Add dash ability to sword M2

This commit is contained in:
timokoesters 2020-03-16 16:34:53 +01:00
parent 81591fcaf7
commit d5db1f6ca0
7 changed files with 135 additions and 5 deletions

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@ -22,6 +22,11 @@ pub enum CharacterAbility {
duration: Duration,
only_up: bool,
},
DashMelee {
buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
},
BasicBlock,
Roll,
ChargeAttack,
@ -86,6 +91,16 @@ impl From<&CharacterAbility> for CharacterState {
duration: *duration,
only_up: *only_up,
}),
CharacterAbility::DashMelee {
buildup_duration,
recover_duration,
base_damage,
} => CharacterState::DashMelee(dash_melee::Data {
exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_damage: *base_damage,
}),
CharacterAbility::BasicBlock => CharacterState::BasicBlock,
CharacterAbility::Roll => CharacterState::Roll(roll::Data {
remaining_duration: Duration::from_millis(600),

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@ -40,6 +40,8 @@ pub enum CharacterState {
BasicRanged(basic_ranged::Data),
/// A force will boost you into a direction for some duration
Boost(boost::Data),
/// Dash forward and then attack
DashMelee(dash_melee::Data),
/// A three-stage attack where play must click at appropriate times
/// to continue attack chain.
TimedCombo(timed_combo::Data),

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@ -42,11 +42,18 @@ impl ToolData {
use ToolKind::*;
match self.kind {
Sword(_) => vec![BasicMelee {
buildup_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(500),
base_damage: 60,
}],
Sword(_) => vec![
BasicMelee {
buildup_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(500),
base_damage: 60,
},
DashMelee {
buildup_duration: Duration::from_millis(500),
recover_duration: Duration::from_millis(500),
base_damage: 200,
},
],
Axe => vec![BasicMelee {
buildup_duration: Duration::from_millis(700),
recover_duration: Duration::from_millis(100),

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@ -0,0 +1,95 @@
use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::*,
};
use std::{collections::VecDeque, time::Duration};
use vek::Vec3;
const DASH_SPEED: f32 = 19.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub struct Data {
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub base_damage: u32,
/// Whether the attack can deal more damage
pub exhausted: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate {
pos: *data.pos,
vel: *data.vel,
ori: *data.ori,
energy: *data.energy,
character: data.character.clone(),
local_events: VecDeque::new(),
server_events: VecDeque::new(),
};
if self.buildup_duration != Duration::default() && data.physics.touch_entity.is_none() {
// Build up (this will move you forward)
update.vel.0 = Vec3::new(0.0, 0.0, update.vel.0.z)
+ (update.vel.0 * Vec3::new(1.0, 1.0, 0.0)
+ 1.5 * data.inputs.move_dir.try_normalized().unwrap_or_default())
.try_normalized()
.unwrap_or_default()
* DASH_SPEED;
update.character = CharacterState::DashMelee(Data {
buildup_duration: self
.buildup_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration: self.recover_duration,
base_damage: self.base_damage,
exhausted: false,
});
} else if !self.exhausted {
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_damage: self.base_damage,
applied: false,
hit_count: 0,
});
update.character = CharacterState::DashMelee(Data {
buildup_duration: Duration::default(),
recover_duration: self.recover_duration,
base_damage: self.base_damage,
exhausted: true,
});
} else if self.recover_duration != Duration::default() {
// Recovery
update.character = CharacterState::DashMelee(Data {
buildup_duration: self.buildup_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
base_damage: self.base_damage,
exhausted: true,
});
} 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 {
data.updater.remove::<Attacking>(data.entity);
update.energy.change_by(100, EnergySource::HitEnemy);
}
}
update
}
}

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@ -4,6 +4,7 @@ pub mod basic_ranged;
pub mod boost;
pub mod charge_attack;
pub mod climb;
pub mod dash_melee;
pub mod equipping;
pub mod glide;
pub mod idle;

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@ -185,6 +185,7 @@ impl<'a> System<'a> for Sys {
CharacterState::BasicMelee(data) => data.behavior(&j),
CharacterState::BasicRanged(data) => data.behavior(&j),
CharacterState::Boost(data) => data.behavior(&j),
CharacterState::DashMelee(data) => data.behavior(&j),
CharacterState::TimedCombo(data) => data.behavior(&j),
// Do not use default match.

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@ -495,6 +495,15 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::DashMelee(_) => {
anim::character::AttackAnimation::update_skeleton(
&target_base,
(active_tool_kind, time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
CharacterState::TimedCombo(s) => match s.stage {
0 | 2 => anim::character::AttackAnimation::update_skeleton(
&target_base,