Agile stance skill abilities.

This commit is contained in:
Sam 2022-11-21 22:08:11 -05:00
parent ed0de15a5a
commit c23139d501
4 changed files with 143 additions and 130 deletions

View File

@ -3,7 +3,7 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 5,
damage: 12,
poise: 0,
knockback: 0,
energy_regen: 5,
@ -11,29 +11,20 @@ ComboMelee2(
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.1,
buildup_duration: 0.2,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
hit_timing: 1.0,
recover_duration: 0.15,
movement: (
buildup: Some(DirectedReverse(1.5)),
swing: Some(AntiDirectedForward(3.0)),
recover: None,
),
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
meta: (
init_event: Some(EnterStance(Sword(Agile))),
),
)

View File

@ -3,7 +3,7 @@ ComboMelee2(
(
melee_constructor: (
kind: Slash(
damage: 5,
damage: 8,
poise: 0,
knockback: 0,
energy_regen: 5,
@ -11,29 +11,20 @@ ComboMelee2(
range: 3.0,
angle: 45.0,
),
buildup_duration: 0.15,
buildup_duration: 0.2,
swing_duration: 0.05,
hit_timing: 0.5,
recover_duration: 0.1,
ori_modifier: 0.6,
),
(
melee_constructor: (
kind: Slash(
damage: 10,
poise: 0,
knockback: 0,
energy_regen: 7.5,
),
range: 3.0,
angle: 45.0,
recover_duration: 0.05,
movement: (
buildup: Some(Forward(2.0)),
swing: Some(Forward(2.0)),
recover: None,
),
buildup_duration: 0.1,
swing_duration: 0.1,
hit_timing: 0.5,
recover_duration: 0.2,
ori_modifier: 0.6,
),
],
energy_cost_per_strike: 0,
meta: (
init_event: Some(EnterStance(Sword(Agile))),
),
)

View File

@ -426,7 +426,7 @@ pub fn handle_forced_movement(
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
update.vel.0 +=
Vec2::broadcast(data.dt.0) * accel * Vec2::from(update.ori) * strength;
Vec2::broadcast(data.dt.0) * accel * Vec2::from(*data.ori) * strength;
}
},
ForcedMovement::Reverse(strength) => {
@ -436,7 +436,7 @@ pub fn handle_forced_movement(
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
update.vel.0 +=
Vec2::broadcast(data.dt.0) * accel * -Vec2::from(update.ori) * strength;
Vec2::broadcast(data.dt.0) * accel * -Vec2::from(*data.ori) * strength;
}
},
ForcedMovement::Sideways(strength) => {
@ -447,20 +447,49 @@ pub fn handle_forced_movement(
}) {
let direction = {
// Left if positive, else right
let side = Vec2::from(update.ori)
let side = Vec2::from(*data.ori)
.rotated_z(PI / 2.)
.dot(data.inputs.move_dir)
.signum();
if side > 0.0 {
Vec2::from(update.ori).rotated_z(PI / 2.)
Vec2::from(*data.ori).rotated_z(PI / 2.)
} else {
-Vec2::from(update.ori).rotated_z(PI / 2.)
-Vec2::from(*data.ori).rotated_z(PI / 2.)
}
};
update.vel.0 += Vec2::broadcast(data.dt.0) * accel * direction * strength;
}
},
ForcedMovement::DirectedReverse(strength) => {
let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
if let Some(accel) = data.physics.on_ground.map(|block| {
// FRIC_GROUND temporarily used to normalize things around expected values
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() > 0.0 {
data.inputs.move_dir.reflected(Vec2::from(*data.ori))
} else {
data.inputs.move_dir
}.try_normalized().unwrap_or_else(|| -Vec2::from(*data.ori));
update.vel.0 += direction * strength * accel * data.dt.0;
}
},
ForcedMovement::AntiDirectedForward(strength) => {
let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
if let Some(accel) = data.physics.on_ground.map(|block| {
// FRIC_GROUND temporarily used to normalize things around expected values
data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
}) {
let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() < 0.0 {
data.inputs.move_dir.reflected(Vec2::from(*data.ori))
} else {
data.inputs.move_dir
}.try_normalized().unwrap_or_else(|| Vec2::from(*data.ori));
let direction = direction.reflected(Vec2::from(*data.ori).rotated_z(PI / 2.));
update.vel.0 += direction * strength * accel * data.dt.0;
}
},
ForcedMovement::Leap {
vertical,
forward,
@ -1327,6 +1356,8 @@ pub enum ForcedMovement {
Forward(f32),
Reverse(f32),
Sideways(f32),
DirectedReverse(f32),
AntiDirectedForward(f32),
Leap {
vertical: f32,
forward: f32,

View File

@ -198,6 +198,91 @@ impl Animation for ComboAnimation {
next.control.position += Vec3::new(move2 * -1.0, move2 * 6.0, move2 * -2.0);
next.control.orientation.rotate_z(move2 * 0.4);
},
Some("common.abilities.sword.agile_quick_draw") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_z(move2.signum() * -PI / 2.0);
next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.5);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
next.chest.orientation.rotate_z(move2 * -1.9);
next.head.orientation.rotate_z(move2 * 1.4);
next.belt.orientation.rotate_z(move2 * 0.6);
next.shorts.orientation.rotate_z(move2 * 1.2);
next.control.orientation.rotate_z(move2 * -3.5);
next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
},
Some("common.abilities.sword.agile_feint") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
// Right feint if x < 0, else left
if move_dir.x < 0.0 {
next.chest.orientation = Quaternion::rotation_z(move1 * -0.7);
next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
next.control.orientation.rotate_y(move1 * 1.5);
next.chest.orientation.rotate_z(move2 * -1.5);
next.head.orientation.rotate_z(move2 * 0.9);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.belt.orientation.rotate_z(move2 * 0.5);
next.control.orientation.rotate_z(move2 * -1.5);
next.control.position += Vec3::new(move2 * 10.0, move2 * 2.0, 0.0);
} else {
next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.orientation.rotate_y(move1 * -1.5);
next.chest.orientation.rotate_z(move2 * 1.5);
next.head.orientation.rotate_z(move2 * -0.9);
next.shorts.orientation.rotate_z(move2 * -1.1);
next.belt.orientation.rotate_z(move2 * -0.5);
next.control.orientation.rotate_z(move2 * 1.5);
next.control.position += Vec3::new(move2 * -10.0, move2 * 2.0, 0.0);
}
},
Some("common.abilities.sword.offensive_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {
@ -292,40 +377,6 @@ impl Animation for ComboAnimation {
_ => {},
}
},
Some("common.abilities.sword.offensive_advance") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
* Quaternion::rotation_z(move2.signum() * -PI / 2.0);
next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.5);
next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
next.chest.orientation.rotate_z(move2 * -1.9);
next.head.orientation.rotate_z(move2 * 1.4);
next.belt.orientation.rotate_z(move2 * 0.6);
next.shorts.orientation.rotate_z(move2 * 1.2);
next.control.orientation.rotate_z(move2 * -3.5);
next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
},
Some("common.abilities.sword.crippling_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {
@ -967,57 +1018,6 @@ impl Animation for ComboAnimation {
_ => {},
}
},
Some("common.abilities.sword.mobility_feint") => {
let (move1, move2) = match stage_section {
Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
Some(StageSection::Action) => (1.0, anim_time.powi(2)),
Some(StageSection::Recover) => (1.0, 1.0),
_ => (0.0, 0.0),
};
let move1 = move1 * multi_strike_pullback;
let move2 = move2 * multi_strike_pullback;
next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
next.hand_l.orientation =
Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
next.hand_r.position =
Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
// Right feint if x > 0, else left
if move_dir.x > 0.0 {
next.chest.orientation = Quaternion::rotation_z(move1 * -0.7);
next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
next.control.orientation.rotate_y(move1 * 1.5);
next.chest.orientation.rotate_z(move2 * 1.5);
next.head.orientation.rotate_z(move2 * -0.9);
next.shorts.orientation.rotate_z(move2 * -1.1);
next.belt.orientation.rotate_z(move2 * -0.5);
next.control.orientation.rotate_z(move2 * 1.5);
next.control.position += Vec3::new(move2 * -10.0, move2 * 2.0, 0.0);
} else {
next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
next.control.orientation.rotate_y(move1 * -1.5);
next.chest.orientation.rotate_z(move2 * -1.5);
next.head.orientation.rotate_z(move2 * 0.9);
next.shorts.orientation.rotate_z(move2 * 1.1);
next.belt.orientation.rotate_z(move2 * 0.5);
next.control.orientation.rotate_z(move2 * -1.5);
next.control.position += Vec3::new(move2 * 10.0, move2 * 2.0, 0.0);
}
},
Some("common.abilities.sword.reaching_combo") => {
let (move1, move2) = if strike == current_strike {
match stage_section {