance =
(sphere_pos.z - (cyl_pos.z + half_body_height)).abs() - half_body_height;
// Compare both checks, take whichever gives weaker effect, sets minimum of 0 so
// that explosions reach a max strength on edge of entity
((horiz_dist.max(vert_distance).max(0.0) / radius).min(1.0) - 1.0).abs()
// Use whichever gives maximum distance as that closer to real value. Sets
// minimum to 0 as negative values would indicate inside entity.
let distance = horiz_dist.max(vert_distance).max(0.0);
if distance > radius {
// If further than exploion radius, no strength
0.0
} else {
// Falloff inversely proportional to radius
let fall_off = ((distance / radius).min(1.0) - 1.0).abs();
let min_falloff = min_falloff.clamp(0.0, 1.0);
min_falloff + fall_off * (1.0 - min_falloff)
}
}
// TODO: Faster RNG?
@ -714,7 +725,13 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
{
// Check if it is a hit
let strength = if let Some(body) = body_b_maybe {
cylinder_sphere_strength(pos, explosion.radius, pos_b.0, *body)
cylinder_sphere_strength(
pos,
explosion.radius,
explosion.min_falloff,
pos_b.0,
*body,
)
} else {
let distance_squared = pos.distance_squared(pos_b.0);
1.0 - distance_squared / explosion.radius.powi(2)
@ -801,7 +818,13 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
.join()
{
let strength = if let Some(body) = body_b_maybe {
cylinder_sphere_strength(pos, explosion.radius, pos_b.0, *body)
cylinder_sphere_strength(
pos,
explosion.radius,
explosion.min_falloff,
pos_b.0,
*body,
)
} else {
let distance_squared = pos.distance_squared(pos_b.0);
1.0 - distance_squared / explosion.radius.powi(2)

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@ -1862,6 +1862,7 @@ impl<'a> AgentData<'a> {
damage: _,
radius: _,
energy_regen: _,
min_falloff: _,
} => 0.0,
_ => tgt_eye_offset,
};

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@ -61,6 +61,7 @@ impl<'a> System<'a> for Sys {
],
radius: 12.0,
reagent: None,
min_falloff: 0.75,
},
owner: *owner,
});
@ -153,6 +154,7 @@ impl<'a> System<'a> for Sys {
],
radius: 12.0,
reagent: Some(*reagent),
min_falloff: 0.0,
},
owner: *owner,
});