Dash melee now works as desired.

This commit is contained in:
Sam 2020-09-11 08:59:45 -05:00
parent 744843d03f
commit b79235b890
4 changed files with 137 additions and 181 deletions

View File

@ -334,22 +334,24 @@ impl From<&CharacterAbility> for CharacterState {
swing_duration,
recover_duration,
} => CharacterState::DashMelee(dash_melee::Data {
base_damage: *base_damage,
max_damage: *max_damage,
base_knockback: *base_knockback,
max_knockback: *max_knockback,
range: *range,
angle: *angle,
energy_drain: *energy_drain,
forward_speed: *forward_speed,
buildup_duration: *buildup_duration,
charge_duration: *charge_duration,
charge_duration_attained: Duration::default(),
infinite_charge: *infinite_charge,
swing_duration: *swing_duration,
recover_duration: *recover_duration,
static_data: dash_melee::StaticData {
base_damage: *base_damage,
max_damage: *max_damage,
base_knockback: *base_knockback,
max_knockback: *max_knockback,
range: *range,
angle: *angle,
energy_drain: *energy_drain,
forward_speed: *forward_speed,
infinite_charge: *infinite_charge,
buildup_duration: *buildup_duration,
charge_duration: *charge_duration,
recover_duration: *recover_duration,
},
end_charge: false,
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
}),
CharacterAbility::BasicBlock => CharacterState::BasicBlock,
CharacterAbility::Roll => CharacterState::Roll(roll::Data {

View File

@ -165,20 +165,19 @@ impl Tool {
combo_duration: Duration::from_millis(10),
},
DashMelee {
energy_cost: 100,
energy_cost: 200,
base_damage: (60.0 * self.base_power()) as u32,
max_damage: (180.0 * self.base_power()) as u32,
base_knockback: 5.0,
max_knockback: 10.0,
range: 5.0,
angle: 45.0,
energy_drain: 100,
forward_speed: 2.5,
buildup_duration: Duration::from_millis(250),
charge_duration: Duration::from_millis(2000),
energy_drain: 500,
forward_speed: 4.0,
buildup_duration: Duration::from_millis(200),
charge_duration: Duration::from_millis(400),
infinite_charge: true,
swing_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(300),
recover_duration: Duration::from_millis(750),
},
],
Axe(_) => vec![

View File

@ -6,8 +6,9 @@ use crate::{
use serde::{Deserialize, Serialize};
use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
pub struct StaticData {
/// How much damage the attack initially does
pub base_damage: u32,
/// How much damage the attack does at max charge distance
@ -24,22 +25,28 @@ pub struct Data {
pub energy_drain: u32,
/// How quickly dasher moves forward
pub forward_speed: f32,
/// Whether state keeps charging after reaching max charge duration
pub infinite_charge: bool,
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state charges for until it reaches max damage
pub charge_duration: Duration,
/// How high timer got while in charge potion
pub charge_duration_attained: Duration,
/// Whether state keeps charging after reaching max charge duration
pub infinite_charge: bool,
/// How long the state swings for
pub swing_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
}
#[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,
/// Whether the charge should end
pub end_charge: bool,
/// Timer for each stage
pub timer: Duration,
/// What section the character stage is in
pub stage_section: StageSection,
/// Whether the state should attempt attacking again
pub exhausted: bool,
}
impl CharacterBehavior for Data {
@ -49,195 +56,143 @@ impl CharacterBehavior for Data {
handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 0.1);
if self.stage_section == StageSection::Buildup && self.timer < self.buildup_duration {
if self.stage_section == StageSection::Buildup && self.timer < self.static_data.buildup_duration {
// Build up
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
static_data: self.static_data,
end_charge: self.end_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
})
} else if self.stage_section == StageSection::Buildup {
// Transitions to charge section of stage
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
static_data: self.static_data,
end_charge: self.end_charge,
timer: Duration::default(),
stage_section: StageSection::Charge,
exhausted: self.exhausted,
})
} else if self.stage_section == StageSection::Charge && data.physics.touch_entities.is_empty() && ((self.timer < self.charge_duration && !self.infinite_charge) || (data.inputs.secondary.is_pressed() && self.infinite_charge)) && update.energy.current() > 0
} else if self.stage_section == StageSection::Charge
&& ((self.timer < self.static_data.charge_duration && !self.static_data.infinite_charge)
|| (data.inputs.secondary.is_pressed() && self.static_data.infinite_charge))
&& update.energy.current() > 0
&& !self.end_charge
{
// Forward movement
forward_move(data, &mut update, 0.1, self.forward_speed);
forward_move(data, &mut update, 0.1, self.static_data.forward_speed);
// Checks how much a charge has built up
let charge_attained = if self.timer > self.charge_duration_attained {
if self.timer > self.charge_duration_attained {
self.charge_duration
} else {
self.timer
}
// Hit attempt
if !self.exhausted {
let charge_frac = (self.timer.as_secs_f32()
/ self.static_data.charge_duration.as_secs_f32())
.min(1.0);
let damage = (self.static_data.max_damage as f32 - self.static_data.base_damage as f32) * charge_frac
+ self.static_data.base_damage as f32;
let knockback =
(self.static_data.max_knockback - self.static_data.base_knockback) * charge_frac + self.static_data.base_knockback;
data.updater.insert(data.entity, Attacking {
base_healthchange: -damage as i32,
range: self.static_data.range,
max_angle: self.static_data.angle.to_radians(),
applied: false,
hit_count: 0,
knockback,
});
}
// This logic basically just decides if a charge should end, and prevents the character state spamming attacks while checking if it has hit something
if !self.exhausted {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: self.end_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: true,
})
} else {
self.charge_duration_attained
};
// Charges
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: charge_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
});
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: !self.static_data.infinite_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: false,
})
} else if attack.applied {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: self.end_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: false,
})
} else {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: !self.static_data.infinite_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: self.exhausted,
})
}
} else {
update.character = CharacterState::DashMelee(Data {
static_data: self.static_data,
end_charge: !self.static_data.infinite_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: StageSection::Charge,
exhausted: self.exhausted,
})
}
}
// Consumes energy if there's enough left and charge has not stopped
update.energy.change_by(
-(self.energy_drain as f32 * data.dt.0) as i32,
-(self.static_data.energy_drain as f32 * data.dt.0) as i32,
EnergySource::Ability,
);
} else if self.stage_section == StageSection::Charge {
// Transitions to swing section of stage
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
timer: Duration::default(),
stage_section: StageSection::Swing,
})
} else if self.stage_section == StageSection::Swing && self.timer < self.swing_duration {
// Swings
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
})
} else if self.stage_section == StageSection::Swing {
// Hit attempt
let charge_frac =
(self.charge_duration_attained.as_secs_f32() / self.charge_duration.as_secs_f32()).min(1.0);
let damage = (self.max_damage as f32 - self.base_damage as f32) * charge_frac
+ self.base_damage as f32;
let knockback =
(self.max_knockback - self.base_knockback) * charge_frac + self.base_knockback;
data.updater.insert(data.entity, Attacking {
base_healthchange: -damage as i32,
range: self.range,
max_angle: self.angle.to_radians(),
applied: false,
hit_count: 0,
knockback,
});
// Transitions to recover section of stage
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
static_data: self.static_data,
end_charge: self.end_charge,
timer: Duration::default(),
stage_section: StageSection::Recover,
exhausted: self.exhausted,
})
} else if self.stage_section == StageSection::Recover && self.timer < self.recover_duration
} else if self.stage_section == StageSection::Recover && self.timer < self.static_data.recover_duration
{
// Recover
update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage,
max_damage: self.max_damage,
base_knockback: self.base_knockback,
max_knockback: self.max_knockback,
range: self.range,
angle: self.angle,
energy_drain: self.energy_drain,
forward_speed: self.forward_speed,
buildup_duration: self.buildup_duration,
charge_duration: self.charge_duration,
charge_duration_attained: self.charge_duration_attained,
infinite_charge: self.infinite_charge,
swing_duration: self.swing_duration,
recover_duration: self.recover_duration,
static_data: self.static_data,
end_charge: self.end_charge,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
stage_section: self.stage_section,
exhausted: self.exhausted,
})
} else {
// Done

View File

@ -192,7 +192,7 @@ impl<'a> System<'a> for Sys {
if entity == entity_other || (ignore_group.is_some() && ignore_group == group_b) {
continue;
}
if entity_other == entity {
continue;
}