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https://gitlab.com/veloren/veloren.git
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Made 3rd ability interruptible. Final balance tweaks.
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@ -38,6 +38,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Figure meshing no longer blocks the main thread.
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- Overhauled persistence layer including no longer storing serialized JSON items in the database
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- Overhauled representation of blocks to permit fluid and sprite coexistence
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- Overhauled sword
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### Removed
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@ -115,6 +115,7 @@ pub enum CharacterAbility {
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energy_cost: u32,
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is_infinite: bool,
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is_helicopter: bool,
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is_interruptible: bool,
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forward_speed: f32,
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num_spins: u32,
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},
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@ -418,6 +419,7 @@ impl From<&CharacterAbility> for CharacterState {
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energy_cost,
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is_infinite,
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is_helicopter,
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is_interruptible,
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forward_speed,
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num_spins,
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} => CharacterState::SpinMelee(spin_melee::Data {
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@ -431,6 +433,7 @@ impl From<&CharacterAbility> for CharacterState {
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energy_cost: *energy_cost,
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is_infinite: *is_infinite,
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is_helicopter: *is_helicopter,
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is_interruptible: *is_interruptible,
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forward_speed: *forward_speed,
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num_spins: *num_spins,
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},
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@ -184,15 +184,16 @@ impl Tool {
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is_interruptible: true,
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},
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SpinMelee {
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buildup_duration: Duration::from_millis(1000),
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buildup_duration: Duration::from_millis(750),
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swing_duration: Duration::from_millis(500),
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recover_duration: Duration::from_millis(100),
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base_damage: (100.0 * self.base_power()) as u32,
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knockback: 0.0,
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recover_duration: Duration::from_millis(500),
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base_damage: (140.0 * self.base_power()) as u32,
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knockback: 10.0,
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range: 3.5,
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energy_cost: 0,
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energy_cost: 200,
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is_infinite: false,
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is_helicopter: false,
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is_interruptible: true,
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forward_speed: 1.0,
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num_spins: 3,
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},
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@ -217,6 +218,7 @@ impl Tool {
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energy_cost: 100,
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is_infinite: true,
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is_helicopter: true,
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is_interruptible: false,
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forward_speed: 0.0,
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num_spins: 1,
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},
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@ -66,7 +66,12 @@ impl LoadoutBuilder {
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}
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/// Builds loadout of creature when spawned
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pub fn build_loadout(body: Body, alignment: Alignment, mut main_tool: Option<Item>, is_giant: bool) -> Self {
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pub fn build_loadout(
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body: Body,
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alignment: Alignment,
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mut main_tool: Option<Item>,
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is_giant: bool,
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) -> Self {
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#![allow(clippy::single_match)] // For when this is done to more than just golems.
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match body {
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Body::Golem(golem) => match golem.species {
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@ -76,10 +81,12 @@ impl LoadoutBuilder {
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));
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},
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},
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Body::Humanoid(_) => if is_giant {
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main_tool = Some(Item::new_from_asset_expect(
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"common.items.npc_weapons.sword.zweihander_sword_0",
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));
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Body::Humanoid(_) => {
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if is_giant {
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main_tool = Some(Item::new_from_asset_expect(
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"common.items.npc_weapons.sword.zweihander_sword_0",
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));
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}
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},
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_ => {},
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};
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@ -219,7 +226,7 @@ impl LoadoutBuilder {
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tabard: None,
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},
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_ => LoadoutBuilder::animal(body).build(),
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}
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},
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},
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Body::Golem(golem) => match golem.species {
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golem::Species::StoneGolem => Loadout {
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@ -77,8 +77,7 @@ impl CharacterBehavior for Data {
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// Allows for other states to interrupt this state
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if self.is_interruptible && !data.inputs.primary.is_pressed() {
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handle_dodge_input(data, &mut update);
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handle_ability2_input(data, &mut update);
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handle_interrupt(data, &mut update);
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match update.character {
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CharacterState::ComboMelee(_) => {},
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_ => {
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@ -64,8 +64,7 @@ impl CharacterBehavior for Data {
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// Allows for other states to interrupt this state
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if self.static_data.is_interruptible && !data.inputs.secondary.is_pressed() {
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handle_dodge_input(data, &mut update);
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handle_ability1_input(data, &mut update);
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handle_interrupt(data, &mut update);
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match update.character {
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CharacterState::DashMelee(_) => {},
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_ => {
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@ -28,6 +28,8 @@ pub struct StaticData {
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pub is_infinite: bool,
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/// Used to maintain classic axe spin physics
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pub is_helicopter: bool,
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/// Whether the state can be interrupted by other abilities
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pub is_interruptible: bool,
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/// Used for forced forward movement
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pub forward_speed: f32,
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/// Number of spins
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@ -55,8 +57,17 @@ impl CharacterBehavior for Data {
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if self.static_data.is_helicopter {
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update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
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} else {
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handle_orientation(data, &mut update, 1.0);
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}
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// Allows for other states to interrupt this state
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if self.static_data.is_interruptible && !data.inputs.ability3.is_pressed() {
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handle_interrupt(data, &mut update);
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match update.character {
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CharacterState::SpinMelee(_) => {},
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_ => {
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return update;
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},
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}
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}
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if self.stage_section == StageSection::Buildup
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@ -71,7 +82,7 @@ impl CharacterBehavior for Data {
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.unwrap_or_default(),
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spins_remaining: self.spins_remaining,
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stage_section: self.stage_section,
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exhausted: self.exhausted
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exhausted: self.exhausted,
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});
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} else if self.stage_section == StageSection::Buildup {
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// Transitions to swing section of stage
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@ -80,7 +91,7 @@ impl CharacterBehavior for Data {
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timer: Duration::default(),
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spins_remaining: self.spins_remaining,
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stage_section: StageSection::Swing,
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exhausted: self.exhausted
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exhausted: self.exhausted,
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});
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} else if !self.exhausted {
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update.character = CharacterState::SpinMelee(Data {
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@ -102,7 +113,10 @@ impl CharacterBehavior for Data {
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} else if self.stage_section == StageSection::Swing
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&& self.timer < self.static_data.swing_duration
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{
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forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
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if !self.static_data.is_helicopter {
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forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
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handle_orientation(data, &mut update, 1.0);
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}
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// Swings
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update.character = CharacterState::SpinMelee(Data {
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@ -113,37 +127,37 @@ impl CharacterBehavior for Data {
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.unwrap_or_default(),
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spins_remaining: self.spins_remaining,
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stage_section: self.stage_section,
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exhausted: self.exhausted
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exhausted: self.exhausted,
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});
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} else if update.energy.current() >= self.static_data.energy_cost
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&& (self.spins_remaining != 0
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|| (self.static_data.is_infinite && data.inputs.secondary.is_pressed()))
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{
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let new_spins_remaining = if self.static_data.is_infinite {
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self.spins_remaining
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} else {
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self.spins_remaining - 1
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};
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update.character = CharacterState::SpinMelee(Data {
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static_data: self.static_data,
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timer: Duration::default(),
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spins_remaining: new_spins_remaining,
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stage_section: self.stage_section,
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exhausted: false,
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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_cost as i32),
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EnergySource::Ability,
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);
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} else if self.stage_section == StageSection::Swing {
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&& (self.spins_remaining != 0
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|| (self.static_data.is_infinite && data.inputs.secondary.is_pressed()))
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{
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let new_spins_remaining = if self.static_data.is_infinite {
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self.spins_remaining
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} else {
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self.spins_remaining - 1
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};
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update.character = CharacterState::SpinMelee(Data {
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static_data: self.static_data,
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timer: Duration::default(),
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spins_remaining: new_spins_remaining,
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stage_section: self.stage_section,
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exhausted: false,
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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_cost as i32),
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EnergySource::Ability,
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);
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} else if self.stage_section == StageSection::Swing {
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// Transitions to recover section of stage
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update.character = CharacterState::SpinMelee(Data {
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static_data: self.static_data,
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timer: Duration::default(),
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spins_remaining: self.spins_remaining,
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stage_section: StageSection::Recover,
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exhausted: self.exhausted
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exhausted: self.exhausted,
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})
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} else if self.stage_section == StageSection::Recover
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&& self.timer < self.static_data.recover_duration
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@ -157,7 +171,7 @@ impl CharacterBehavior for Data {
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.unwrap_or_default(),
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spins_remaining: self.spins_remaining,
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stage_section: self.stage_section,
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exhausted: self.exhausted
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exhausted: self.exhausted,
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})
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} else {
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// Done
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@ -347,6 +347,13 @@ pub fn unwrap_tool_data<'a>(data: &'a JoinData) -> Option<&'a Tool> {
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}
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}
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pub fn handle_interrupt(data: &JoinData, update: &mut StateUpdate) {
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handle_ability1_input(data, update);
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handle_ability2_input(data, update);
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handle_ability3_input(data, update);
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handle_dodge_input(data, update);
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}
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/// Determines what portion a state is in. Used in all attacks (eventually). Is
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/// used to control aspects of animation code, as well as logic within the
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/// character states.
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@ -621,7 +621,8 @@ fn handle_spawn(
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.create_npc(
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pos,
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comp::Stats::new(get_npc_name(id).into(), body),
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LoadoutBuilder::build_loadout(body, alignment, None, false).build(),
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LoadoutBuilder::build_loadout(body, alignment, None, false)
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.build(),
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body,
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)
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.with(comp::Vel(vel))
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@ -120,7 +120,9 @@ impl<'a> System<'a> for Sys {
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// let damage = stats.level.level() as i32; TODO: Make NPC base damage
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// non-linearly depend on their level
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let loadout = LoadoutBuilder::build_loadout(body, alignment, main_tool, entity.is_giant).build();
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let loadout =
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LoadoutBuilder::build_loadout(body, alignment, main_tool, entity.is_giant)
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.build();
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let mut scale = entity.scale;
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@ -81,11 +81,7 @@ impl State {
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kind != "Sceptre" && kind != "SceptreVelorite"
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} else if let ToolKind::Debug(kind) = &kind.kind {
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kind == "Boost"
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} else if let ToolKind::Sword(_) = &kind.kind {
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true
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} else {
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false
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}
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} else {matches!(&kind.kind, ToolKind::Sword(_))}
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} else {
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false
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}
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