This commit is contained in:
jshipsey 2021-01-21 01:50:46 -05:00
parent 66664f3f89
commit ac16a8900d
11 changed files with 326 additions and 27 deletions

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@ -0,0 +1,15 @@
ItemDef(
name: "Adlet Bow",
description: "Strips of leather are wrapped around the handle.",
kind: Tool(
(
kind: Bow,
stats: (
equip_time_millis: 200,
power: 0.8,
speed: 1.0
),
)
),
quality: Moderate,
)

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@ -924,7 +924,7 @@
biped_small: (
body: (
keyword: "biped_small",
names: [
names_0: [
"Harvey"
]
),

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@ -7,4 +7,8 @@
vox_spec: ("weapon.spear.adlet", (-0.5, -3.0, -5.0)),
color: None
),
"common.items.npc_weapons.bow.adlet": (
vox_spec: ("weapon.bow.adlet", (-0.5, -5.5, -9.5)),
color: None
),
})

BIN
assets/voxygen/voxel/weapon/bow/adlet.vox (Stored with Git LFS) Normal file

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@ -32,6 +32,8 @@ pub struct LoadoutBuilder(Loadout);
#[derive(Copy, Clone)]
pub enum LoadoutConfig {
AdletArcher,
AdletWarrior,
Guard,
Villager,
Outcast,
@ -249,9 +251,14 @@ impl LoadoutBuilder {
"common.items.npc_weapons.spear.wooden_spear",
));
},
(biped_small::Species::Adlet, _) => {
main_tool = Some(Item::new_from_asset_expect(
"common.items.npc_weapons.bow.adlet",
));
},
_ => {
main_tool = Some(Item::new_from_asset_expect(
"common.items.npc_weapons.spear.wooden_spear",
"common.items.npc_weapons.bow.adlet",
));
},
},
@ -270,6 +277,16 @@ impl LoadoutBuilder {
let loadout = if let Some(config) = config {
use LoadoutConfig::*;
match config {
AdletArcher => LoadoutBuilder::new()
.active_item(Some(Item::new_from_asset_expect(
"common.items.npc_weapons.bow.adlet",
)))
.build(),
AdletWarrior => LoadoutBuilder::new()
.active_item(Some(Item::new_from_asset_expect(
"common.items.npc_weapons.spear.wooden_spear",
)))
.build(),
Guard => LoadoutBuilder::new()
.active_item(active_item)
.shoulder(Some(Item::new_from_asset_expect(

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@ -141,6 +141,7 @@ pub fn skill_to_db_string(skill: comp::skills::Skill) -> String {
UnlockGroup(SkillGroupKind::Weapon(ToolKind::Sceptre)) => "Unlock Weapon Sceptre",
UnlockGroup(SkillGroupKind::Weapon(ToolKind::Dagger))
| UnlockGroup(SkillGroupKind::Weapon(ToolKind::Shield))
| UnlockGroup(SkillGroupKind::Weapon(ToolKind::Spear))
| UnlockGroup(SkillGroupKind::Weapon(ToolKind::Debug))
| UnlockGroup(SkillGroupKind::Weapon(ToolKind::Farming))
| UnlockGroup(SkillGroupKind::Weapon(ToolKind::Empty))
@ -276,6 +277,7 @@ pub fn skill_group_to_db_string(skill_group: comp::skills::SkillGroupKind) -> St
Weapon(ToolKind::Sceptre) => "Weapon Sceptre",
Weapon(ToolKind::Dagger)
| Weapon(ToolKind::Shield)
| Weapon(ToolKind::Spear)
| Weapon(ToolKind::Debug)
| Weapon(ToolKind::Farming)
| Weapon(ToolKind::Empty)

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@ -2,7 +2,7 @@ use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct AlphaAnimation;

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@ -1,11 +1,13 @@
pub mod alpha;
pub mod idle;
pub mod run;
pub mod shoot;
pub mod wield;
// Reexports
pub use self::{
alpha::AlphaAnimation, idle::IdleAnimation, run::RunAnimation, wield::WieldAnimation,
alpha::AlphaAnimation, idle::IdleAnimation, run::RunAnimation, shoot::ShootAnimation,
wield::WieldAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};

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@ -0,0 +1,129 @@
use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
pub struct ShootAnimation;
type ShootAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f64,
Vec3<f32>,
f32,
Option<StageSection>,
f64,
);
impl Animation for ShootAnimation {
type Dependency = ShootAnimationDependency;
type Skeleton = BipedSmallSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"biped_small_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_small_shoot")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(
active_tool_kind,
velocity,
_orientation,
_last_ori,
global_time,
_avg_vel,
acc_vel,
stage_section,
timer,
): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
let speed = Vec2::<f32>::from(velocity).magnitude();
let fastacc = (acc_vel * 2.0).sin();
let fast = (anim_time as f32 * 10.0).sin();
let fastalt = (anim_time as f32 * 10.0 + PI / 2.0).sin();
let slow = (anim_time as f32 * 2.0).sin();
let speednorm = speed / 9.4;
let speednormcancel = 1.0 - speednorm;
next.foot_l.scale = Vec3::one() / 13.0;
next.foot_r.scale = Vec3::one() / 13.0;
next.chest.scale = Vec3::one() / 13.0;
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + fast * -0.1 * speednormcancel);
next.head.orientation = Quaternion::rotation_x(0.45 * speednorm)
* Quaternion::rotation_y(fast * 0.07 * speednormcancel);
next.chest.position = Vec3::new(
0.0,
s_a.chest.0,
s_a.chest.1 + fastalt * 0.4 * speednormcancel + speednormcancel * -0.5,
) / 13.0;
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
match active_tool_kind {
Some(ToolKind::Bow) => {
let (movement1base, movement2base, movement3) = match stage_section {
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
_ => (0.0, 0.0, 0.0),
};
let pullback = 1.0 - movement3;
let subtract = global_time - timer;
let check = subtract - subtract.trunc();
let mirror = (check - 0.5).signum() as f32;
let movement1 = mirror * movement1base * pullback;
let movement2 = mirror * movement2base * pullback;
let movement1abs = movement1base * pullback;
let movement2abs = movement2base * pullback;
next.control_l.position = Vec3::new(
1.0 - s_a.grip.0 * 2.0 + movement2abs * -4.0,
movement2abs * -8.0,
0.0,
);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
next.control.position = Vec3::new(
-1.0,
2.0 + movement1abs * 4.0 + s_a.grip.2,
3.0 + movement1abs * 8.0 - s_a.grip.2 / 2.5 + s_a.grip.0 * -2.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0) * Quaternion::rotation_y(-0.3);
next.control_r.orientation = Quaternion::rotation_x(PI / 2.0 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.5 + s_a.grip.0 * 0.2);
next.control.orientation = Quaternion::rotation_x(-0.3 + movement1abs * 0.7)
* Quaternion::rotation_y(0.5 * speednorm);
},
_ => {},
}
next
}
}

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@ -2,11 +2,20 @@ use super::{
super::{vek::*, Animation},
BipedSmallSkeleton, SkeletonAttr,
};
use common::comp::item::ToolKind;
use std::f32::consts::PI;
pub struct WieldAnimation;
type WieldAnimationDependency = (Vec3<f32>, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>, f32);
type WieldAnimationDependency = (
Option<ToolKind>,
Vec3<f32>,
Vec3<f32>,
Vec3<f32>,
f64,
Vec3<f32>,
f32,
);
impl Animation for WieldAnimation {
type Dependency = WieldAnimationDependency;
@ -19,7 +28,7 @@ impl Animation for WieldAnimation {
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, _orientation, _last_ori, _global_time, _avg_vel, acc_vel): Self::Dependency,
(active_tool_kind, velocity, _orientation, _last_ori, _global_time, _avg_vel, acc_vel): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
@ -49,7 +58,10 @@ impl Animation for WieldAnimation {
) / 13.0;
next.shorts.position = Vec3::new(0.0, s_a.shorts.0, s_a.shorts.1);
//next.main.position = Vec3::new(0.0, s_a.hand.2*-1.0, 0.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
next.main.position = Vec3::new(0.0, 0.0, 0.0);
next.main.orientation = Quaternion::rotation_x(0.0);
@ -60,30 +72,54 @@ impl Animation for WieldAnimation {
next.hand_l.orientation = Quaternion::rotation_x(0.0);
next.hand_r.orientation = Quaternion::rotation_x(0.0);
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
match active_tool_kind {
Some(ToolKind::Spear) => {
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 2.0, -2.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 2.0, 2.0);
next.control.position = Vec3::new(
-3.0,
s_a.grip.2,
-s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ fastacc * 1.5
+ fastalt * 0.5 * speednormcancel
+ speednorm * 2.0,
);
next.control.position = Vec3::new(
-3.0,
s_a.grip.2,
-s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ fastacc * 1.5
+ fastalt * 0.5 * speednormcancel
+ speednorm * 2.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5 + slow * 0.1) * Quaternion::rotation_y(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 1.5 + slow * 0.1 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.5 + slow * 0.0 + s_a.grip.0 * 0.2);
next.control_l.orientation =
Quaternion::rotation_x(PI / 1.5 + slow * 0.1) * Quaternion::rotation_y(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 1.5 + slow * 0.1 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.5 + slow * 0.0 + s_a.grip.0 * 0.2);
next.control.orientation = Quaternion::rotation_x(-1.35 + 0.5 * speednorm);
next.control.orientation = Quaternion::rotation_x(-1.35 + 0.5 * speednorm);
},
Some(ToolKind::Bow) => {
next.control_l.position = Vec3::new(1.0 - s_a.grip.0 * 2.0, 0.0, 0.0);
next.control_r.position = Vec3::new(-1.0 + s_a.grip.0 * 2.0, 6.0, -2.0);
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
next.tail.orientation = Quaternion::rotation_x(0.05 * fastalt * speednormcancel)
* Quaternion::rotation_z(fast * 0.15 * speednormcancel);
next.control.position = Vec3::new(
-1.0,
2.0 + s_a.grip.2,
3.0 + -s_a.grip.2 / 2.5
+ s_a.grip.0 * -2.0
+ fastacc * 1.5
+ fastalt * 0.5 * speednormcancel
+ speednorm * 2.0,
);
next.control_l.orientation =
Quaternion::rotation_x(PI / 2.0 + slow * 0.1) * Quaternion::rotation_y(-0.3);
next.control_r.orientation =
Quaternion::rotation_x(PI / 2.0 + slow * 0.1 + s_a.grip.0 * 0.2)
* Quaternion::rotation_y(0.5 + slow * 0.0 + s_a.grip.0 * 0.2);
next.control.orientation = Quaternion::rotation_x(-0.3 + 0.5 * speednorm)
* Quaternion::rotation_y(0.5 * speednorm);
},
_ => {},
}
next
}

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@ -2697,6 +2697,7 @@ impl FigureMgr {
anim::biped_small::WieldAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
vel.0,
ori,
state.last_ori,
@ -2709,6 +2710,96 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::BasicRanged(s) => {
let stage_time = s.timer.as_secs_f64();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time / s.static_data.buildup_duration.as_secs_f64()
},
StageSection::Recover => {
stage_time / s.static_data.recover_duration.as_secs_f64()
},
_ => 0.0,
};
anim::biped_small::ShootAnimation::update_skeleton(
&target_base,
(
active_tool_kind,
vel.0,
ori,
state.last_ori,
time,
state.avg_vel,
state.acc_vel,
Some(s.stage_section),
state.state_time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::ComboMelee(s) => {
let stage_index = (s.stage - 1) as usize;
let stage_time = s.timer.as_secs_f64();
let stage_progress = match s.stage_section {
StageSection::Buildup => {
stage_time
/ s.static_data.stage_data[stage_index]
.base_buildup_duration
.as_secs_f64()
},
StageSection::Swing => {
stage_time
/ s.static_data.stage_data[stage_index]
.base_swing_duration
.as_secs_f64()
},
StageSection::Recover => {
stage_time
/ s.static_data.stage_data[stage_index]
.base_recover_duration
.as_secs_f64()
},
_ => 0.0,
};
match s.stage {
1 => anim::biped_small::AlphaAnimation::update_skeleton(
&target_base,
(
vel.0,
ori,
state.last_ori,
time,
state.avg_vel,
state.acc_vel,
Some(s.stage_section),
state.state_time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
_ => anim::biped_small::AlphaAnimation::update_skeleton(
&target_base,
(
vel.0,
ori,
state.last_ori,
time,
state.avg_vel,
state.acc_vel,
Some(s.stage_section),
state.state_time,
),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
),
}
},
// TODO!
_ => target_base,
};