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Agile stance skill abilities.
This commit is contained in:
parent
ed0de15a5a
commit
c23139d501
@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 5,
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damage: 12,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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@ -11,29 +11,20 @@ ComboMelee2(
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 7.5,
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),
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.1,
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buildup_duration: 0.2,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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hit_timing: 1.0,
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recover_duration: 0.15,
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movement: (
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buildup: Some(DirectedReverse(1.5)),
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swing: Some(AntiDirectedForward(3.0)),
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recover: None,
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),
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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meta: (
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init_event: Some(EnterStance(Sword(Agile))),
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),
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)
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@ -3,7 +3,7 @@ ComboMelee2(
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(
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melee_constructor: (
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kind: Slash(
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damage: 5,
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damage: 8,
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poise: 0,
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knockback: 0,
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energy_regen: 5,
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@ -11,29 +11,20 @@ ComboMelee2(
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range: 3.0,
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angle: 45.0,
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),
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buildup_duration: 0.15,
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buildup_duration: 0.2,
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swing_duration: 0.05,
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hit_timing: 0.5,
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recover_duration: 0.1,
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ori_modifier: 0.6,
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),
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(
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melee_constructor: (
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kind: Slash(
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damage: 10,
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poise: 0,
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knockback: 0,
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energy_regen: 7.5,
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),
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range: 3.0,
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angle: 45.0,
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recover_duration: 0.05,
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movement: (
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buildup: Some(Forward(2.0)),
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swing: Some(Forward(2.0)),
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recover: None,
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),
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buildup_duration: 0.1,
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swing_duration: 0.1,
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hit_timing: 0.5,
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recover_duration: 0.2,
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ori_modifier: 0.6,
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),
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],
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energy_cost_per_strike: 0,
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meta: (
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init_event: Some(EnterStance(Sword(Agile))),
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),
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)
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@ -426,7 +426,7 @@ pub fn handle_forced_movement(
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data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
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}) {
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update.vel.0 +=
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Vec2::broadcast(data.dt.0) * accel * Vec2::from(update.ori) * strength;
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Vec2::broadcast(data.dt.0) * accel * Vec2::from(*data.ori) * strength;
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}
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},
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ForcedMovement::Reverse(strength) => {
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@ -436,7 +436,7 @@ pub fn handle_forced_movement(
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data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
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}) {
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update.vel.0 +=
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Vec2::broadcast(data.dt.0) * accel * -Vec2::from(update.ori) * strength;
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Vec2::broadcast(data.dt.0) * accel * -Vec2::from(*data.ori) * strength;
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}
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},
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ForcedMovement::Sideways(strength) => {
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@ -447,20 +447,49 @@ pub fn handle_forced_movement(
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}) {
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let direction = {
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// Left if positive, else right
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let side = Vec2::from(update.ori)
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let side = Vec2::from(*data.ori)
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.rotated_z(PI / 2.)
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.dot(data.inputs.move_dir)
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.signum();
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if side > 0.0 {
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Vec2::from(update.ori).rotated_z(PI / 2.)
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Vec2::from(*data.ori).rotated_z(PI / 2.)
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} else {
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-Vec2::from(update.ori).rotated_z(PI / 2.)
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-Vec2::from(*data.ori).rotated_z(PI / 2.)
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}
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};
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update.vel.0 += Vec2::broadcast(data.dt.0) * accel * direction * strength;
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}
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},
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ForcedMovement::DirectedReverse(strength) => {
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let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
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if let Some(accel) = data.physics.on_ground.map(|block| {
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// FRIC_GROUND temporarily used to normalize things around expected values
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data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
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}) {
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let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() > 0.0 {
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data.inputs.move_dir.reflected(Vec2::from(*data.ori))
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} else {
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data.inputs.move_dir
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}.try_normalized().unwrap_or_else(|| -Vec2::from(*data.ori));
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update.vel.0 += direction * strength * accel * data.dt.0;
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}
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},
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ForcedMovement::AntiDirectedForward(strength) => {
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let strength = strength * data.stats.move_speed_modifier * data.stats.friction_modifier;
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if let Some(accel) = data.physics.on_ground.map(|block| {
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// FRIC_GROUND temporarily used to normalize things around expected values
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data.body.base_accel() * block.get_traction() * block.get_friction() / FRIC_GROUND
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}) {
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let direction = if Vec2::from(*data.ori).dot(data.inputs.move_dir).signum() < 0.0 {
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data.inputs.move_dir.reflected(Vec2::from(*data.ori))
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} else {
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data.inputs.move_dir
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}.try_normalized().unwrap_or_else(|| Vec2::from(*data.ori));
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let direction = direction.reflected(Vec2::from(*data.ori).rotated_z(PI / 2.));
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update.vel.0 += direction * strength * accel * data.dt.0;
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}
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},
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ForcedMovement::Leap {
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vertical,
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forward,
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@ -1327,6 +1356,8 @@ pub enum ForcedMovement {
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Forward(f32),
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Reverse(f32),
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Sideways(f32),
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DirectedReverse(f32),
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AntiDirectedForward(f32),
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Leap {
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vertical: f32,
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forward: f32,
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@ -198,6 +198,91 @@ impl Animation for ComboAnimation {
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next.control.position += Vec3::new(move2 * -1.0, move2 * 6.0, move2 * -2.0);
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next.control.orientation.rotate_z(move2 * 0.4);
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},
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Some("common.abilities.sword.agile_quick_draw") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2)),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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* Quaternion::rotation_z(move2.signum() * -PI / 2.0);
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next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.5);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
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next.chest.orientation.rotate_z(move2 * -1.9);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.belt.orientation.rotate_z(move2 * 0.6);
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next.shorts.orientation.rotate_z(move2 * 1.2);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
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},
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Some("common.abilities.sword.agile_feint") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2)),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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// Right feint if x < 0, else left
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if move_dir.x < 0.0 {
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
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next.control.orientation.rotate_y(move1 * 1.5);
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next.chest.orientation.rotate_z(move2 * -1.5);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.belt.orientation.rotate_z(move2 * 0.5);
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next.control.orientation.rotate_z(move2 * -1.5);
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next.control.position += Vec3::new(move2 * 10.0, move2 * 2.0, 0.0);
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} else {
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_y(move1 * -1.5);
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next.chest.orientation.rotate_z(move2 * 1.5);
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next.head.orientation.rotate_z(move2 * -0.9);
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next.shorts.orientation.rotate_z(move2 * -1.1);
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next.belt.orientation.rotate_z(move2 * -0.5);
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next.control.orientation.rotate_z(move2 * 1.5);
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next.control.position += Vec3::new(move2 * -10.0, move2 * 2.0, 0.0);
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}
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},
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Some("common.abilities.sword.offensive_combo") => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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@ -292,40 +377,6 @@ impl Animation for ComboAnimation {
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_ => {},
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}
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},
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Some("common.abilities.sword.offensive_advance") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2)),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3)
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* Quaternion::rotation_z(move2.signum() * -PI / 2.0);
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next.control.orientation.rotate_x(move1 * 1.6 + move2 * 0.5);
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next.chest.orientation = Quaternion::rotation_z(move1 * 1.0);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.5);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 5.0);
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next.chest.orientation.rotate_z(move2 * -1.9);
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next.head.orientation.rotate_z(move2 * 1.4);
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next.belt.orientation.rotate_z(move2 * 0.6);
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next.shorts.orientation.rotate_z(move2 * 1.2);
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next.control.orientation.rotate_z(move2 * -3.5);
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next.control.position += Vec3::new(move2 * 9.0, move2 * 4.0, 0.0);
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},
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Some("common.abilities.sword.crippling_combo") => {
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let (move1, move2) = if strike == current_strike {
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match stage_section {
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@ -967,57 +1018,6 @@ impl Animation for ComboAnimation {
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_ => {},
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}
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},
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Some("common.abilities.sword.mobility_feint") => {
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let (move1, move2) = match stage_section {
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Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0),
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Some(StageSection::Action) => (1.0, anim_time.powi(2)),
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Some(StageSection::Recover) => (1.0, 1.0),
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_ => (0.0, 0.0),
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};
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let move1 = move1 * multi_strike_pullback;
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let move2 = move2 * multi_strike_pullback;
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next.hand_l.position = Vec3::new(s_a.shl.0, s_a.shl.1, s_a.shl.2);
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next.hand_l.orientation =
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Quaternion::rotation_x(s_a.shl.3) * Quaternion::rotation_y(s_a.shl.4);
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next.hand_r.position =
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Vec3::new(-s_a.sc.0 + 6.0 + move1 * -12.0, -4.0 + move1 * 3.0, -2.0);
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next.hand_r.orientation = Quaternion::rotation_x(0.9 + move1 * 0.5);
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next.control.position = Vec3::new(s_a.sc.0, s_a.sc.1, s_a.sc.2);
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next.control.orientation = Quaternion::rotation_x(s_a.sc.3);
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next.control.position += Vec3::new(0.0, 0.0, move1 * 4.0);
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// Right feint if x > 0, else left
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if move_dir.x > 0.0 {
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next.chest.orientation = Quaternion::rotation_z(move1 * -0.7);
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next.head.orientation = Quaternion::rotation_z(move1 * 0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * 0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * 0.2);
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next.control.position += Vec3::new(move1 * 12.0, 0.0, 0.0);
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next.control.orientation.rotate_y(move1 * 1.5);
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next.chest.orientation.rotate_z(move2 * 1.5);
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next.head.orientation.rotate_z(move2 * -0.9);
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next.shorts.orientation.rotate_z(move2 * -1.1);
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next.belt.orientation.rotate_z(move2 * -0.5);
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next.control.orientation.rotate_z(move2 * 1.5);
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next.control.position += Vec3::new(move2 * -10.0, move2 * 2.0, 0.0);
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} else {
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next.chest.orientation = Quaternion::rotation_z(move1 * 0.7);
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next.head.orientation = Quaternion::rotation_z(move1 * -0.3);
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next.shorts.orientation = Quaternion::rotation_z(move1 * -0.4);
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next.belt.orientation = Quaternion::rotation_z(move1 * -0.2);
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next.control.orientation.rotate_y(move1 * -1.5);
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next.chest.orientation.rotate_z(move2 * -1.5);
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next.head.orientation.rotate_z(move2 * 0.9);
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next.shorts.orientation.rotate_z(move2 * 1.1);
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next.belt.orientation.rotate_z(move2 * 0.5);
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next.control.orientation.rotate_z(move2 * -1.5);
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next.control.position += Vec3::new(move2 * 10.0, move2 * 2.0, 0.0);
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}
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},
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Some("common.abilities.sword.reaching_combo") => {
|
||||
let (move1, move2) = if strike == current_strike {
|
||||
match stage_section {
|
||||
|
Loading…
Reference in New Issue
Block a user