Initial implementation of combo melee attack.

This commit is contained in:
Sam 2020-09-03 20:54:59 -05:00
parent b3117feea6
commit cf573a42bd
11 changed files with 300 additions and 274 deletions

View File

@ -94,19 +94,19 @@
],
threshold: 0.5,
),
Attack(TripleStrike(First), Sword): (
Attack(ComboMelee(First), Sword): (
files: [
"voxygen.audio.sfx.abilities.swing_sword",
],
threshold: 0.7,
),
Attack(TripleStrike(Second), Sword): (
Attack(ComboMelee(Second), Sword): (
files: [
"voxygen.audio.sfx.abilities.separated_second_swing",
],
threshold: 0.7,
),
Attack(TripleStrike(Third), Sword): (
Attack(ComboMelee(Third), Sword): (
files: [
"voxygen.audio.sfx.abilities.separated_third_swing",
],
@ -174,19 +174,19 @@
],
threshold: 0.5,
),
Attack(TripleStrike(First), Axe): (
Attack(ComboMelee(First), Axe): (
files: [
"voxygen.audio.sfx.abilities.swing",
],
threshold: 0.7,
),
Attack(TripleStrike(Second), Axe): (
Attack(ComboMelee(Second), Axe): (
files: [
"voxygen.audio.sfx.abilities.swing",
],
threshold: 0.7,
),
Attack(TripleStrike(Third), Axe): (
Attack(ComboMelee(Third), Axe): (
files: [
"voxygen.audio.sfx.abilities.swing",
],

View File

@ -1,10 +1,9 @@
use crate::{
comp::{
ability::Stage,
item::{armor::Protection, Item, ItemKind},
Body, CharacterState, EnergySource, Gravity, LightEmitter, Projectile, StateUpdate,
},
states::{triple_strike::*, *},
states::*,
sys::character_behavior::JoinData,
};
use arraygen::Arraygen;
@ -21,7 +20,7 @@ pub enum CharacterAbilityType {
ChargedRanged,
DashMelee,
BasicBlock,
TripleStrike(Stage),
ComboMelee,
LeapMelee,
SpinMelee,
GroundShockwave,
@ -36,7 +35,7 @@ impl From<&CharacterState> for CharacterAbilityType {
CharacterState::DashMelee(_) => Self::DashMelee,
CharacterState::BasicBlock => Self::BasicBlock,
CharacterState::LeapMelee(_) => Self::LeapMelee,
CharacterState::TripleStrike(data) => Self::TripleStrike(data.stage),
CharacterState::ComboMelee(_) => Self::ComboMelee,
CharacterState::SpinMelee(_) => Self::SpinMelee,
CharacterState::ChargedRanged(_) => Self::ChargedRanged,
CharacterState::GroundShockwave(_) => Self::ChargedRanged,
@ -79,9 +78,12 @@ pub enum CharacterAbility {
},
BasicBlock,
Roll,
TripleStrike {
base_damage: u32,
needs_timing: bool,
ComboMelee {
stage_data: Vec<combo_melee::Stage>,
initial_energy_gain: u32,
max_energy_gain: u32,
energy_increase: u32,
combo_duration: Duration,
},
LeapMelee {
energy_cost: u32,
@ -130,11 +132,6 @@ impl CharacterAbility {
/// applicable.
pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
match self {
CharacterAbility::TripleStrike { .. } => {
data.physics.on_ground
&& data.body.is_humanoid()
&& data.inputs.look_dir.xy().magnitude_squared() > 0.01
},
CharacterAbility::Roll => {
data.physics.on_ground
&& data.body.is_humanoid()
@ -328,20 +325,23 @@ impl From<&CharacterAbility> for CharacterState {
remaining_duration: Duration::from_millis(500),
was_wielded: false, // false by default. utils might set it to true
}),
CharacterAbility::TripleStrike {
base_damage,
needs_timing,
} => CharacterState::TripleStrike(triple_strike::Data {
base_damage: *base_damage,
stage: triple_strike::Stage::First,
stage_exhausted: false,
stage_time_active: Duration::default(),
initialized: false,
transition_style: if *needs_timing {
TransitionStyle::Timed(TimingState::NotPressed)
} else {
TransitionStyle::Hold(HoldingState::Holding)
},
CharacterAbility::ComboMelee {
stage_data,
initial_energy_gain,
max_energy_gain,
energy_increase,
combo_duration,
} => CharacterState::ComboMelee(combo_melee::Data {
stage: 1,
num_stages: stage_data.len() as u32,
combo: 0,
stage_data: stage_data.clone(),
exhausted: false,
initial_energy_gain: *initial_energy_gain,
max_energy_gain: *max_energy_gain,
energy_increase: *energy_increase,
combo_duration: *combo_duration,
timer: Duration::default(),
}),
CharacterAbility::LeapMelee {
energy_cost: _,

View File

@ -62,7 +62,7 @@ pub enum CharacterState {
DashMelee(dash_melee::Data),
/// A three-stage attack where each attack pushes player forward
/// and successive attacks increase in damage, while player holds button.
TripleStrike(triple_strike::Data),
ComboMelee(combo_melee::Data),
/// A leap followed by a small aoe ground attack
LeapMelee(leap_melee::Data),
/// Spin around, dealing damage to enemies surrounding you
@ -80,7 +80,7 @@ impl CharacterState {
| CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::TripleStrike(_)
| CharacterState::ComboMelee(_)
| CharacterState::BasicBlock
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
@ -94,7 +94,7 @@ impl CharacterState {
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::TripleStrike(_)
| CharacterState::ComboMelee(_)
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedRanged(_)
@ -107,7 +107,7 @@ impl CharacterState {
CharacterState::BasicMelee(_)
| CharacterState::BasicRanged(_)
| CharacterState::DashMelee(_)
| CharacterState::TripleStrike(_)
| CharacterState::ComboMelee(_)
| CharacterState::BasicBlock
| CharacterState::LeapMelee(_)
| CharacterState::ChargedRanged(_)

View File

@ -1,8 +1,11 @@
// Note: If you changes here "break" old character saves you can change the
// version in voxygen\src\meta.rs in order to reset save files to being empty
use crate::comp::{
body::object, projectile, Body, CharacterAbility, Gravity, LightEmitter, Projectile,
use crate::{
comp::{
body::object, projectile, Body, CharacterAbility, Gravity, LightEmitter, Projectile,
},
states::combo_melee,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
@ -116,9 +119,46 @@ impl Tool {
match &self.kind {
Sword(_) => vec![
TripleStrike {
base_damage: (60.0 * self.base_power()) as u32,
needs_timing: false,
ComboMelee {
stage_data: vec![
combo_melee::Stage {
stage: 1,
base_damage: 30,
max_damage: 50,
damage_increase: 10,
knockback: 5.0,
range: 3.5,
angle: 45.0,
base_buildup_duration: Duration::from_millis(150),
base_recover_duration: Duration::from_millis(100),
},
combo_melee::Stage {
stage: 2,
base_damage: 50,
max_damage: 80,
damage_increase: 15,
knockback: 5.0,
range: 3.5,
angle: 45.0,
base_buildup_duration: Duration::from_millis(150),
base_recover_duration: Duration::from_millis(100),
},
combo_melee::Stage {
stage: 3,
base_damage: 70,
max_damage: 110,
damage_increase: 20,
knockback: 5.0,
range: 3.5,
angle: 45.0,
base_buildup_duration: Duration::from_millis(150),
base_recover_duration: Duration::from_millis(100),
},
],
initial_energy_gain: 0,
max_energy_gain: 100,
energy_increase: 20,
combo_duration: Duration::from_millis(250),
},
DashMelee {
energy_cost: 700,
@ -128,9 +168,46 @@ impl Tool {
},
],
Axe(_) => vec![
TripleStrike {
base_damage: (80.0 * self.base_power()) as u32,
needs_timing: true,
ComboMelee {
stage_data: vec![
combo_melee::Stage {
stage: 1,
base_damage: 30,
max_damage: 50,
damage_increase: 10,
knockback: 5.0,
range: 3.5,
angle: 45.0,
base_buildup_duration: Duration::from_millis(150),
base_recover_duration: Duration::from_millis(100),
},
combo_melee::Stage {
stage: 2,
base_damage: 50,
max_damage: 80,
damage_increase: 15,
knockback: 5.0,
range: 3.5,
angle: 45.0,
base_buildup_duration: Duration::from_millis(150),
base_recover_duration: Duration::from_millis(100),
},
combo_melee::Stage {
stage: 3,
base_damage: 70,
max_damage: 110,
damage_increase: 20,
knockback: 5.0,
range: 3.5,
angle: 45.0,
base_buildup_duration: Duration::from_millis(150),
base_recover_duration: Duration::from_millis(100),
},
],
initial_energy_gain: 0,
max_energy_gain: 100,
energy_increase: 20,
combo_duration: Duration::from_millis(250),
},
SpinMelee {
energy_cost: 100,

View File

@ -0,0 +1,170 @@
use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Stage {
/// Specifies which stage the combo attack is in
pub stage: u32,
/// Initial damage of stage
pub base_damage: u32,
/// Max damage of stage
pub max_damage: u32,
/// Damage scaling per combo
pub damage_increase: u32,
/// Knockback of stage
pub knockback: f32,
/// Range of attack
pub range: f32,
/// Angle of attack
pub angle: f32,
/// Initial buildup duration of stage (how long until state can deal damage)
pub base_buildup_duration: Duration,
/// Initial recover duration of stage (how long until character exits state)
pub base_recover_duration: Duration,
}
/// A sequence of attacks that can incrementally become faster and more damaging.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Indicates what stage the combo is in
pub stage: u32,
/// Indicates number of stages in combo
pub num_stages: u32,
/// Number of consecutive strikes
pub combo: u32,
/// Data for first stage
pub stage_data: Vec<Stage>,
/// Whether state can deal more damage
pub exhausted: bool,
/// Initial energy gain per strike
pub initial_energy_gain: u32,
/// Max energy gain per strike
pub max_energy_gain: u32,
/// Energy gain increase per combo
pub energy_increase: u32,
/// Duration for the next stage to be activated
pub combo_duration: Duration,
/// Timer for each stage
pub timer: Duration,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_orientation(data, &mut update, 5.0);
handle_move(data, &mut update, 0.8);
let stage_index = (self.stage - 1) as usize;
if !self.exhausted && self.timer < self.stage_data[stage_index].base_buildup_duration {
// Build up
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
exhausted: self.exhausted,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
});
} else if !self.exhausted {
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_healthchange: -((self.stage_data[stage_index].max_damage.min(self.stage_data[stage_index].base_damage + self.combo / self.num_stages * self.stage_data[stage_index].damage_increase)) as i32),
range: self.stage_data[stage_index].range,
max_angle: self.stage_data[stage_index].angle.to_radians(),
applied: false,
hit_count: 0,
knockback: self.stage_data[stage_index].knockback,
});
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
exhausted: true,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: Duration::default(),
});
} else if self.timer < self.stage_data[stage_index].base_recover_duration {
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
exhausted: self.exhausted,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
});
} else if self.timer < self.combo_duration + self.stage_data[stage_index].base_recover_duration {
if data.inputs.primary.is_pressed() {
update.character = CharacterState::ComboMelee(Data {
stage: (self.stage % self.num_stages) + 1,
num_stages: self.num_stages,
combo: self.combo + 1,
stage_data: self.stage_data.clone(),
exhausted: false,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: Duration::default(),
});
} else {
update.character = CharacterState::ComboMelee(Data {
stage: self.stage,
num_stages: self.num_stages,
combo: self.combo,
stage_data: self.stage_data.clone(),
exhausted: self.exhausted,
initial_energy_gain: self.initial_energy_gain,
max_energy_gain: self.max_energy_gain,
energy_increase: self.energy_increase,
combo_duration: self.combo_duration,
timer: self
.timer
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
});
}
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
// Grant energy on successful hit
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
let energy = self.max_energy_gain.min(self.initial_energy_gain + self.combo * self.energy_increase) as i32;
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(energy, EnergySource::HitEnemy);
}
}
update
}
}

View File

@ -16,6 +16,6 @@ pub mod roll;
pub mod sit;
pub mod sneak;
pub mod spin_melee;
pub mod triple_strike;
pub mod combo_melee;
pub mod utils;
pub mod wielding;

View File

@ -1,220 +0,0 @@
use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::vec::Vec3;
use HoldingState::*;
use TimingState::*;
use TransitionStyle::*;
// In millis
const STAGE_DURATION: u64 = 700;
const TIMING_DELAY: u64 = 350;
const INITIAL_ACCEL: f32 = 90.0;
const BASE_SPEED: f32 = 25.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum Stage {
First,
Second,
Third,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum TimingState {
NotPressed,
PressedEarly,
Success,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum HoldingState {
Holding,
Released,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum TransitionStyle {
/// Player must time a button press properly to transition
Timed(TimingState),
/// Player must hold button for whole move
Hold(HoldingState),
}
/// ### A sequence of 3 incrementally increasing attacks.
///
/// While holding down the `primary` button, perform a series of 3 attacks,
/// each one pushes the player forward as the character steps into the swings.
/// The player can let go of the left mouse button at any time
/// and stop their attacks by interrupting the attack animation.
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// The tool this state will read to handle damage, etc.
pub base_damage: u32,
/// What stage (of 3) the attack is in
pub stage: Stage,
/// How long current stage has been active
pub stage_time_active: Duration,
/// Whether current stage has exhausted its attack
pub stage_exhausted: bool,
/// Whether state has performed initialization logic
pub initialized: bool,
/// What this instance's current transition stat is
pub transition_style: TransitionStyle,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.3);
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
let stage_time_active = self
.stage_time_active
.checked_add(Duration::from_secs_f32(data.dt.0))
.unwrap_or(Duration::default());
if !self.initialized {
update.vel.0 = Vec3::zero();
if let Some(dir) = data.inputs.look_dir.try_normalized() {
update.ori.0 = dir.into();
}
}
let initialized = true;
// Update transition
let transition_style = match self.transition_style {
Timed(state) => match state {
NotPressed => {
if data.inputs.primary.is_just_pressed() {
if stage_time_active > Duration::from_millis(TIMING_DELAY) {
Timed(Success)
} else {
Timed(PressedEarly)
}
} else {
self.transition_style
}
},
_ => self.transition_style,
},
Hold(_) => {
if !data.inputs.primary.is_pressed() {
Hold(Released)
} else {
self.transition_style
}
},
};
// Handling movement
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
let adjusted_accel = match (self.stage, data.physics.touch_entities.is_empty()) {
(Stage::First, true) => INITIAL_ACCEL,
(Stage::Second, true) => INITIAL_ACCEL * 0.75,
(Stage::Third, true) => INITIAL_ACCEL * 0.75,
(_, _) => 0.0,
};
// Move player forward while in first third of each stage
if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
update.vel.0 += data.dt.0 * (adjusted_accel * Vec3::from(data.ori.0.xy()));
let mag2 = update.vel.0.magnitude_squared();
if mag2 > BASE_SPEED.powf(2.0) {
update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
}
};
} else {
handle_orientation(data, &mut update, 50.0);
}
// Handling attacking
update.character = if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
&& !self.stage_exhausted
{
let dmg = match self.stage {
Stage::First => self.base_damage / 2,
Stage::Second => self.base_damage,
Stage::Third => (self.base_damage as f32 * 1.5) as u32,
};
update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
// Try to deal damage in second half of stage
data.updater.insert(data.entity, Attacking {
base_healthchange: -(dmg as i32),
range: 3.5,
max_angle: 45_f32.to_radians(),
applied: false,
hit_count: 0,
knockback: 10.0,
});
CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active,
stage_exhausted: true,
initialized,
transition_style,
})
} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
let next_stage =
// Determine whether stage can transition based on TransitionStyle
if let Hold(Holding) | Timed(Success) = transition_style {
// Determine what stage to transition to
match self.stage {
Stage::First => Some(Stage::Second),
Stage::Second => Some(Stage::Third),
Stage::Third => None,
}
}
// Player messed up inputs, don't transition
else { None };
update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
if let Some(stage) = next_stage {
CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage,
stage_time_active: Duration::default(),
stage_exhausted: false,
initialized,
transition_style: match transition_style {
Hold(_) => Hold(Holding),
Timed(_) => Timed(NotPressed),
},
})
} else {
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
// Done
CharacterState::Wielding
}
} else {
CharacterState::TripleStrike(Data {
base_damage: self.base_damage,
stage: self.stage,
stage_time_active,
stage_exhausted: self.stage_exhausted,
initialized,
transition_style,
})
};
// Grant energy on successful hit
if let Some(attack) = data.attacking {
if attack.applied && attack.hit_count > 0 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(50, EnergySource::HitEnemy);
}
}
update
}
}

View File

@ -250,7 +250,7 @@ impl<'a> System<'a> for Sys {
CharacterState::Roll(data) => data.handle_event(&j, action),
CharacterState::Wielding => states::wielding::Data.handle_event(&j, action),
CharacterState::Equipping(data) => data.handle_event(&j, action),
CharacterState::TripleStrike(data) => data.handle_event(&j, action),
CharacterState::ComboMelee(data) => data.handle_event(&j, action),
CharacterState::BasicMelee(data) => data.handle_event(&j, action),
CharacterState::BasicRanged(data) => data.handle_event(&j, action),
CharacterState::Boost(data) => data.handle_event(&j, action),
@ -279,7 +279,7 @@ impl<'a> System<'a> for Sys {
CharacterState::Roll(data) => data.behavior(&j),
CharacterState::Wielding => states::wielding::Data.behavior(&j),
CharacterState::Equipping(data) => data.behavior(&j),
CharacterState::TripleStrike(data) => data.behavior(&j),
CharacterState::ComboMelee(data) => data.behavior(&j),
CharacterState::BasicMelee(data) => data.behavior(&j),
CharacterState::BasicRanged(data) => data.behavior(&j),
CharacterState::Boost(data) => data.behavior(&j),

View File

@ -110,7 +110,7 @@ impl<'a> System<'a> for Sys {
| CharacterState::DashMelee { .. }
| CharacterState::LeapMelee { .. }
| CharacterState::SpinMelee { .. }
| CharacterState::TripleStrike { .. }
| CharacterState::ComboMelee { .. }
| CharacterState::BasicRanged { .. }
| CharacterState::ChargedRanged { .. }
| CharacterState::GroundShockwave { .. } => {

View File

@ -71,7 +71,7 @@
//! ],
//! threshold: 1.2,
//! ),
//! // A multi-stage attack ability which depends on the weapon
//! // A multi-stage attack ability which depends on the weapon (To do: update example)
//! Attack(TripleStrike(First), Sword): (
//! files: [
//! "voxygen.audio.sfx.weapon.sword_03",

View File

@ -30,7 +30,6 @@ use common::{
},
span,
state::{DeltaTime, State},
states::triple_strike,
terrain::TerrainChunk,
vol::RectRasterableVol,
};
@ -912,8 +911,8 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::TripleStrike(s) => match s.stage {
triple_strike::Stage::First => {
CharacterState::ComboMelee(s) => match s.stage {
1 => {
anim::character::AlphaAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
@ -922,7 +921,7 @@ impl FigureMgr {
skeleton_attr,
)
},
triple_strike::Stage::Second => {
2 => {
anim::character::SpinAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, time),
@ -931,7 +930,7 @@ impl FigureMgr {
skeleton_attr,
)
},
triple_strike::Stage::Third => {
_ => {
anim::character::BetaAnimation::update_skeleton(
&target_base,
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),