mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Aura duration separated from cast duration in aura state
Healing beam now requires combo > 0 to enter character state Removed last vestiges of old sceptre abilities Combo extended to most other attacks Cast aura state renamed to basic aura
This commit is contained in:
parent
d711c77468
commit
c13e84aff5
@ -1,6 +1,6 @@
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CastAura(
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BasicAura(
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buildup_duration: 0.25,
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cast_duration: 1.5,
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cast_duration: 0.5,
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recover_duration: 0.25,
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targets: InGroup,
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aura: (
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@ -9,6 +9,7 @@ CastAura(
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duration: Some(10.0),
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category: Magical,
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),
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aura_duration: 1.0,
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range: 25.0,
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energy_cost: 00,
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energy_cost: 400,
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)
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@ -226,12 +226,13 @@ pub enum CharacterAbility {
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orientation_behavior: basic_beam::MovementBehavior,
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specifier: beam::FrontendSpecifier,
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},
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CastAura {
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BasicAura {
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buildup_duration: f32,
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cast_duration: f32,
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recover_duration: f32,
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targets: combat::GroupTarget,
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aura: aura::AuraBuffConstructor,
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aura_duration: f32,
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range: f32,
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energy_cost: f32,
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},
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@ -290,7 +291,7 @@ impl CharacterAbility {
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| CharacterAbility::ChargedRanged { energy_cost, .. }
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| CharacterAbility::ChargedMelee { energy_cost, .. }
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| CharacterAbility::Shockwave { energy_cost, .. }
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| CharacterAbility::CastAura { energy_cost, .. } => update
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| CharacterAbility::BasicAura { energy_cost, .. } => update
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.energy
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
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@ -310,6 +311,7 @@ impl CharacterAbility {
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok()
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},
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CharacterAbility::HealingBeam { .. } => data.combo.counter() > 0,
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_ => true,
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}
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}
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@ -350,7 +352,7 @@ impl CharacterAbility {
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} => {
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*buildup_duration /= speed;
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*recover_duration /= speed;
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*projectile = projectile.modified_projectile(power, 1_f32, 1_f32, power);
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*projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
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},
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RepeaterRanged {
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ref mut movement_duration,
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@ -364,7 +366,7 @@ impl CharacterAbility {
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*buildup_duration /= speed;
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*shoot_duration /= speed;
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*recover_duration /= speed;
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*projectile = projectile.modified_projectile(power, 1_f32, 1_f32, power);
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*projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
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},
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Boost {
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ref mut movement_duration,
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@ -499,14 +501,15 @@ impl CharacterAbility {
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*damage *= power;
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*tick_rate *= speed;
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},
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CastAura {
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BasicAura {
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ref mut buildup_duration,
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ref mut cast_duration,
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ref mut recover_duration,
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// cast_duration explicitly not affected by speed
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ref mut aura,
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..
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} => {
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*buildup_duration /= speed;
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*cast_duration /= speed;
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*recover_duration /= speed;
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aura.strength *= power;
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},
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@ -540,7 +543,7 @@ impl CharacterAbility {
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| ChargedRanged { energy_cost, .. }
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| Shockwave { energy_cost, .. }
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| HealingBeam { energy_cost, .. }
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| CastAura { energy_cost, .. } => *energy_cost as u32,
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| BasicAura { energy_cost, .. } => *energy_cost as u32,
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BasicBeam { energy_drain, .. } => {
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if *energy_drain > f32::EPSILON {
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1
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@ -857,7 +860,7 @@ impl CharacterAbility {
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.unwrap_or(0);
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let power = 1.20_f32.powi(damage_level.into());
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let regen = 1.4_f32.powi(regen_level.into());
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*projectile = projectile.modified_projectile(power, regen, 1_f32, 1_f32);
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*projectile = projectile.modified_projectile(power, regen, 1_f32);
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},
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ChargedRanged {
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ref mut scaled_damage,
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@ -904,8 +907,7 @@ impl CharacterAbility {
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}
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if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) {
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let power = 1.4_f32.powi(level.into());
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*projectile =
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projectile.modified_projectile(power, 1_f32, 1_f32, 1_f32);
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*projectile = projectile.modified_projectile(power, 1_f32, 1_f32);
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}
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if !skillset.has_skill(Bow(RGlide)) {
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*buildup_duration = 0.001;
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@ -944,7 +946,7 @@ impl CharacterAbility {
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let power = 1.2_f32.powi(damage_level.into());
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let regen = 1.2_f32.powi(regen_level.into());
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let range = 1.1_f32.powi(range_level.into());
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*projectile = projectile.modified_projectile(power, regen, range, 1_f32);
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*projectile = projectile.modified_projectile(power, regen, range);
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},
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BasicBeam {
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ref mut damage,
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@ -1051,7 +1053,7 @@ impl CharacterAbility {
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let heal = 1.15_f32.powi(heal_level.into());
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let power = 1.2_f32.powi(damage_level.into());
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let range = 1.3_f32.powi(range_level.into());
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*projectile = projectile.modified_projectile(power, 1_f32, range, heal);
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*projectile = projectile.modified_projectile(power, 1_f32, range);
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}
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if let Ok(Some(level)) = skillset.skill_level(Sceptre(PCost)) {
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*energy_cost *= 0.85_f32.powi(level.into());
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@ -1494,21 +1496,23 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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}),
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CharacterAbility::CastAura {
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CharacterAbility::BasicAura {
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buildup_duration,
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cast_duration,
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recover_duration,
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targets,
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aura,
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aura_duration,
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range,
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energy_cost: _,
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} => CharacterState::CastAura(cast_aura::Data {
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static_data: cast_aura::StaticData {
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} => CharacterState::BasicAura(basic_aura::Data {
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static_data: basic_aura::StaticData {
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buildup_duration: Duration::from_secs_f32(*buildup_duration),
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cast_duration: Duration::from_secs_f32(*cast_duration),
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recover_duration: Duration::from_secs_f32(*recover_duration),
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targets: *targets,
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aura: *aura,
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aura_duration: Duration::from_secs_f32(*aura_duration),
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range: *range,
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ability_info,
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},
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@ -82,7 +82,7 @@ pub enum CharacterState {
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/// from the source
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BasicBeam(basic_beam::Data),
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/// Creates an aura that persists as long as you are actively casting
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CastAura(cast_aura::Data),
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BasicAura(basic_aura::Data),
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/// A directed beam that heals targets in range
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HealingBeam(healing_beam::Data),
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}
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@ -104,7 +104,7 @@ impl CharacterState {
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| CharacterState::RepeaterRanged(_)
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| CharacterState::Shockwave(_)
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| CharacterState::BasicBeam(_)
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| CharacterState::CastAura(_)
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| CharacterState::BasicAura(_)
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| CharacterState::HealingBeam(_)
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)
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}
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@ -127,7 +127,7 @@ impl CharacterState {
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| CharacterState::RepeaterRanged(_)
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| CharacterState::Shockwave(_)
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| CharacterState::BasicBeam(_)
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| CharacterState::CastAura(_)
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| CharacterState::BasicAura(_)
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| CharacterState::HealingBeam(_)
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)
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}
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@ -58,11 +58,6 @@ pub enum ProjectileConstructor {
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damage: f32,
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energy_regen: f32,
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},
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Heal {
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heal: f32,
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damage: f32,
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radius: f32,
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},
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Possess,
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}
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@ -103,7 +98,8 @@ impl ProjectileConstructor {
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(energy)
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.with_effect(knockback);
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.with_effect(knockback)
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.with_combo_increment();
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Projectile {
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hit_solid: vec![Effect::Stick],
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@ -130,7 +126,8 @@ impl ProjectileConstructor {
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(energy);
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.with_effect(energy)
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.with_combo_increment();
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let explosion = Explosion {
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effects: vec![
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RadiusEffect::Attack(attack),
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@ -157,7 +154,8 @@ impl ProjectileConstructor {
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);
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult);
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.with_crit(crit_chance, crit_mult)
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.with_combo_increment();
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let explosion = Explosion {
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effects: vec![RadiusEffect::Attack(attack)],
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radius,
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@ -187,7 +185,8 @@ impl ProjectileConstructor {
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(energy);
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.with_effect(energy)
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.with_combo_increment();
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Projectile {
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hit_solid: vec![Effect::Vanish],
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@ -197,36 +196,6 @@ impl ProjectileConstructor {
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ignore_group: true,
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}
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},
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Heal {
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heal,
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damage,
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radius,
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} => {
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let damage = AttackDamage::new(
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Damage {
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source: DamageSource::Explosion,
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value: damage,
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},
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Some(GroupTarget::OutOfGroup),
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);
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let heal = AttackEffect::new(Some(GroupTarget::InGroup), CombatEffect::Heal(heal));
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(heal);
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let explosion = Explosion {
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effects: vec![RadiusEffect::Attack(attack)],
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radius,
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reagent: Some(Reagent::Green),
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};
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Projectile {
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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hit_entity: vec![Effect::Explode(explosion), Effect::Vanish],
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time_left: Duration::from_secs(10),
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owner,
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ignore_group: false,
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}
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},
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Possess => Projectile {
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hit_solid: vec![Effect::Stick],
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hit_entity: vec![Effect::Stick, Effect::Possess],
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@ -237,13 +206,7 @@ impl ProjectileConstructor {
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}
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}
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pub fn modified_projectile(
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mut self,
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power: f32,
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regen: f32,
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range: f32,
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heal_power: f32,
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) -> Self {
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pub fn modified_projectile(mut self, power: f32, regen: f32, range: f32) -> Self {
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use ProjectileConstructor::*;
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match self {
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Arrow {
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@ -280,16 +243,6 @@ impl ProjectileConstructor {
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*damage *= power;
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*energy_regen *= regen;
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},
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Heal {
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ref mut damage,
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ref mut heal,
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ref mut radius,
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..
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} => {
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*damage *= power;
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*heal *= heal_power;
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*radius *= range;
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},
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Possess => {},
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}
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self
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@ -26,6 +26,8 @@ pub struct StaticData {
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pub targets: GroupTarget,
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/// Has information used to construct the aura
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pub aura: AuraBuffConstructor,
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/// How long aura lasts
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pub aura_duration: Duration,
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/// Radius of aura
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pub range: f32,
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/// What key is used to press ability
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@ -52,7 +54,7 @@ impl CharacterBehavior for Data {
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if !ability_key_is_pressed(data, self.static_data.ability_info.key) {
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handle_interrupt(data, &mut update, false);
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match update.character {
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CharacterState::CastAura(_) => {},
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CharacterState::BasicAura(_) => {},
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_ => {
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return update;
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},
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@ -63,7 +65,7 @@ impl CharacterBehavior for Data {
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StageSection::Buildup => {
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if self.timer < self.static_data.buildup_duration {
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// Build up
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update.character = CharacterState::CastAura(Data {
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update.character = CharacterState::BasicAura(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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@ -77,7 +79,7 @@ impl CharacterBehavior for Data {
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let aura = self.static_data.aura.to_aura(
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data.uid,
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self.static_data.range,
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Some(self.static_data.cast_duration),
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Some(self.static_data.aura_duration),
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targets,
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);
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update.server_events.push_front(ServerEvent::Aura {
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@ -85,7 +87,7 @@ impl CharacterBehavior for Data {
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aura_change: AuraChange::Add(aura),
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});
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// Build up
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update.character = CharacterState::CastAura(Data {
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update.character = CharacterState::BasicAura(Data {
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timer: Duration::default(),
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stage_section: StageSection::Cast,
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..*self
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@ -95,7 +97,7 @@ impl CharacterBehavior for Data {
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StageSection::Cast => {
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if self.timer < self.static_data.cast_duration {
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// Cast
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update.character = CharacterState::CastAura(Data {
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update.character = CharacterState::BasicAura(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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@ -103,7 +105,7 @@ impl CharacterBehavior for Data {
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..*self
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});
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} else {
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update.character = CharacterState::CastAura(Data {
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update.character = CharacterState::BasicAura(Data {
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timer: Duration::default(),
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stage_section: StageSection::Recover,
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..*self
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@ -112,7 +114,7 @@ impl CharacterBehavior for Data {
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},
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StageSection::Recover => {
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if self.timer < self.static_data.recover_duration {
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update.character = CharacterState::CastAura(Data {
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update.character = CharacterState::BasicAura(Data {
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timer: self
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.timer
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.checked_add(Duration::from_secs_f32(data.dt.0))
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@ -121,7 +121,8 @@ impl CharacterBehavior for Data {
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.with_crit(crit_chance, crit_mult)
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.with_effect(energy)
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.with_effect(poise)
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.with_effect(knockback);
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.with_effect(knockback)
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.with_combo_increment();
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// Hit attempt
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data.updater.insert(data.entity, Melee {
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|
@ -186,7 +186,8 @@ impl CharacterBehavior for Data {
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback);
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.with_effect(knockback)
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.with_combo_increment();
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// Hit attempt
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data.updater.insert(data.entity, Melee {
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|
@ -129,7 +129,8 @@ impl CharacterBehavior for Data {
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let attack = Attack::default()
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(knockback);
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.with_effect(knockback)
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.with_combo_increment();
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// Fire
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let projectile = Projectile {
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|
@ -166,7 +166,8 @@ impl CharacterBehavior for Data {
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback);
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.with_effect(knockback)
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.with_combo_increment();
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data.updater.insert(data.entity, Melee {
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attack,
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|
@ -176,7 +176,8 @@ impl CharacterBehavior for Data {
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback);
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.with_effect(knockback)
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.with_combo_increment();
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// Hit attempt, when animation plays
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data.updater.insert(data.entity, Melee {
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|
@ -1,10 +1,10 @@
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pub mod basic_aura;
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pub mod basic_beam;
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pub mod basic_block;
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pub mod basic_melee;
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pub mod basic_ranged;
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pub mod behavior;
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pub mod boost;
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pub mod cast_aura;
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pub mod charged_melee;
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pub mod charged_ranged;
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pub mod climb;
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|
@ -106,7 +106,8 @@ impl CharacterBehavior for Data {
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.with_damage(damage)
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.with_crit(crit_chance, crit_mult)
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.with_effect(poise)
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.with_effect(knockback);
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.with_effect(knockback)
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.with_combo_increment();
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let properties = shockwave::Properties {
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angle: self.static_data.shockwave_angle,
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vertical_angle: self.static_data.shockwave_vertical_angle,
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||||
|
@ -141,7 +141,8 @@ impl CharacterBehavior for Data {
|
||||
.with_damage(damage)
|
||||
.with_crit(crit_chance, crit_mult)
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
.with_effect(knockback)
|
||||
.with_combo_increment();
|
||||
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, Melee {
|
||||
|
@ -303,7 +303,7 @@ impl<'a> System<'a> for Sys {
|
||||
CharacterState::RepeaterRanged(data) => data.handle_event(&j, action),
|
||||
CharacterState::Shockwave(data) => data.handle_event(&j, action),
|
||||
CharacterState::BasicBeam(data) => data.handle_event(&j, action),
|
||||
CharacterState::CastAura(data) => data.handle_event(&j, action),
|
||||
CharacterState::BasicAura(data) => data.handle_event(&j, action),
|
||||
CharacterState::HealingBeam(data) => data.handle_event(&j, action),
|
||||
};
|
||||
local_emitter.append(&mut state_update.local_events);
|
||||
@ -344,7 +344,7 @@ impl<'a> System<'a> for Sys {
|
||||
CharacterState::RepeaterRanged(data) => data.behavior(&j),
|
||||
CharacterState::Shockwave(data) => data.behavior(&j),
|
||||
CharacterState::BasicBeam(data) => data.behavior(&j),
|
||||
CharacterState::CastAura(data) => data.behavior(&j),
|
||||
CharacterState::BasicAura(data) => data.behavior(&j),
|
||||
CharacterState::HealingBeam(data) => data.behavior(&j),
|
||||
};
|
||||
|
||||
|
@ -233,7 +233,7 @@ impl<'a> System<'a> for Sys {
|
||||
| CharacterState::RepeaterRanged { .. }
|
||||
| CharacterState::Shockwave { .. }
|
||||
| CharacterState::BasicBeam { .. }
|
||||
| CharacterState::CastAura { .. }
|
||||
| CharacterState::BasicAura { .. }
|
||||
| CharacterState::HealingBeam { .. } => {
|
||||
if energy.get_unchecked().regen_rate != 0.0 {
|
||||
energy.get_mut_unchecked().regen_rate = 0.0
|
||||
|
@ -1099,7 +1099,7 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::CastAura(s) => {
|
||||
CharacterState::BasicAura(s) => {
|
||||
let stage_time = s.timer.as_secs_f32();
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
|
Loading…
Reference in New Issue
Block a user