mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Improves bipedlarge and theropod anims, balance tweaks
This commit is contained in:
parent
a773fd602a
commit
d98bfa72ad
@ -5,7 +5,7 @@ ItemDef(
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(
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kind: Staff,
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stats: (
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equip_time_millis: 500,
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equip_time_millis: 300,
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power: 1.00,
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speed: 1.0,
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),
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@ -549,7 +549,7 @@
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central: ("npc.mindflayer.male.torso_upper"),
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),
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torso_lower: (
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offset: (-4.5, -6.0, -7.5),
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offset: (-12.5, -10.0, -9.0),
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central: ("npc.mindflayer.male.torso_lower"),
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),
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jaw: (
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BIN
assets/voxygen/voxel/npc/antelope/male/torso_front.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/npc/antelope/male/torso_front.vox
(Stored with Git LFS)
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BIN
assets/voxygen/voxel/npc/horse/male/torso_front.vox
(Stored with Git LFS)
BIN
assets/voxygen/voxel/npc/horse/male/torso_front.vox
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BIN
assets/voxygen/voxel/npc/kelpie/male/torso_front.vox
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BIN
assets/voxygen/voxel/npc/kelpie/male/torso_front.vox
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@ -1037,7 +1037,7 @@
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central: ("npc.antelope.male.torso_front"),
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),
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torso_back: (
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offset: (-4.0, -5.5, -3.5),
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offset: (-4.0, -11.0, -3.5),
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central: ("npc.antelope.male.torso_back"),
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),
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ears: (
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@ -1067,7 +1067,7 @@
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central: ("npc.antelope.male.torso_front"),
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),
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torso_back: (
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offset: (-4.0, -5.5, -3.5),
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offset: (-4.0, -11.0, -3.5),
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central: ("npc.antelope.male.torso_back"),
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),
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ears: (
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@ -1097,7 +1097,7 @@
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central: ("npc.kelpie.male.torso_front"),
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),
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torso_back: (
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offset: (-4.0, -12.0, -4.0),
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offset: (-4.0, -10.0, -4.0),
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central: ("npc.kelpie.male.torso_back"),
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),
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ears: (
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@ -1127,7 +1127,7 @@
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central: ("npc.kelpie.male.torso_front"),
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),
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torso_back: (
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offset: (-4.0, -12.0, -4.0),
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offset: (-4.0, -10.0, -4.0),
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central: ("npc.kelpie.male.torso_back"),
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),
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ears: (
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@ -1157,7 +1157,7 @@
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central: ("npc.horse.male.torso_front"),
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),
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torso_back: (
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offset: (-4.0, -6.0, -4.5),
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offset: (-4.0, -10.0, -4.5),
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central: ("npc.horse.male.torso_back"),
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),
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ears: (
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@ -1187,7 +1187,7 @@
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central: ("npc.horse.male.torso_front"),
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),
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torso_back: (
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offset: (-4.0, -6.0, -4.5),
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offset: (-4.0, -10.0, -4.5),
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central: ("npc.horse.male.torso_back"),
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),
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ears: (
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@ -107,6 +107,11 @@ impl<'a> From<&'a Body> for Psyche {
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quadruped_medium::Species::Catoblepas => 0.8,
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quadruped_medium::Species::Deer => 0.6,
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quadruped_medium::Species::Hirdrasil => 0.7,
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quadruped_medium::Species::Donkey => 0.7,
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quadruped_medium::Species::Camel => 0.7,
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quadruped_medium::Species::Zebra => 0.7,
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quadruped_medium::Species::Antelope => 0.6,
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quadruped_medium::Species::Horse => 0.8,
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_ => 1.0,
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},
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Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
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@ -221,7 +221,7 @@ impl Body {
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quadruped_low::Species::Maneater => 4.0,
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_ => 1.3,
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},
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Body::Theropod(_) => 0.7,
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Body::Theropod(_) => 3.0,
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Body::BirdMedium(body) => match body.species {
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bird_medium::Species::Cockatrice => 1.8,
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_ => 1.1,
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@ -230,7 +230,12 @@ impl Body {
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Body::Dragon(_) => 16.0,
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Body::BirdSmall(_) => 1.1,
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Body::FishSmall(_) => 0.9,
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Body::BipedLarge(_) => 4.6,
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Body::BipedLarge(body) => match body.species {
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biped_large::Species::Slysaurok => 2.3,
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biped_large::Species::Occultsaurok => 2.8,
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biped_large::Species::Mightysaurok => 2.3,
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_ => 4.6,
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},
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Body::Golem(_) => 5.8,
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Body::Object(_) => 1.0,
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}
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@ -274,6 +279,12 @@ impl Body {
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quadruped_medium::Species::Deer => 300,
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quadruped_medium::Species::Hirdrasil => 500,
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quadruped_medium::Species::Roshwalr => 600,
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quadruped_medium::Species::Donkey => 500,
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quadruped_medium::Species::Camel => 600,
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quadruped_medium::Species::Zebra => 500,
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quadruped_medium::Species::Antelope => 300,
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quadruped_medium::Species::Kelpie => 600,
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quadruped_medium::Species::Horse => 600,
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_ => 400,
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},
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Body::BirdMedium(bird_medium) => match bird_medium.species {
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@ -296,11 +307,12 @@ impl Body {
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biped_large::Species::Wendigo => 2000,
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biped_large::Species::Troll => 1500,
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biped_large::Species::Dullahan => 2000,
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biped_large::Species::Mindflayer => 1500,
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_ => 1000,
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},
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Body::Object(_) => 10000,
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Body::Golem(_) => 2740,
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Body::Theropod(_) => 50,
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Body::Theropod(_) => 1000,
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Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
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quadruped_low::Species::Crocodile => 600,
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quadruped_low::Species::Alligator => 600,
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@ -311,6 +323,8 @@ impl Body {
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quadruped_low::Species::Rocksnapper => 1000,
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quadruped_low::Species::Pangolin => 80,
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quadruped_low::Species::Maneater => 400,
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quadruped_low::Species::Sandshark => 600,
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quadruped_low::Species::Hakulaq => 400,
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_ => 200,
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},
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}
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@ -341,9 +355,15 @@ impl Body {
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quadruped_medium::Species::Mouflon => 30,
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quadruped_medium::Species::Catoblepas => 50,
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quadruped_medium::Species::Bonerattler => 30,
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quadruped_medium::Species::Deer => 30,
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quadruped_medium::Species::Deer => 20,
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quadruped_medium::Species::Hirdrasil => 30,
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quadruped_medium::Species::Roshwalr => 40,
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quadruped_medium::Species::Donkey => 30,
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quadruped_medium::Species::Camel => 30,
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quadruped_medium::Species::Zebra => 30,
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quadruped_medium::Species::Antelope => 20,
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quadruped_medium::Species::Kelpie => 30,
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quadruped_medium::Species::Horse => 30,
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_ => 20,
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},
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Body::BirdMedium(bird_medium) => match bird_medium.species {
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@ -366,6 +386,7 @@ impl Body {
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biped_large::Species::Wendigo => 80,
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biped_large::Species::Troll => 60,
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biped_large::Species::Dullahan => 120,
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biped_large::Species::Mindflayer => 80,
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_ => 100,
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},
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Body::Object(_) => 10,
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@ -381,6 +402,8 @@ impl Body {
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quadruped_low::Species::Rocksnapper => 50,
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quadruped_low::Species::Pangolin => 10,
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quadruped_low::Species::Maneater => 30,
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quadruped_low::Species::Sandshark => 40,
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quadruped_low::Species::Hakulaq => 10,
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_ => 20,
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},
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}
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@ -411,9 +434,15 @@ impl Body {
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quadruped_medium::Species::Mouflon => 7,
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quadruped_medium::Species::Catoblepas => 10,
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quadruped_medium::Species::Bonerattler => 10,
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quadruped_medium::Species::Deer => 7,
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quadruped_medium::Species::Hirdrasil => 10,
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quadruped_medium::Species::Deer => 6,
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quadruped_medium::Species::Hirdrasil => 9,
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quadruped_medium::Species::Roshwalr => 10,
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quadruped_medium::Species::Donkey => 8,
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quadruped_medium::Species::Camel => 8,
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quadruped_medium::Species::Zebra => 8,
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quadruped_medium::Species::Antelope => 6,
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quadruped_medium::Species::Kelpie => 8,
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quadruped_medium::Species::Horse => 8,
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_ => 6,
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},
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Body::BirdMedium(bird_medium) => match bird_medium.species {
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@ -434,6 +463,7 @@ impl Body {
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biped_large::Species::Wendigo => 70,
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biped_large::Species::Troll => 50,
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biped_large::Species::Dullahan => 100,
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biped_large::Species::Mindflayer => 80,
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_ => 100,
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},
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Body::Object(_) => 1,
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@ -449,6 +479,8 @@ impl Body {
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quadruped_low::Species::Rocksnapper => 12,
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quadruped_low::Species::Pangolin => 3,
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quadruped_low::Species::Maneater => 14,
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quadruped_low::Species::Sandshark => 12,
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quadruped_low::Species::Hakulaq => 10,
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_ => 10,
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},
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}
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@ -493,6 +525,12 @@ impl Body {
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quadruped_medium::Species::Deer => 30,
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quadruped_medium::Species::Hirdrasil => 50,
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quadruped_medium::Species::Roshwalr => 60,
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quadruped_medium::Species::Donkey => 40,
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quadruped_medium::Species::Camel => 40,
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quadruped_medium::Species::Zebra => 40,
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quadruped_medium::Species::Antelope => 6,
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quadruped_medium::Species::Kelpie => 60,
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quadruped_medium::Species::Horse => 50,
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_ => 40,
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},
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Body::BirdMedium(bird_medium) => match bird_medium.species {
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@ -515,6 +553,7 @@ impl Body {
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biped_large::Species::Wendigo => 60,
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biped_large::Species::Troll => 60,
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biped_large::Species::Dullahan => 80,
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biped_large::Species::Mindflayer => 50,
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_ => 60,
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},
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Body::Object(_) => 0,
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@ -530,6 +569,8 @@ impl Body {
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quadruped_low::Species::Rocksnapper => 80,
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quadruped_low::Species::Pangolin => 10,
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quadruped_low::Species::Maneater => 40,
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quadruped_low::Species::Sandshark => 60,
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quadruped_low::Species::Hakulaq => 40,
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_ => 20,
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},
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}
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@ -61,7 +61,7 @@ impl Animation for BeamAnimation {
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s_a.stc.2 + (movement1 * 16.0) * (1.0 - movement3),
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);
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next.control.orientation =
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Quaternion::rotation_x(s_a.stc.3 + (movement1 * -1.2) * (1.0 - movement3))
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Quaternion::rotation_x(s_a.stc.3 + (movement1 * -0.8) * (1.0 - movement3))
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* Quaternion::rotation_y(
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s_a.stc.4
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+ (movement1 * -1.4 + (movement2 * 16.0).sin() * 0.07)
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@ -75,7 +75,7 @@ impl Animation for BeamAnimation {
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next.hand_l.position = Vec3::new(
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0.0 + (movement1 * -1.0 + (movement2 * 8.0).sin() * 3.5) * (1.0 - movement3),
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0.0 + (movement1 * -5.0
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0.0 + (movement1 * -8.0
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+ (movement2 * 8.0).sin() * -2.0
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+ (movement2 * 16.0).sin() * -1.5)
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* (1.0 - movement3),
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@ -90,6 +90,18 @@ impl Animation for BeamAnimation {
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)
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* Quaternion::rotation_z((movement1 * -2.8) * (1.0 - movement3));
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next.shoulder_l.orientation = Quaternion::rotation_z(0.2)
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* Quaternion::rotation_x(
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(movement1 * 0.6 + (movement2 * 8.0 + PI / 2.0).sin() * -0.1)
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* (1.0 - movement3),
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);
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next.shoulder_r.orientation = Quaternion::rotation_z(-0.2)
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* Quaternion::rotation_x(
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(movement1 * 1.1 + (movement2 * 8.0 + PI / 2.0).sin() * -0.1)
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* (1.0 - movement3),
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);
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if velocity < 0.5 {
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next.head.orientation =
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Quaternion::rotation_z(movement1 * -0.5 + (movement2 * 16.0).sin() * 0.05);
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@ -54,8 +54,8 @@ impl Animation for EquipAnimation {
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Quaternion::rotation_y(2.2) * Quaternion::rotation_z(-1.57);
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},
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Some(ToolKind::Bow) => {
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next.hand_l.position = Vec3::new(-3.0, -5.0, 9.0);
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next.hand_r.position = Vec3::new(-1.75, -4.5, 7.0);
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next.hand_l.position = Vec3::new(-9.0, -5.0, -8.0);
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next.hand_r.position = Vec3::new(-7.75, -4.5, -10.0);
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},
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_ => {},
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}
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@ -133,6 +133,16 @@ impl Animation for IdleAnimation {
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
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if s_a.float {
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next.upper_torso.position = Vec3::new(
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0.0,
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s_a.upper_torso.0,
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s_a.upper_torso.1 + slower * 1.0 + 4.0,
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);
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next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
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next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
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}
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next
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}
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}
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@ -134,6 +134,7 @@ pub struct SkeletonAttr {
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bhr: (f32, f32, f32, f32, f32, f32),
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bc: (f32, f32, f32, f32, f32, f32),
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beast: bool,
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float: bool,
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}
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impl<'a> std::convert::TryFrom<&'a comp::Body> for SkeletonAttr {
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@ -172,6 +173,7 @@ impl Default for SkeletonAttr {
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bhr: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
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bc: (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
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beast: false,
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float: false,
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}
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}
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}
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@ -354,6 +356,7 @@ impl<'a> From<&'a Body> for SkeletonAttr {
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(_, _) => (-7.0, 3.0, -8.0, 0.0, 0.0, 0.0),
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},
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beast: matches!((body.species, body.body_type), (Werewolf, _)),
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float: matches!((body.species, body.body_type), (Mindflayer, _)),
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}
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}
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}
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@ -128,6 +128,8 @@ impl Animation for RunAnimation {
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(anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57 + canceler * 0.05 + shift4)
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.sin(); //0.7
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//
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let _slower = (anim_time as f32 * 1.0 + PI).sin();
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let slow = (anim_time as f32 * 3.5 + PI).sin();
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let ori: Vec2<f32> = Vec2::from(orientation);
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let last_ori = Vec2::from(last_ori);
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@ -387,6 +389,28 @@ impl Animation for RunAnimation {
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next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
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next.torso.orientation = Quaternion::rotation_x(-0.25);
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}
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if s_a.float {
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next.head.orientation = Quaternion::rotation_x(slow * 0.1);
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next.upper_torso.position =
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Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + slow * 2.0 + 4.0);
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next.upper_torso.orientation = Quaternion::rotation_x(-0.1 + slow * 0.05);
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next.lower_torso.orientation =
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Quaternion::rotation_z(short * 0.05) * Quaternion::rotation_x(0.14);
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next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_l.orientation = Quaternion::rotation_x(-0.4 + slow * 0.1);
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next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
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next.shoulder_r.orientation = Quaternion::rotation_x(-0.4 + slow * 0.1);
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next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_l.orientation = Quaternion::rotation_x(-0.4 + slow * 0.1);
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next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
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next.hand_r.orientation = Quaternion::rotation_x(-0.4 + slow * 0.1);
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next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
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next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -2,390 +2,185 @@ use super::{
|
||||
super::{vek::*, Animation},
|
||||
BipedLargeSkeleton, SkeletonAttr,
|
||||
};
|
||||
use common::comp::item::ToolKind;
|
||||
use common::{comp::item::ToolKind, states::utils::StageSection};
|
||||
use std::f32::consts::PI;
|
||||
|
||||
pub struct ShootAnimation;
|
||||
|
||||
type ShootAnimationDependency = (
|
||||
Option<ToolKind>,
|
||||
Option<ToolKind>,
|
||||
f32,
|
||||
Vec3<f32>,
|
||||
Vec3<f32>,
|
||||
f64,
|
||||
Option<StageSection>,
|
||||
);
|
||||
impl Animation for ShootAnimation {
|
||||
type Dependency = (Option<ToolKind>, Option<ToolKind>, f32, f64);
|
||||
type Dependency = ShootAnimationDependency;
|
||||
type Skeleton = BipedLargeSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
const UPDATE_FN: &'static [u8] = b"biped_large_shoot\0";
|
||||
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "biped_large_shoot")]
|
||||
/* fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, velocity, global_time): Self::Dependency,
|
||||
anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let lab = 0.55;
|
||||
let breathe = (anim_time as f32 + 1.5 * PI).sin();
|
||||
let test = (anim_time as f32 + 36.0 * PI).sin();
|
||||
|
||||
let slower = (anim_time as f32 * 1.0 + PI).sin();
|
||||
let slow = (anim_time as f32 * 3.5 + PI).sin();
|
||||
|
||||
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
|
||||
|
||||
let tailmove = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.25,
|
||||
((global_time + anim_time) as f32 / 2.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.125,
|
||||
);
|
||||
|
||||
let look = Vec2::new(
|
||||
((global_time + anim_time) as f32 / 8.0)
|
||||
.floor()
|
||||
.mul(7331.0)
|
||||
.sin()
|
||||
* 0.5,
|
||||
((global_time + anim_time) as f32 / 8.0)
|
||||
.floor()
|
||||
.mul(1337.0)
|
||||
.sin()
|
||||
* 0.25,
|
||||
);
|
||||
|
||||
let foothoril = (((1.0)
|
||||
/ (0.4
|
||||
+ (0.6)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
|
||||
let foothorir = (((1.0)
|
||||
/ (0.4
|
||||
+ (0.6)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
|
||||
|
||||
let footvertl = (anim_time as f32 * 16.0 * lab as f32).sin();
|
||||
let footvertr = (anim_time as f32 * 16.0 * lab as f32 + PI).sin();
|
||||
|
||||
let footrotl = (((5.0)
|
||||
/ (2.5
|
||||
+ (2.5)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 1.4).sin());
|
||||
|
||||
let footrotr = (((5.0)
|
||||
/ (1.0
|
||||
+ (4.0)
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * 16.0 * lab as f32 + PI * 0.4).sin());
|
||||
|
||||
let short = (anim_time as f32 * lab as f32 * 16.0).sin();
|
||||
let shortalt = (anim_time as f32 * lab as f32 * 16.0 + PI / 2.0).sin();
|
||||
|
||||
if velocity < 0.5 {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.2) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(look.x * 0.6) * Quaternion::rotation_x(look.y * 0.6);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + breathe * 0.5);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1 + breathe * 0.15);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
|
||||
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
|
||||
|
||||
next.tail.position = Vec3::new(0.0, s_a.tail.0, s_a.tail.1);
|
||||
next.tail.orientation =
|
||||
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.shoulder_l.position = Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.shoulder_r.position = Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.leg_l.position =
|
||||
Vec3::new(-s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.2) * 1.02;
|
||||
next.leg_l.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.leg_r.position = Vec3::new(s_a.leg.0, s_a.leg.1, s_a.leg.2 + breathe * 0.2) * 1.02;
|
||||
next.leg_r.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1, s_a.foot.2);
|
||||
next.foot_r.orientation = Quaternion::rotation_z(0.0);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
|
||||
next.torso.orientation = Quaternion::rotation_z(test * 0.0);
|
||||
|
||||
next.control.position = Vec3::new(7.0, 9.0, -10.0);
|
||||
next.control.orientation = Quaternion::rotation_x(test * 0.02)
|
||||
* Quaternion::rotation_y(test * 0.02)
|
||||
* Quaternion::rotation_z(test * 0.02);
|
||||
} else {
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1) * 1.02;
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(short * -0.18) * Quaternion::rotation_x(-0.05);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0, s_a.upper_torso.1 + shortalt * -1.5);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(short * 0.18);
|
||||
|
||||
next.lower_torso.position = Vec3::new(0.0, s_a.lower_torso.0, s_a.lower_torso.1);
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_z(short * 0.15) * Quaternion::rotation_x(0.14);
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0 - slower * 0.12, s_a.jaw.1 + slow * 0.2);
|
||||
next.jaw.orientation = Quaternion::rotation_x(slow * 0.05);
|
||||
|
||||
next.tail.orientation =
|
||||
Quaternion::rotation_z(0.0 + slow * 0.2 + tailmove.x) * Quaternion::rotation_x(0.0);
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-s_a.shoulder.0,
|
||||
s_a.shoulder.1 + foothoril * -1.0,
|
||||
s_a.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(0.5 + footrotl * -0.16)
|
||||
* Quaternion::rotation_y(0.1)
|
||||
* Quaternion::rotation_z(footrotl * 0.1);
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
s_a.shoulder.0,
|
||||
s_a.shoulder.1 + foothorir * -1.0,
|
||||
s_a.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(0.5 + footrotr * -0.16)
|
||||
* Quaternion::rotation_y(-0.1)
|
||||
* Quaternion::rotation_z(footrotr * -0.1);
|
||||
|
||||
next.torso.position = Vec3::new(0.0, 0.0, 0.0) / 8.0;
|
||||
next.torso.orientation = Quaternion::rotation_z(0.0) * Quaternion::rotation_x(-0.25);
|
||||
|
||||
next.leg_l.orientation =
|
||||
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothoril * 0.3);
|
||||
|
||||
next.leg_r.orientation =
|
||||
Quaternion::rotation_z(short * 0.18) * Quaternion::rotation_x(foothorir * 0.3);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
4.0 + s_a.foot.1 + foothoril * 8.5,
|
||||
s_a.foot.2 + ((footvertl * 6.5).max(0.0)),
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + footrotl * 0.85);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
4.0 + s_a.foot.1 + foothorir * 8.5,
|
||||
s_a.foot.2 + ((footvertr * 6.5).max(0.0)),
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + footrotr * 0.85);
|
||||
}
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Bow(_)) => {
|
||||
next.hand_l.position =
|
||||
Vec3::new(-10.0 - exp * 2.0, -4.0 - exp * 4.0, -1.0 + exp * 6.0);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6 + exp * 0.8)
|
||||
* Quaternion::rotation_z(-0.3 + exp * 0.9);
|
||||
|
||||
next.hand_r.position = Vec3::new(4.9, 3.0, -4.0);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(1.20)
|
||||
* Quaternion::rotation_y(-0.6)
|
||||
* Quaternion::rotation_z(-0.3);
|
||||
|
||||
next.shoulder_l.position = Vec3::new(
|
||||
-s_a.shoulder.0,
|
||||
s_a.shoulder.1 + foothoril * -1.0,
|
||||
s_a.shoulder.2,
|
||||
);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_x(1.4 + footrotl * -0.06)
|
||||
* Quaternion::rotation_y(-0.9)
|
||||
* Quaternion::rotation_z(footrotl * -0.05);
|
||||
|
||||
next.shoulder_r.position = Vec3::new(
|
||||
s_a.shoulder.0,
|
||||
s_a.shoulder.1 + foothorir * -1.0,
|
||||
s_a.shoulder.2,
|
||||
);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_x(1.8 + footrotr * -0.06)
|
||||
* Quaternion::rotation_y(-0.5) //1.9
|
||||
* Quaternion::rotation_z(footrotr * -0.05);
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
next.jaw.orientation = Quaternion::rotation_x(-0.2);
|
||||
|
||||
next.main.position = Vec3::new(7.0, 5.0, -13.0);
|
||||
next.main.orientation = Quaternion::rotation_x(-0.3)
|
||||
* Quaternion::rotation_y(0.3)
|
||||
* Quaternion::rotation_z(-0.6);
|
||||
|
||||
next.control.position = Vec3::new(6.0, 6.0, 8.0);
|
||||
next.control.orientation = Quaternion::rotation_x(exp * 0.4);
|
||||
},
|
||||
Some(ToolKind::Staff(_)) => {
|
||||
next.hand_l.position = Vec3::new(11.0, 5.0, -4.0);
|
||||
next.hand_l.orientation =
|
||||
Quaternion::rotation_x(1.27) * Quaternion::rotation_y(0.0);
|
||||
|
||||
next.hand_r.position = Vec3::new(12.0, 5.5, 2.0);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(1.57) * Quaternion::rotation_y(0.2);
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
|
||||
next.shoulder_l.position =
|
||||
Vec3::new(-s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_l.orientation =
|
||||
Quaternion::rotation_z(0.0) * Quaternion::rotation_x(2.0);
|
||||
|
||||
next.shoulder_r.position =
|
||||
Vec3::new(s_a.shoulder.0, s_a.shoulder.1, s_a.shoulder.2);
|
||||
next.shoulder_r.orientation =
|
||||
Quaternion::rotation_z(0.4) * Quaternion::rotation_x(2.0);
|
||||
|
||||
next.jaw.orientation = Quaternion::rotation_x(-0.2);
|
||||
|
||||
next.main.position = Vec3::new(10.0, 12.5, 13.2);
|
||||
next.main.orientation = Quaternion::rotation_y(PI);
|
||||
|
||||
next.control.position = Vec3::new(-7.0, 6.0, 6.0 - exp * 5.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(exp * 1.3) * Quaternion::rotation_z(exp * 1.5);
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
*/
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(active_tool_kind, _second_tool_kind, velocity, _global_time): Self::Dependency,
|
||||
(
|
||||
active_tool_kind,
|
||||
_second_tool_kind,
|
||||
velocity,
|
||||
orientation,
|
||||
last_ori,
|
||||
_global_time,
|
||||
stage_section,
|
||||
): Self::Dependency,
|
||||
anim_time: f64,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
) -> Self::Skeleton {
|
||||
*rate = 1.0;
|
||||
let speed = Vec2::<f32>::from(velocity).magnitude();
|
||||
|
||||
let mut next = (*skeleton).clone();
|
||||
|
||||
let lab = 1.0;
|
||||
let foot = (((5.0)
|
||||
/ (0.2 + 4.8 * ((anim_time as f32 * lab as f32 * 8.0).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 8.0).sin());
|
||||
let foote = (((5.0)
|
||||
/ (0.5 + 4.5 * ((anim_time as f32 * lab as f32 * 8.0 + 1.57).sin()).powf(2.0 as f32)))
|
||||
.sqrt())
|
||||
* ((anim_time as f32 * lab as f32 * 8.0).sin());
|
||||
let ori: Vec2<f32> = Vec2::from(orientation);
|
||||
let last_ori = Vec2::from(last_ori);
|
||||
let tilt = if ::vek::Vec2::new(ori, last_ori)
|
||||
.map(|o| o.magnitude_squared())
|
||||
.map(|m| m > 0.001 && m.is_finite())
|
||||
.reduce_and()
|
||||
&& ori.angle_between(last_ori).is_finite()
|
||||
{
|
||||
ori.angle_between(last_ori).min(0.2)
|
||||
* last_ori.determine_side(Vec2::zero(), ori).signum()
|
||||
} else {
|
||||
0.0
|
||||
} * 1.3;
|
||||
|
||||
let exp = ((anim_time as f32).powf(0.3 as f32)).min(1.2);
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(exp * -0.4)
|
||||
* Quaternion::rotation_x(0.0)
|
||||
* Quaternion::rotation_y(exp * 0.1);
|
||||
|
||||
next.upper_torso.position =
|
||||
Vec3::new(0.0, s_a.upper_torso.0 - exp * 1.5, s_a.upper_torso.1);
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(0.4 + exp * 1.0)
|
||||
* Quaternion::rotation_x(0.0 + exp * 0.2)
|
||||
* Quaternion::rotation_y(exp * -0.08);
|
||||
|
||||
next.lower_torso.position =
|
||||
Vec3::new(0.0, s_a.lower_torso.0 + exp * 1.0, s_a.lower_torso.1);
|
||||
next.lower_torso.orientation = next.upper_torso.orientation * -0.08;
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
next.jaw.orientation = Quaternion::rotation_x(0.0);
|
||||
|
||||
match active_tool_kind {
|
||||
Some(ToolKind::Staff) | Some(ToolKind::Sceptre) => {
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
let xmove = (movement1 as f32 * 6.0 * lab as f32 + PI).sin();
|
||||
let ymove = (movement1 as f32 * 6.0 * lab as f32 + PI * (0.5)).sin();
|
||||
next.hand_l.position = Vec3::new(s_a.sthl.0, s_a.sthl.1, s_a.sthl.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.sthl.3);
|
||||
|
||||
next.hand_r.position = Vec3::new(s_a.sthr.0, s_a.sthr.1, s_a.sthr.2);
|
||||
next.hand_r.orientation =
|
||||
Quaternion::rotation_x(s_a.sthr.3) * Quaternion::rotation_y(s_a.sthr.4);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_z(0.2)
|
||||
* Quaternion::rotation_x(
|
||||
(movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1) * (1.0 - movement3),
|
||||
);
|
||||
|
||||
next.shoulder_r.orientation = Quaternion::rotation_z(-0.2)
|
||||
* Quaternion::rotation_x(
|
||||
1.0 + movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1,
|
||||
);
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_y(0.0);
|
||||
|
||||
next.control.position = Vec3::new(
|
||||
s_a.stc.0,
|
||||
s_a.stc.1 + exp * 5.0,
|
||||
10.0 + s_a.stc.2 - exp * 5.0,
|
||||
s_a.stc.0 + (xmove * 3.0 + movement1 * -4.0) * (1.0 - movement3),
|
||||
s_a.stc.1 + (2.0 + ymove * 3.0 + movement2 * 3.0) * (1.0 - movement3),
|
||||
s_a.stc.2,
|
||||
);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.stc.3 + exp * 0.4)
|
||||
* Quaternion::rotation_y(s_a.stc.4)
|
||||
* Quaternion::rotation_z(s_a.stc.5 + exp * 1.5);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(s_a.stc.3 + (movement2 * 0.6) * (1.0 - movement3))
|
||||
* Quaternion::rotation_y(s_a.stc.4 + (movement1 * 0.5 + movement2 * -0.5))
|
||||
* Quaternion::rotation_z(
|
||||
s_a.stc.5
|
||||
- (0.2 + movement1 * -0.5 + movement2 * 0.8) * (1.0 - movement3),
|
||||
);
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z((movement1 * 0.3 + movement2 * 0.2) * (1.0 - movement3));
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
|
||||
next.head.orientation = Quaternion::rotation_z(
|
||||
tilt * -2.5 + (movement1 * -0.2 + movement2 * -0.4) * (1.0 - movement3),
|
||||
);
|
||||
|
||||
if speed < 0.5 {
|
||||
next.lower_torso.orientation =
|
||||
Quaternion::rotation_x(0.08) * Quaternion::rotation_z(0.0);
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
|
||||
} else {
|
||||
};
|
||||
},
|
||||
Some(ToolKind::Bow) => {
|
||||
next.hand_l.position = Vec3::new(
|
||||
s_a.bhl.0 - exp * 2.0,
|
||||
s_a.bhl.1 - exp * 4.0,
|
||||
s_a.bhl.2 + exp * 6.0,
|
||||
);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3)
|
||||
* Quaternion::rotation_y(s_a.bhl.4 + exp * 0.8)
|
||||
* Quaternion::rotation_z(s_a.bhl.5 + exp * 0.9);
|
||||
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhl.3)
|
||||
* Quaternion::rotation_y(s_a.bhr.4)
|
||||
* Quaternion::rotation_z(s_a.bhr.5);
|
||||
let (movement1, movement2, movement3) = match stage_section {
|
||||
Some(StageSection::Buildup) => ((anim_time as f32).powf(0.25), 0.0, 0.0),
|
||||
Some(StageSection::Swing) => (1.0, anim_time as f32, 0.0),
|
||||
Some(StageSection::Recover) => (1.0, 1.0, (anim_time as f32).powf(4.0)),
|
||||
_ => (0.0, 0.0, 0.0),
|
||||
};
|
||||
next.main.position = Vec3::new(0.0, 0.0, 0.0);
|
||||
next.main.orientation = Quaternion::rotation_x(0.0);
|
||||
next.hand_l.position = Vec3::new(
|
||||
s_a.bhl.0 + movement2 * -2.0,
|
||||
s_a.bhl.1 + movement2 * -12.0,
|
||||
s_a.bhl.2 + movement2 * -3.0,
|
||||
);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(s_a.bhl.3);
|
||||
next.hand_r.position = Vec3::new(s_a.bhr.0, s_a.bhr.1, s_a.bhr.2);
|
||||
next.hand_r.orientation = Quaternion::rotation_x(s_a.bhr.3);
|
||||
next.shoulder_l.orientation = Quaternion::rotation_z(0.2)
|
||||
* Quaternion::rotation_x(
|
||||
(movement1 * (movement2 * 8.0 + PI / 2.0).sin() * 1.1) * (1.0 - movement3),
|
||||
);
|
||||
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, 4.0 + s_a.bc.2);
|
||||
next.control.orientation = Quaternion::rotation_x(s_a.bc.3 + exp * 0.4);
|
||||
next.shoulder_r.orientation = Quaternion::rotation_z(-0.2)
|
||||
* Quaternion::rotation_x(
|
||||
1.5 + movement1 * (movement2 * 8.0 + PI / 2.0).sin() * -0.1,
|
||||
);
|
||||
next.hold.position =
|
||||
Vec3::new(0.0, -1.0 + movement2 * 2.0, -5.2 + movement2 * -3.0);
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.57);
|
||||
next.hold.scale = Vec3::one() * 1.0 * (1.0 - movement2);
|
||||
|
||||
next.control.position = Vec3::new(s_a.bc.0 + 11.0, s_a.bc.1 + 2.0, s_a.bc.2 + 8.0);
|
||||
next.control.orientation =
|
||||
Quaternion::rotation_x(0.0 + (movement2 as f32 * 0.1).sin())
|
||||
* Quaternion::rotation_y(s_a.bc.4 - 1.25)
|
||||
* Quaternion::rotation_z(s_a.bc.5 - 0.2 + (movement2 as f32 * -0.2).sin());
|
||||
next.upper_torso.orientation = Quaternion::rotation_z(0.8);
|
||||
next.head.position = Vec3::new(0.0 - 2.0, s_a.head.0, s_a.head.1);
|
||||
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_z(tilt * -2.5 - 0.5 + (movement2 as f32 * 0.2).sin());
|
||||
if speed < 0.5 {
|
||||
next.upper_torso.orientation =
|
||||
Quaternion::rotation_z(0.8 + (movement2 as f32 * 0.1).sin());
|
||||
|
||||
next.lower_torso.orientation = Quaternion::rotation_x(0.08)
|
||||
* Quaternion::rotation_z((movement2 as f32 * -0.15).sin());
|
||||
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, s_a.foot.1 - 5.0, s_a.foot.2);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.5);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, s_a.foot.1 + 3.0, s_a.foot.2);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(0.5) * Quaternion::rotation_z(0.3);
|
||||
} else {
|
||||
};
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
if velocity > 0.5 {
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0 - foot * 1.0 + exp * -1.0,
|
||||
foote * 0.8 + exp * 1.5,
|
||||
s_a.foot.2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(exp * 0.5)
|
||||
* Quaternion::rotation_z(exp * 0.4)
|
||||
* Quaternion::rotation_y(0.15);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0 + foot * 1.0 + exp * 1.0,
|
||||
foote * -0.8 + exp * -1.0,
|
||||
s_a.foot.2,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(exp * -0.5)
|
||||
* Quaternion::rotation_z(exp * 0.4)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
next.torso.orientation = Quaternion::rotation_x(-0.15);
|
||||
} else {
|
||||
next.foot_l.position = Vec3::new(-s_a.foot.0, -2.5, s_a.foot.2 + exp * 2.5);
|
||||
next.foot_l.orientation =
|
||||
Quaternion::rotation_x(exp * -0.2 - 0.2) * Quaternion::rotation_z(exp * 1.0);
|
||||
|
||||
next.foot_r.position = Vec3::new(s_a.foot.0, 3.5 - exp * 2.0, s_a.foot.2);
|
||||
next.foot_r.orientation =
|
||||
Quaternion::rotation_x(exp * 0.1) * Quaternion::rotation_z(exp * 0.5);
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -238,7 +238,7 @@ impl Animation for WieldAnimation {
|
||||
next.hold.orientation = Quaternion::rotation_x(-1.57);
|
||||
next.hold.scale = Vec3::one() * 1.0;
|
||||
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2);
|
||||
next.control.position = Vec3::new(s_a.bc.0, s_a.bc.1, s_a.bc.2 - 5.0);
|
||||
next.control.orientation = Quaternion::rotation_x(u_slow * 0.06)
|
||||
* Quaternion::rotation_y(s_a.bc.4)
|
||||
* Quaternion::rotation_z(s_a.bc.5 + u_slowalt * 0.1);
|
||||
@ -436,6 +436,17 @@ impl Animation for WieldAnimation {
|
||||
_ => {},
|
||||
}
|
||||
};
|
||||
|
||||
if s_a.float {
|
||||
next.upper_torso.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.upper_torso.0,
|
||||
s_a.upper_torso.1 + slower * 1.0 + 4.0,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.5 + slow * 0.1);
|
||||
}
|
||||
|
||||
next
|
||||
}
|
||||
}
|
||||
|
@ -220,9 +220,9 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Donkey, _) => (-11.0, 1.5),
|
||||
(Camel, _) => (-14.0, -1.0),
|
||||
(Zebra, _) => (-10.0, 1.5),
|
||||
(Antelope, _) => (-4.5, 2.0),
|
||||
(Kelpie, _) => (-11.0, 3.0),
|
||||
(Horse, _) => (-5.0, 1.5),
|
||||
(Antelope, _) => (-10.0, 2.0),
|
||||
(Kelpie, _) => (-9.0, 3.0),
|
||||
(Horse, _) => (-9.0, 1.5),
|
||||
},
|
||||
torso_front: match (body.species, body.body_type) {
|
||||
(Grolgar, _) => (10.0, 13.0),
|
||||
@ -264,9 +264,9 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Donkey, _) => (-6.0, -1.0),
|
||||
(Camel, _) => (-12.0, -0.5),
|
||||
(Zebra, _) => (-6.0, -1.0),
|
||||
(Antelope, _) => (-12.5, 0.0),
|
||||
(Kelpie, _) => (-6.0, -1.0),
|
||||
(Horse, _) => (-11.0, -1.5),
|
||||
(Antelope, _) => (-7.0, 0.0),
|
||||
(Kelpie, _) => (-8.0, -1.0),
|
||||
(Horse, _) => (-8.0, -1.5),
|
||||
},
|
||||
ears: match (body.species, body.body_type) {
|
||||
(Grolgar, _) => (5.0, 8.0),
|
||||
@ -330,9 +330,9 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Donkey, _) => (4.0, -9.0, -3.0),
|
||||
(Camel, _) => (4.5, -10.5, -5.0),
|
||||
(Zebra, _) => (3.5, -8.0, -3.5),
|
||||
(Antelope, _) => (3.5, -2.0, -3.5),
|
||||
(Kelpie, _) => (3.5, -9.0, -2.5),
|
||||
(Horse, _) => (3.5, -4.0, -2.0),
|
||||
(Antelope, _) => (3.5, -7.5, -3.5),
|
||||
(Kelpie, _) => (3.5, -7.0, -2.5),
|
||||
(Horse, _) => (3.5, -7.0, -2.0),
|
||||
},
|
||||
feet_f: match (body.species, body.body_type) {
|
||||
(Grolgar, _) => (0.0, 0.0, -4.0),
|
||||
@ -472,10 +472,10 @@ impl<'a> From<&'a Body> for SkeletonAttr {
|
||||
(Mouflon, _) => (true, 1.0),
|
||||
(Deer, _) => (true, 1.0),
|
||||
(Hirdrasil, _) => (true, 0.9),
|
||||
(Donkey, _) => (true, 1.0),
|
||||
(Zebra, _) => (true, 1.0),
|
||||
(Antelope, _) => (true, 0.9),
|
||||
(Kelpie, _) => (true, 1.0),
|
||||
(Donkey, _) => (false, 1.0),
|
||||
(Zebra, _) => (false, 1.0),
|
||||
(Antelope, _) => (false, 0.9),
|
||||
(Kelpie, _) => (false, 1.0),
|
||||
(Horse, _) => (true, 0.85),
|
||||
(_, _) => (false, 0.0),
|
||||
},
|
||||
|
@ -5,7 +5,7 @@ use super::super::vek::*;
|
||||
pub struct JumpAnimation;
|
||||
|
||||
impl Animation for JumpAnimation {
|
||||
type Dependency = (f32, f64);
|
||||
type Dependency = (f32, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
|
||||
type Skeleton = TheropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -14,7 +14,7 @@ impl Animation for JumpAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_jump")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
_global_time: Self::Dependency,
|
||||
(_velocity, _orientation, _last_ori, _global_time, _avg_vel): Self::Dependency,
|
||||
_anim_time: f64,
|
||||
_rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
|
@ -6,7 +6,7 @@ use std::f32::consts::PI;
|
||||
pub struct RunAnimation;
|
||||
|
||||
impl Animation for RunAnimation {
|
||||
type Dependency = (f32, f64);
|
||||
type Dependency = (f32, Vec3<f32>, Vec3<f32>, f64, Vec3<f32>);
|
||||
type Skeleton = TheropodSkeleton;
|
||||
|
||||
#[cfg(feature = "use-dyn-lib")]
|
||||
@ -15,7 +15,7 @@ impl Animation for RunAnimation {
|
||||
#[cfg_attr(feature = "be-dyn-lib", export_name = "theropod_run")]
|
||||
fn update_skeleton_inner(
|
||||
skeleton: &Self::Skeleton,
|
||||
(velocity, _global_time): Self::Dependency,
|
||||
(velocity, orientation, last_ori, _global_time, avg_vel): Self::Dependency,
|
||||
anim_time: f64,
|
||||
rate: &mut f32,
|
||||
s_a: &SkeletonAttr,
|
||||
@ -56,8 +56,20 @@ impl Animation for RunAnimation {
|
||||
//FR
|
||||
let foot2a = (anim_time as f32 * (16.0) * lab as f32 * speedmult).sin(); //1.2
|
||||
let foot2b = (anim_time as f32 * (16.0) * lab as f32 * speedmult + 1.57).sin(); //1.6
|
||||
//BL
|
||||
//BR
|
||||
let ori: Vec2<f32> = Vec2::from(orientation);
|
||||
let last_ori = Vec2::from(last_ori);
|
||||
let tilt = if ::vek::Vec2::new(ori, last_ori)
|
||||
.map(|o| o.magnitude_squared())
|
||||
.map(|m| m > 0.001 && m.is_finite())
|
||||
.reduce_and()
|
||||
&& ori.angle_between(last_ori).is_finite()
|
||||
{
|
||||
ori.angle_between(last_ori).min(0.2)
|
||||
* last_ori.determine_side(Vec2::zero(), ori).signum()
|
||||
} else {
|
||||
0.0
|
||||
} * 1.3;
|
||||
let x_tilt = avg_vel.z.atan2(avg_vel.xy().magnitude());
|
||||
|
||||
next.head.scale = Vec3::one() * 1.02;
|
||||
next.neck.scale = Vec3::one() * 0.98;
|
||||
@ -67,32 +79,40 @@ impl Animation for RunAnimation {
|
||||
next.chest_front.scale = Vec3::one() / s_a.scaler;
|
||||
|
||||
next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1 + breathe * 0.3);
|
||||
next.head.orientation =
|
||||
Quaternion::rotation_x(-0.1 + short * -0.05) * Quaternion::rotation_z(shortalt * -0.2);
|
||||
next.head.orientation = Quaternion::rotation_x(-0.1 + short * -0.05)
|
||||
* Quaternion::rotation_y(tilt * 0.8)
|
||||
* Quaternion::rotation_z(shortalt * -0.2 - tilt * 1.2);
|
||||
|
||||
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
|
||||
next.jaw.orientation = Quaternion::rotation_x(short * -0.03);
|
||||
|
||||
next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
|
||||
next.neck.orientation =
|
||||
Quaternion::rotation_x(-0.1 + short * -0.04) * Quaternion::rotation_z(shortalt * -0.1);
|
||||
next.neck.orientation = Quaternion::rotation_x(-0.1 + short * -0.04)
|
||||
* Quaternion::rotation_y(tilt * 0.3)
|
||||
* Quaternion::rotation_z(shortalt * -0.1 - tilt * 1.2);
|
||||
|
||||
next.chest_front.position =
|
||||
Vec3::new(0.0, s_a.chest_front.0, s_a.chest_front.1 + short * 0.5) / s_a.scaler;
|
||||
next.chest_front.position = Vec3::new(
|
||||
0.0,
|
||||
s_a.chest_front.0,
|
||||
s_a.chest_front.1 + short * 0.5 + x_tilt * 10.0 * canceler,
|
||||
) / s_a.scaler;
|
||||
next.chest_front.orientation =
|
||||
Quaternion::rotation_x(short * 0.07) * Quaternion::rotation_z(shortalt * 0.15);
|
||||
Quaternion::rotation_x(short * 0.07 + x_tilt * (canceler * 6.0).min(1.0))
|
||||
* Quaternion::rotation_y(tilt * 0.8)
|
||||
* Quaternion::rotation_z(shortalt * 0.15 + tilt * -1.5);
|
||||
|
||||
next.chest_back.position = Vec3::new(0.0, s_a.chest_back.0, s_a.chest_back.1);
|
||||
next.chest_back.orientation =
|
||||
Quaternion::rotation_x(short * -0.04) * Quaternion::rotation_z(shortalt * -0.15);
|
||||
next.chest_back.orientation = Quaternion::rotation_x(short * -0.04)
|
||||
* Quaternion::rotation_y(tilt * 0.6)
|
||||
* Quaternion::rotation_z(shortalt * -0.15 + tilt * 0.6);
|
||||
|
||||
next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
|
||||
next.tail_front.orientation =
|
||||
Quaternion::rotation_x(0.1 + short * -0.02) * Quaternion::rotation_z(shortalt * -0.1);
|
||||
next.tail_front.orientation = Quaternion::rotation_x(0.1 + short * -0.02)
|
||||
* Quaternion::rotation_z(shortalt * -0.1 + tilt * 1.0);
|
||||
|
||||
next.tail_back.position = Vec3::new(0.0, s_a.tail_back.0, s_a.tail_back.1);
|
||||
next.tail_back.orientation =
|
||||
Quaternion::rotation_x(0.2 + short * -0.2) * Quaternion::rotation_z(shortalt * -0.2);
|
||||
next.tail_back.orientation = Quaternion::rotation_x(0.2 + short * -0.1)
|
||||
* Quaternion::rotation_z(shortalt * -0.2 + tilt * 1.4);
|
||||
|
||||
next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
|
||||
next.hand_l.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot2a * 0.3);
|
||||
@ -106,7 +126,8 @@ impl Animation for RunAnimation {
|
||||
s_a.leg.2 + amplitude3 * foot1a * 1.4,
|
||||
);
|
||||
next.leg_l.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot1a * 0.2)
|
||||
* Quaternion::rotation_z(foot1a * -0.3);
|
||||
* Quaternion::rotation_y(tilt * 0.5)
|
||||
* Quaternion::rotation_z(foot1a * -0.3 + tilt * -0.5);
|
||||
|
||||
next.leg_r.position = Vec3::new(
|
||||
s_a.leg.0,
|
||||
@ -114,7 +135,8 @@ impl Animation for RunAnimation {
|
||||
s_a.leg.2 + amplitude3 * foot2a * 1.4,
|
||||
);
|
||||
next.leg_r.orientation = Quaternion::rotation_x(-0.2 + amplitude3 * foot2a * 0.2)
|
||||
* Quaternion::rotation_z(foot2a * 0.3);
|
||||
* Quaternion::rotation_y(tilt * 0.5)
|
||||
* Quaternion::rotation_z(foot2a * 0.3 + tilt * -0.5);
|
||||
|
||||
next.foot_l.position = Vec3::new(
|
||||
-s_a.foot.0,
|
||||
@ -122,14 +144,16 @@ impl Animation for RunAnimation {
|
||||
s_a.foot.2 + canceler * 2.0 + (foot1a * 2.0).max(0.0) * amplitude2,
|
||||
);
|
||||
next.foot_l.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot1b * -0.35)
|
||||
* Quaternion::rotation_y(0.0);
|
||||
* Quaternion::rotation_y(tilt * -1.0)
|
||||
* Quaternion::rotation_z(tilt * -0.5);
|
||||
|
||||
next.foot_r.position = Vec3::new(
|
||||
s_a.foot.0,
|
||||
s_a.foot.1 + canceler * -2.0 + amplitude3 * foot2b * -2.0,
|
||||
s_a.foot.2 + canceler * 2.0 + (foot2a * 2.0).max(0.0) * amplitude2,
|
||||
);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot2b * -0.35);
|
||||
next.foot_r.orientation = Quaternion::rotation_x(-0.3 + amplitude2 * foot2b * -0.35)
|
||||
* Quaternion::rotation_y(tilt * -1.0);
|
||||
|
||||
next
|
||||
}
|
||||
|
@ -1986,7 +1986,7 @@ impl FigureMgr {
|
||||
// Running
|
||||
(true, true, false) => anim::theropod::RunAnimation::update_skeleton(
|
||||
&TheropodSkeleton::default(),
|
||||
(vel.0.magnitude(), time),
|
||||
(vel.0.magnitude(), ori, state.last_ori, time, state.avg_vel),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -1994,7 +1994,7 @@ impl FigureMgr {
|
||||
// In air
|
||||
(false, _, false) => anim::theropod::JumpAnimation::update_skeleton(
|
||||
&TheropodSkeleton::default(),
|
||||
(vel.0.magnitude(), time),
|
||||
(vel.0.magnitude(), ori, state.last_ori, time, state.avg_vel),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
@ -2299,57 +2299,65 @@ impl FigureMgr {
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::BasicRanged(data) => {
|
||||
if data.exhausted {
|
||||
anim::biped_large::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
} else {
|
||||
anim::biped_large::ChargeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
CharacterState::BasicRanged(s) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
|
||||
_ => 0.0,
|
||||
};
|
||||
|
||||
anim::biped_large::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::ChargedRanged(data) => {
|
||||
if data.exhausted {
|
||||
anim::biped_large::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(active_tool_kind, second_tool_kind, vel.0.magnitude(), time),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
} else {
|
||||
anim::biped_large::ChargeAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
),
|
||||
state.state_time,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
}
|
||||
CharacterState::ChargedRanged(s) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
|
||||
let stage_progress = match s.stage_section {
|
||||
StageSection::Buildup => {
|
||||
stage_time / s.static_data.buildup_duration.as_secs_f64()
|
||||
},
|
||||
StageSection::Recover => {
|
||||
stage_time / s.static_data.recover_duration.as_secs_f64()
|
||||
},
|
||||
|
||||
_ => 0.0,
|
||||
};
|
||||
|
||||
anim::biped_large::ShootAnimation::update_skeleton(
|
||||
&target_base,
|
||||
(
|
||||
active_tool_kind,
|
||||
second_tool_kind,
|
||||
vel.0.magnitude(),
|
||||
ori,
|
||||
state.last_ori,
|
||||
time,
|
||||
Some(s.stage_section),
|
||||
),
|
||||
stage_progress,
|
||||
&mut state_animation_rate,
|
||||
skeleton_attr,
|
||||
)
|
||||
},
|
||||
CharacterState::DashMelee(s) => {
|
||||
let stage_time = s.timer.as_secs_f64();
|
||||
|
@ -293,6 +293,8 @@ impl World {
|
||||
quadruped_low::Species::Crocodile => is_hostile = true,
|
||||
quadruped_low::Species::Alligator => is_hostile = true,
|
||||
quadruped_low::Species::Maneater => is_hostile = true,
|
||||
quadruped_low::Species::Sandshark => is_hostile = true,
|
||||
quadruped_low::Species::Hakulaq => is_hostile = true,
|
||||
_ => is_hostile = false,
|
||||
}
|
||||
},
|
||||
|
@ -362,11 +362,11 @@ impl Floor {
|
||||
0 => self.create_room(Room {
|
||||
seed: ctx.rng.gen(),
|
||||
loot_density: 0.000025 + level as f32 * 0.00015,
|
||||
enemy_density: Some(0.001 + level as f32 * 0.00002),
|
||||
enemy_density: None,
|
||||
miniboss: true,
|
||||
boss: false,
|
||||
area,
|
||||
height: ctx.rng.gen_range(20, 25),
|
||||
height: ctx.rng.gen_range(15, 20),
|
||||
pillars: Some(4),
|
||||
}),
|
||||
_ => self.create_room(Room {
|
||||
@ -553,26 +553,29 @@ impl Floor {
|
||||
}
|
||||
}
|
||||
if room.miniboss {
|
||||
let boss_spawn_tile = room.area.center();
|
||||
// Don't spawn the boss in a pillar
|
||||
let boss_tile_is_pillar = room
|
||||
let miniboss_spawn_tile = room.area.center();
|
||||
// Don't spawn the miniboss in a pillar
|
||||
let miniboss_tile_is_pillar = room
|
||||
.pillars
|
||||
.map(|pillar_space| {
|
||||
boss_spawn_tile
|
||||
miniboss_spawn_tile
|
||||
.map(|e| e.rem_euclid(pillar_space) == 0)
|
||||
.reduce_and()
|
||||
})
|
||||
.unwrap_or(false);
|
||||
let boss_spawn_tile =
|
||||
boss_spawn_tile + if boss_tile_is_pillar { 1 } else { 0 };
|
||||
let miniboss_spawn_tile =
|
||||
miniboss_spawn_tile + if miniboss_tile_is_pillar { 1 } else { 0 };
|
||||
|
||||
if tile_pos == boss_spawn_tile && tile_wcenter.xy() == wpos2d {
|
||||
let chosen = Lottery::<String>::load_expect(
|
||||
"common.loot_tables.loot_table_boss_cultist-leader",
|
||||
);
|
||||
if tile_pos == miniboss_spawn_tile && tile_wcenter.xy() == wpos2d {
|
||||
let chosen =
|
||||
Lottery::<String>::load_expect(match dynamic_rng.gen_range(0, 5) {
|
||||
0 => "common.loot_tables.loot_table_humanoids",
|
||||
1 => "common.loot_tables.loot_table_armor_misc",
|
||||
_ => "common.loot_tables.loot_table_cultists",
|
||||
});
|
||||
let chosen = chosen.choose();
|
||||
let entity = EntityInfo::at(tile_wcenter.map(|e| e as f32))
|
||||
.with_level(dynamic_rng.gen_range(1, 5))
|
||||
.with_level(1)
|
||||
.with_alignment(comp::Alignment::Enemy)
|
||||
.with_body(comp::Body::BipedLarge(
|
||||
comp::biped_large::Body::random_with(
|
||||
@ -580,7 +583,7 @@ impl Floor {
|
||||
&comp::biped_large::Species::Mindflayer,
|
||||
),
|
||||
))
|
||||
.with_name("Bob".to_string())
|
||||
.with_name("Mindflayer")
|
||||
.with_loot_drop(comp::Item::new_from_asset_expect(chosen));
|
||||
|
||||
supplement.add_entity(entity);
|
||||
|
Loading…
Reference in New Issue
Block a user