Initial implementation of spin attack for sword.

This commit is contained in:
Sam 2020-09-16 20:31:27 -05:00
parent b0d359e29f
commit a8e834e754
7 changed files with 264 additions and 167 deletions

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@ -106,10 +106,17 @@ pub enum CharacterAbility {
base_damage: u32, base_damage: u32,
}, },
SpinMelee { SpinMelee {
energy_cost: u32,
buildup_duration: Duration, buildup_duration: Duration,
swing_duration: Duration,
recover_duration: Duration, recover_duration: Duration,
base_damage: u32, base_damage: u32,
knockback: f32,
range: f32,
energy_cost: u32,
is_infinite: bool,
is_helicopter: bool,
forward_speed: f32,
num_spins: u32,
}, },
ChargedRanged { ChargedRanged {
energy_cost: u32, energy_cost: u32,
@ -402,24 +409,34 @@ impl From<&CharacterAbility> for CharacterState {
base_damage: *base_damage, base_damage: *base_damage,
}), }),
CharacterAbility::SpinMelee { CharacterAbility::SpinMelee {
energy_cost,
buildup_duration, buildup_duration,
swing_duration,
recover_duration, recover_duration,
base_damage, base_damage,
knockback,
range,
energy_cost,
is_infinite,
is_helicopter,
forward_speed,
num_spins,
} => CharacterState::SpinMelee(spin_melee::Data { } => CharacterState::SpinMelee(spin_melee::Data {
exhausted: false, static_data: spin_melee::StaticData {
energy_cost: *energy_cost, buildup_duration: *buildup_duration,
buildup_duration: *buildup_duration, swing_duration: *swing_duration,
buildup_duration_default: *buildup_duration, recover_duration: *recover_duration,
recover_duration: *recover_duration, base_damage: *base_damage,
recover_duration_default: *recover_duration, knockback: *knockback,
base_damage: *base_damage, range: *range,
// This isn't needed for it's continuous implementation, but is left in should this energy_cost: *energy_cost,
// skill be moved to the skillbar is_infinite: *is_infinite,
hits_remaining: 1, is_helicopter: *is_helicopter,
hits_remaining_default: 1, /* Should be the same value as hits_remaining, also forward_speed: *forward_speed,
* this value can be removed if ability moved to num_spins: *num_spins,
* skillbar */ },
timer: Duration::default(),
spins_remaining: *num_spins - 1,
stage_section: StageSection::Buildup,
}), }),
CharacterAbility::ChargedRanged { CharacterAbility::ChargedRanged {
energy_cost: _, energy_cost: _,

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@ -183,6 +183,19 @@ impl Tool {
infinite_charge: true, infinite_charge: true,
is_interruptible: true, is_interruptible: true,
}, },
SpinMelee {
buildup_duration: Duration::from_millis(150),
swing_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(150),
base_damage: (100.0 * self.base_power()) as u32,
knockback: 0.0,
range: 3.5,
energy_cost: 200,
is_infinite: false,
is_helicopter: false,
forward_speed: 1.0,
num_spins: 3,
}
], ],
Axe(_) => vec![ Axe(_) => vec![
BasicMelee { BasicMelee {
@ -195,10 +208,17 @@ impl Tool {
max_angle: 20.0, max_angle: 20.0,
}, },
SpinMelee { SpinMelee {
energy_cost: 100, buildup_duration: Duration::from_millis(100),
buildup_duration: Duration::from_millis(125), swing_duration: Duration::from_millis(50),
recover_duration: Duration::from_millis(125), recover_duration: Duration::from_millis(100),
base_damage: (60.0 * self.base_power()) as u32, base_damage: (60.0 * self.base_power()) as u32,
knockback: 0.0,
range: 3.5,
energy_cost: 100,
is_infinite: true,
is_helicopter: true,
forward_speed: 0.0,
num_spins: 1,
}, },
], ],
Hammer(_) => vec![ Hammer(_) => vec![

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@ -1,131 +1,144 @@
use crate::{ use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate}, comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::{StageSection, *},
sys::character_behavior::*, sys::character_behavior::*,
}; };
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::time::Duration; use std::time::Duration;
use vek::Vec3; use vek::Vec3;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)] /// Separated out to condense update portions of character state
pub struct Data { #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct StaticData {
/// How long until the state attacks /// How long until the state attacks
pub buildup_duration: Duration, pub buildup_duration: Duration,
/// Allows for buildup_duration to be reset to default value /// How long the state is in the swing duration
pub buildup_duration_default: Duration, pub swing_duration: Duration,
/// How long until state ends /// How long until state ends
pub recover_duration: Duration, pub recover_duration: Duration,
/// Allows for recover_duration to be reset to default value
pub recover_duration_default: Duration,
/// Base damage /// Base damage
pub base_damage: u32, pub base_damage: u32,
/// Whether the attack can deal more damage /// Knockback
pub exhausted: bool, pub knockback: f32,
/// How many hits it can do before ending /// Range
pub hits_remaining: u32, pub range: f32,
/// Allows for hits_remaining to be reset to default value
pub hits_remaining_default: u32,
/// Energy cost per attack /// Energy cost per attack
pub energy_cost: u32, pub energy_cost: u32,
/// Whether spin state is infinite
pub is_infinite: bool,
/// Used to maintain classic axe spin physics
pub is_helicopter: bool,
/// Used for forced forward movement
pub forward_speed: f32,
/// Number of spins
pub num_spins: u32,
} }
const MOVE_SPEED: f32 = 5.0; #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Struct containing data that does not change over the course of the
/// character state
pub static_data: StaticData,
/// Timer for each stage
pub timer: Duration,
/// How many spins it can do before ending
pub spins_remaining: u32,
/// What section the character stage is in
pub stage_section: StageSection,
}
impl CharacterBehavior for Data { impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate { fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data); let mut update = StateUpdate::from(data);
if self.buildup_duration != Duration::default() { if self.static_data.is_helicopter {
// Allows for moving
update.vel.0 = update.vel.0 =
Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * MOVE_SPEED; Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
} else {
handle_orientation(data, &mut update, 1.0);
forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
}
if self.stage_section == StageSection::Buildup
&& self.timer < self.static_data.buildup_duration
{
// Build up
update.character = CharacterState::SpinMelee(Data { update.character = CharacterState::SpinMelee(Data {
buildup_duration: self static_data: self.static_data,
.buildup_duration timer: self
.checked_sub(Duration::from_secs_f32(data.dt.0)) .timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(), .unwrap_or_default(),
buildup_duration_default: self.buildup_duration_default, spins_remaining: self.spins_remaining,
recover_duration: self.recover_duration, stage_section: self.stage_section,
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: self.exhausted,
hits_remaining: self.hits_remaining,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
}); });
} else if !self.exhausted { } else if self.stage_section == StageSection::Buildup {
//Hit attempt // Transitions to swing section of stage
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: self.spins_remaining,
stage_section: StageSection::Swing,
});
// Hit attempt
data.updater.insert(data.entity, Attacking { data.updater.insert(data.entity, Attacking {
base_healthchange: -(self.base_damage as i32), base_healthchange: -(self.static_data.base_damage as i32),
range: 3.5, range: self.static_data.range,
max_angle: 360_f32.to_radians(), max_angle: 180_f32.to_radians(),
applied: false, applied: false,
hit_count: 0, hit_count: 0,
knockback: 0.0, knockback: self.static_data.knockback,
}); });
} else if self.stage_section == StageSection::Swing
update.character = CharacterState::SpinMelee(Data { && self.timer < self.static_data.swing_duration
buildup_duration: self.buildup_duration,
buildup_duration_default: self.buildup_duration_default,
recover_duration: self.recover_duration,
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: true,
hits_remaining: self.hits_remaining - 1,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
});
} else if self.recover_duration != Duration::default() {
// Allows for moving
update.vel.0 =
Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * MOVE_SPEED;
update.character = CharacterState::SpinMelee(Data {
buildup_duration: self.buildup_duration,
buildup_duration_default: self.buildup_duration_default,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: self.exhausted,
hits_remaining: self.hits_remaining,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
});
} else if self.hits_remaining != 0 {
// Allows for one ability usage to have multiple hits
// This isn't needed for it's continuous implementation, but is left in should
// this skill be moved to the skillbar
update.character = CharacterState::SpinMelee(Data {
buildup_duration: self.buildup_duration_default,
buildup_duration_default: self.buildup_duration_default,
recover_duration: self.recover_duration_default,
recover_duration_default: self.recover_duration_default,
base_damage: self.base_damage,
exhausted: false,
hits_remaining: self.hits_remaining,
hits_remaining_default: self.hits_remaining_default,
energy_cost: self.energy_cost,
});
} else if update.energy.current() >= self.energy_cost && data.inputs.secondary.is_pressed()
{ {
// Swings
update.character = CharacterState::SpinMelee(Data { update.character = CharacterState::SpinMelee(Data {
buildup_duration: self.buildup_duration_default, static_data: self.static_data,
buildup_duration_default: self.buildup_duration_default, timer: self
recover_duration: self.recover_duration_default, .timer
recover_duration_default: self.recover_duration_default, .checked_add(Duration::from_secs_f32(data.dt.0))
base_damage: self.base_damage, .unwrap_or_default(),
exhausted: false, spins_remaining: self.spins_remaining,
hits_remaining: self.hits_remaining_default, stage_section: self.stage_section,
hits_remaining_default: self.hits_remaining_default, });
energy_cost: self.energy_cost, } else if self.stage_section == StageSection::Swing {
// Transitions to recover section of stage
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: self.spins_remaining,
stage_section: StageSection::Recover,
})
} else if self.stage_section == StageSection::Recover
&& self.timer < self.static_data.recover_duration
{
// Recover
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
spins_remaining: self.spins_remaining,
stage_section: self.stage_section,
})
} else if update.energy.current() >= self.static_data.energy_cost && (self.spins_remaining != 0 || (self.static_data.is_infinite && data.inputs.secondary.is_pressed())) {
let new_spins_remaining = if self.static_data.is_infinite {
self.spins_remaining
} else {
self.spins_remaining - 1
};
update.character = CharacterState::SpinMelee(Data {
static_data: self.static_data,
timer: Duration::default(),
spins_remaining: new_spins_remaining,
stage_section: StageSection::Buildup,
}); });
// Consumes energy if there's enough left and RMB is held down // Consumes energy if there's enough left and RMB is held down
update update
.energy .energy
.change_by(-(self.energy_cost as i32), EnergySource::Ability); .change_by(-(self.static_data.energy_cost as i32), EnergySource::Ability);
} else { } else {
// Done // Done
update.character = CharacterState::Wielding; update.character = CharacterState::Wielding;

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@ -2,13 +2,22 @@ use super::{
super::{vek::*, Animation}, super::{vek::*, Animation},
CharacterSkeleton, SkeletonAttr, CharacterSkeleton, SkeletonAttr,
}; };
use common::comp::item::{Hands, ToolKind}; use common::{
comp::item::{Hands, ToolKind},
states::utils::StageSection,
};
use std::f32::consts::PI; use std::f32::consts::PI;
pub struct SpinMeleeAnimation; pub struct SpinMeleeAnimation;
impl Animation for SpinMeleeAnimation { impl Animation for SpinMeleeAnimation {
type Dependency = (Option<ToolKind>, Option<ToolKind>, Vec3<f32>, f64); type Dependency = (
Option<ToolKind>,
Option<ToolKind>,
Vec3<f32>,
f64,
Option<StageSection>,
);
type Skeleton = CharacterSkeleton; type Skeleton = CharacterSkeleton;
#[cfg(feature = "use-dyn-lib")] #[cfg(feature = "use-dyn-lib")]
@ -18,7 +27,7 @@ impl Animation for SpinMeleeAnimation {
#[allow(clippy::approx_constant)] // TODO: Pending review in #587 #[allow(clippy::approx_constant)] // TODO: Pending review in #587
fn update_skeleton_inner( fn update_skeleton_inner(
skeleton: &Self::Skeleton, skeleton: &Self::Skeleton,
(active_tool_kind, second_tool_kind, velocity, _global_time): Self::Dependency, (active_tool_kind, second_tool_kind, velocity, _global_time, stage_section): Self::Dependency,
anim_time: f64, anim_time: f64,
rate: &mut f32, rate: &mut f32,
skeleton_attr: &SkeletonAttr, skeleton_attr: &SkeletonAttr,
@ -49,61 +58,74 @@ impl Animation for SpinMeleeAnimation {
let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin(); let slowersmooth = (anim_time as f32 * lab as f32 * 4.0).sin();
let quick = (anim_time as f32 * lab as f32 * 8.0).sin(); let quick = (anim_time as f32 * lab as f32 * 8.0).sin();
if let Some(ToolKind::Axe(_)) = active_tool_kind { match active_tool_kind {
next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0); Some(ToolKind::Sword(_)) => {
next.l_hand.orientation = Quaternion::rotation_x(PI / 2.0) if let Some(stage_section) = stage_section {
* Quaternion::rotation_z(0.0) match stage_section {
* Quaternion::rotation_y(PI); StageSection::Buildup => {},
next.l_hand.scale = Vec3::one() * 1.08; StageSection::Swing => {},
next.r_hand.position = Vec3::new(0.5, 0.0, -2.5); StageSection::Recover => {},
next.r_hand.orientation = Quaternion::rotation_x(PI / 2.0) _ => {},
* Quaternion::rotation_z(0.0) }
* Quaternion::rotation_y(0.0); }
next.r_hand.scale = Vec3::one() * 1.06; }
next.main.position = Vec3::new(-0.0, -2.0, -1.0); Some(ToolKind::Axe(_)) => {
next.main.orientation = Quaternion::rotation_x(0.0) next.l_hand.position = Vec3::new(-0.5, 0.0, 4.0);
* Quaternion::rotation_y(0.0) next.l_hand.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0); * Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(PI);
next.l_hand.scale = Vec3::one() * 1.08;
next.r_hand.position = Vec3::new(0.5, 0.0, -2.5);
next.r_hand.orientation = Quaternion::rotation_x(PI / 2.0)
* Quaternion::rotation_z(0.0)
* Quaternion::rotation_y(0.0);
next.r_hand.scale = Vec3::one() * 1.06;
next.main.position = Vec3::new(-0.0, -2.0, -1.0);
next.main.orientation = Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(0.0);
next.control.position = Vec3::new(0.0, 16.0, 3.0); next.control.position = Vec3::new(0.0, 16.0, 3.0);
next.control.orientation = Quaternion::rotation_x(-1.4) next.control.orientation = Quaternion::rotation_x(-1.4)
* Quaternion::rotation_y(0.0) * Quaternion::rotation_y(0.0)
* Quaternion::rotation_z(1.4); * Quaternion::rotation_z(1.4);
next.control.scale = Vec3::one(); next.control.scale = Vec3::one();
next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1); next.head.position = Vec3::new(0.0, skeleton_attr.head.0, skeleton_attr.head.1);
next.head.orientation = Quaternion::rotation_z(0.0) next.head.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(-0.15) * Quaternion::rotation_x(-0.15)
* Quaternion::rotation_y(0.08); * Quaternion::rotation_y(0.08);
next.chest.position = Vec3::new( next.chest.position = Vec3::new(
0.0, 0.0,
skeleton_attr.chest.0 - 3.0, skeleton_attr.chest.0 - 3.0,
skeleton_attr.chest.1 - 2.0, skeleton_attr.chest.1 - 2.0,
); );
next.chest.orientation = Quaternion::rotation_z(0.0) next.chest.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(-0.1) * Quaternion::rotation_x(-0.1)
* Quaternion::rotation_y(0.3); * Quaternion::rotation_y(0.3);
next.chest.scale = Vec3::one(); next.chest.scale = Vec3::one();
next.belt.position = Vec3::new(0.0, 1.0, -1.0); next.belt.position = Vec3::new(0.0, 1.0, -1.0);
next.belt.orientation = Quaternion::rotation_z(0.0) next.belt.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.4) * Quaternion::rotation_x(0.4)
* Quaternion::rotation_y(0.0); * Quaternion::rotation_y(0.0);
next.belt.scale = Vec3::one() * 0.98; next.belt.scale = Vec3::one() * 0.98;
next.shorts.position = Vec3::new(0.0, 3.0, -2.5); next.shorts.position = Vec3::new(0.0, 3.0, -2.5);
next.shorts.orientation = Quaternion::rotation_z(0.0) next.shorts.orientation = Quaternion::rotation_z(0.0)
* Quaternion::rotation_x(0.7) * Quaternion::rotation_x(0.7)
* Quaternion::rotation_y(0.0); * Quaternion::rotation_y(0.0);
next.shorts.scale = Vec3::one(); next.shorts.scale = Vec3::one();
next.torso.position = Vec3::new( next.torso.position = Vec3::new(
-xshift * (anim_time as f32).min(0.6), -xshift * (anim_time as f32).min(0.6),
-yshift * (anim_time as f32).min(0.6), -yshift * (anim_time as f32).min(0.6),
0.0, 0.0,
) * skeleton_attr.scaler; ) * skeleton_attr.scaler;
next.torso.orientation = Quaternion::rotation_z(spin * -16.0) next.torso.orientation = Quaternion::rotation_z(spin * -16.0)
* Quaternion::rotation_x(0.0) * Quaternion::rotation_x(0.0)
* Quaternion::rotation_y(0.0); * Quaternion::rotation_y(0.0);
next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler; next.torso.scale = Vec3::one() / 11.0 * skeleton_attr.scaler;
},
_ => {},
} }
if velocity.z.abs() > 0.1 { if velocity.z.abs() > 0.1 {
next.l_foot.position = next.l_foot.position =

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@ -81,6 +81,8 @@ impl State {
kind != "Sceptre" && kind != "SceptreVelorite" kind != "Sceptre" && kind != "SceptreVelorite"
} else if let ToolKind::Debug(kind) = &kind.kind { } else if let ToolKind::Debug(kind) = &kind.kind {
kind == "Boost" kind == "Boost"
} else if let ToolKind::Sword(_) = &kind.kind {
true
} else { } else {
false false
} }

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@ -803,6 +803,10 @@ impl<'a> Widget for Skillbar<'a> {
"\nWhirls a big fireball into the air. \nExplodes the ground \ "\nWhirls a big fireball into the air. \nExplodes the ground \
and does\na big amount of damage", and does\na big amount of damage",
)), )),
ToolKind::Sword(_) => Some((
"Whirlwind",
"\nMove forward while spinning with \n your sword."
)),
ToolKind::Debug(kind) => match kind.as_ref() { ToolKind::Debug(kind) => match kind.as_ref() {
"Boost" => Some(( "Boost" => Some((
"Possessing Arrow", "Possessing Arrow",

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@ -25,7 +25,7 @@ use anim::{
}; };
use common::{ use common::{
comp::{ comp::{
item::ItemKind, Body, CharacterState, Item, Last, LightAnimation, LightEmitter, Loadout, item::{ItemKind, ToolKind}, Body, CharacterState, Item, Last, LightAnimation, LightEmitter, Loadout,
Ori, PhysicsState, Pos, Scale, Stats, Vel, Ori, PhysicsState, Pos, Scale, Stats, Vel,
}, },
span, span,
@ -935,11 +935,30 @@ impl FigureMgr {
skeleton_attr, skeleton_attr,
) )
}, },
CharacterState::SpinMelee(_) => { CharacterState::SpinMelee(s) => {
let stage_progress = match active_tool_kind {
Some(ToolKind::Sword(_)) => {
let stage_time = s.timer.as_secs_f64();
match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f64()
},
StageSection::Swing => {
stage_time / s.static_data.swing_duration.as_secs_f64()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
}
},
_ => state.state_time
};
anim::character::SpinMeleeAnimation::update_skeleton( anim::character::SpinMeleeAnimation::update_skeleton(
&target_base, &target_base,
(active_tool_kind, second_tool_kind, vel.0, time), (active_tool_kind, second_tool_kind, vel.0, time, Some(s.stage_section),),
state.state_time, stage_progress,
&mut state_animation_rate, &mut state_animation_rate,
skeleton_attr, skeleton_attr,
) )