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

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

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

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@ -6,8 +6,9 @@ use crate::{
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::time::Duration; use std::time::Duration;
/// Separated out to condense update portions of character state
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data { pub struct StaticData {
/// How much damage the attack initially does /// How much damage the attack initially does
pub base_damage: u32, pub base_damage: u32,
/// How much damage the attack does at max charge distance /// How much damage the attack does at max charge distance
@ -24,22 +25,28 @@ pub struct Data {
pub energy_drain: u32, pub energy_drain: u32,
/// How quickly dasher moves forward /// How quickly dasher moves forward
pub forward_speed: f32, pub forward_speed: f32,
/// Whether state keeps charging after reaching max charge duration
pub infinite_charge: bool,
/// How long until state should deal damage /// How long until state should deal damage
pub buildup_duration: Duration, pub buildup_duration: Duration,
/// How long the state charges for until it reaches max damage /// How long the state charges for until it reaches max damage
pub charge_duration: Duration, 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 /// How long the state has until exiting
pub recover_duration: Duration, 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 /// Timer for each stage
pub timer: Duration, pub timer: Duration,
/// What section the character stage is in /// What section the character stage is in
pub stage_section: StageSection, pub stage_section: StageSection,
/// Whether the state should attempt attacking again
pub exhausted: bool,
} }
impl CharacterBehavior for Data { impl CharacterBehavior for Data {
@ -49,195 +56,143 @@ impl CharacterBehavior for Data {
handle_orientation(data, &mut update, 1.0); handle_orientation(data, &mut update, 1.0);
handle_move(data, &mut update, 0.1); 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 // Build up
update.character = CharacterState::DashMelee(Data { update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage, static_data: self.static_data,
max_damage: self.max_damage, end_charge: self.end_charge,
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: self
.timer .timer
.checked_add(Duration::from_secs_f32(data.dt.0)) .checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(), .unwrap_or_default(),
stage_section: self.stage_section, stage_section: self.stage_section,
exhausted: self.exhausted,
}) })
} else if self.stage_section == StageSection::Buildup { } else if self.stage_section == StageSection::Buildup {
// Transitions to charge section of stage // Transitions to charge section of stage
update.character = CharacterState::DashMelee(Data { update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage, static_data: self.static_data,
max_damage: self.max_damage, end_charge: self.end_charge,
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(), timer: Duration::default(),
stage_section: StageSection::Charge, 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 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 // Hit attempt
let charge_attained = if self.timer > self.charge_duration_attained { if !self.exhausted {
if self.timer > self.charge_duration_attained { let charge_frac = (self.timer.as_secs_f32()
self.charge_duration / self.static_data.charge_duration.as_secs_f32())
} else { .min(1.0);
self.timer 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 { } else {
self.charge_duration_attained if let Some(attack) = data.attacking {
}; if attack.applied && attack.hit_count > 0 {
update.character = CharacterState::DashMelee(Data {
// Charges static_data: self.static_data,
update.character = CharacterState::DashMelee(Data { end_charge: !self.static_data.infinite_charge,
base_damage: self.base_damage, timer: self
max_damage: self.max_damage, .timer
base_knockback: self.base_knockback, .checked_add(Duration::from_secs_f32(data.dt.0))
max_knockback: self.max_knockback, .unwrap_or_default(),
range: self.range, stage_section: StageSection::Charge,
angle: self.angle, exhausted: false,
energy_drain: self.energy_drain, })
forward_speed: self.forward_speed, } else if attack.applied {
buildup_duration: self.buildup_duration, update.character = CharacterState::DashMelee(Data {
charge_duration: self.charge_duration, static_data: self.static_data,
charge_duration_attained: charge_attained, end_charge: self.end_charge,
infinite_charge: self.infinite_charge, timer: self
swing_duration: self.swing_duration, .timer
recover_duration: self.recover_duration, .checked_add(Duration::from_secs_f32(data.dt.0))
timer: self .unwrap_or_default(),
.timer stage_section: StageSection::Charge,
.checked_add(Duration::from_secs_f32(data.dt.0)) exhausted: false,
.unwrap_or_default(), })
stage_section: self.stage_section, } 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 // Consumes energy if there's enough left and charge has not stopped
update.energy.change_by( 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, EnergySource::Ability,
); );
} else if self.stage_section == StageSection::Charge { } else if self.stage_section == StageSection::Charge {
// Transitions to swing section of stage // Transitions to swing section of stage
update.character = CharacterState::DashMelee(Data { update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage, static_data: self.static_data,
max_damage: self.max_damage, end_charge: self.end_charge,
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,
timer: Duration::default(), timer: Duration::default(),
stage_section: StageSection::Recover, 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 // Recover
update.character = CharacterState::DashMelee(Data { update.character = CharacterState::DashMelee(Data {
base_damage: self.base_damage, static_data: self.static_data,
max_damage: self.max_damage, end_charge: self.end_charge,
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: self
.timer .timer
.checked_add(Duration::from_secs_f32(data.dt.0)) .checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(), .unwrap_or_default(),
stage_section: self.stage_section, stage_section: self.stage_section,
exhausted: self.exhausted,
}) })
} else { } else {
// Done // Done

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