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Golems are now lactose tolerant.
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@ -24,6 +24,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- The inventory can now be expanded to fill the whole window
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- Added /dropall admin command (drops all inventory items on the ground)
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- Skill trees
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- Lactose tolerant golems
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### Changed
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@ -7,7 +7,7 @@ SpinMelee(
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range: 3.5,
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energy_cost: 100,
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is_infinite: true,
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is_helicopter: true,
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is_helicopter: Yes,
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is_interruptible: false,
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forward_speed: 0.0,
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num_spins: 1,
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@ -7,7 +7,7 @@ SpinMelee(
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range: 3.5,
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energy_cost: 150,
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is_infinite: false,
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is_helicopter: false,
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is_helicopter: No,
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is_interruptible: true,
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forward_speed: 1.0,
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num_spins: 3,
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@ -6,9 +6,9 @@ Shockwave(
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damage: 500,
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knockback: TowardsUp(40.0),
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shockwave_angle: 90.0,
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shockwave_vertical_angle: 15.0,
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shockwave_speed: 20.0,
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shockwave_duration: 2000,
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shockwave_vertical_angle: 90.0,
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shockwave_speed: 50.0,
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shockwave_duration: 1000,
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requires_ground: true,
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move_efficiency: 0.05,
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)
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14
assets/common/abilities/unique/stonegolemfist/spin.ron
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14
assets/common/abilities/unique/stonegolemfist/spin.ron
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@ -0,0 +1,14 @@
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SpinMelee(
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buildup_duration: 100,
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swing_duration: 400,
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recover_duration: 100,
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base_damage: 500,
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knockback: 0.0,
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range: 7.5,
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energy_cost: 0,
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is_infinite: false,
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is_helicopter: Golem,
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is_interruptible: false,
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forward_speed: 0.0,
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num_spins: 1,
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)
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@ -54,7 +54,9 @@
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Unique(StoneGolemFist): (
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primary: "common.abilities.unique.stonegolemfist.basic",
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secondary: "common.abilities.unique.stonegolemfist.shockwave",
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skills: [],
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skills: [
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"common.abilities.unique.stonegolemfist.spin",
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],
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),
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Unique(BeastClaws): (
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primary: "common.abilities.unique.beastclaws.basic",
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@ -152,7 +152,7 @@ pub enum CharacterAbility {
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range: f32,
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energy_cost: u32,
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is_infinite: bool,
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is_helicopter: bool,
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is_helicopter: spin_melee::Helicopter,
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is_interruptible: bool,
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forward_speed: f32,
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num_spins: u32,
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@ -657,7 +657,11 @@ impl CharacterAbility {
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..
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} => {
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*is_infinite = skillset.has_skill(Axe(SInfinite));
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*is_helicopter = skillset.has_skill(Axe(SHelicopter));
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*is_helicopter = if skillset.has_skill(Axe(SHelicopter)) {
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spin_melee::Helicopter::Yes
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} else {
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spin_melee::Helicopter::No
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};
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if let Ok(Some(level)) = skillset.skill_level(Axe(SDamage)) {
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*base_damage =
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(*base_damage as f32 * 1.3_f32.powi(level.into())) as u32;
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@ -31,7 +31,7 @@ pub struct StaticData {
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/// Whether spin state is infinite
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pub is_infinite: bool,
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/// Used to maintain classic axe spin physics
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pub is_helicopter: bool,
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pub is_helicopter: Helicopter,
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/// Whether the state can be interrupted by other abilities
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pub is_interruptible: bool,
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/// Used for forced forward movement
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@ -61,9 +61,15 @@ impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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if self.static_data.is_helicopter {
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match self.static_data.is_helicopter {
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Helicopter::No => {},
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Helicopter::Yes => {
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let new_vel_z = update.vel.0.z + GRAVITY * data.dt.0 * 0.5;
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update.vel.0 = Vec3::new(0.0, 0.0, new_vel_z) + data.inputs.move_dir * 5.0;
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},
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Helicopter::Golem => {
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update.vel.0 = Vec3::new(0.0, 0.0, 10.0) + data.inputs.move_dir * 20.0;
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},
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}
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if !ability_key_is_pressed(data, self.static_data.ability_key) {
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@ -116,7 +122,7 @@ impl CharacterBehavior for Data {
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knockback: Knockback::Away(self.static_data.knockback),
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});
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} else if self.timer < self.static_data.swing_duration {
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if !self.static_data.is_helicopter {
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if matches!(self.static_data.is_helicopter, Helicopter::No) {
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handle_forced_movement(
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data,
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&mut update,
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@ -194,3 +200,10 @@ impl CharacterBehavior for Data {
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update
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}
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum Helicopter {
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No,
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Yes,
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Golem,
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}
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@ -896,6 +896,9 @@ impl<'a> System<'a> for Sys {
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} else if dist_sqrd < MAX_CHASE_DIST.powi(2)
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|| (dist_sqrd < SIGHT_DIST.powi(2) && !*been_close)
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{
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if vel.0.is_approx_zero() {
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inputs.ability3.set_state(true);
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}
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if dist_sqrd < MAX_CHASE_DIST.powi(2) {
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*been_close = true;
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}
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@ -909,7 +912,9 @@ impl<'a> System<'a> for Sys {
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..traversal_config
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},
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) {
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if can_see_tgt(&*terrain, pos, tgt_pos, dist_sqrd) {
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if matches!(char_states.get(entity), Some(CharacterState::SpinMelee(_))) {
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inputs.move_dir = (tgt_pos.0 - pos.0).xy().try_normalized().unwrap_or(Vec2::zero());
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} else if can_see_tgt(&*terrain, pos, tgt_pos, dist_sqrd) {
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inputs.move_dir = bearing
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.xy()
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.try_normalized()
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