initial quadlow ranged work

This commit is contained in:
jshipsey 2020-11-13 00:07:08 -05:00 committed by Sam
parent ae06016e9a
commit e3e513cc11
9 changed files with 127 additions and 7 deletions

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@ -0,0 +1,18 @@
BasicRanged(
energy_cost: 0,
buildup_duration: 800,
recover_duration: 350,
projectile: Fireball(
damage: 100.0,
radius: 5.0,
energy_regen: 50,
),
projectile_body: Object(BoltFire),
/*projectile_light: Some(LightEmitter {
col: (1.0, 0.75, 0.11).into(),
..Default::default()
}),*/
projectile_gravity: Some(Gravity(0.9)),
projectile_speed: 60.0,
can_continue: true,
)

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@ -0,0 +1,13 @@
ItemDef(
name: "Quad Low Ranged",
description: "testing123",
kind: Tool(
(
kind: Unique(QuadLowRanged),
stats: (
equip_time_millis: 10,
power: 1.00),
)
),
quality: Low,
)

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@ -173,4 +173,5 @@ pub enum UniqueKind {
StoneGolemFist,
BeastClaws,
GenericQuadMed,
QuadLowRanged,
}

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@ -1,7 +1,7 @@
use crate::comp::{
biped_large, golem,
item::{tool::AbilityMap, Item, ItemKind},
quadruped_medium, Body, CharacterAbility, ItemConfig, Loadout,
quadruped_low, quadruped_medium, Body, CharacterAbility, ItemConfig, Loadout,
};
use rand::Rng;
@ -111,6 +111,14 @@ impl LoadoutBuilder {
},
_ => {},
},
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Maneater => {
main_tool = Some(Item::new_from_asset_expect(
"common.items.npc_weapons.unique.quadlowranged",
));
},
_ => {},
},
Body::BipedLarge(biped_large) => match (biped_large.species, biped_large.body_type)
{
(biped_large::Species::Occultsaurok, _) => {

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@ -352,6 +352,8 @@ impl<'a> System<'a> for Sys {
Tactic::StoneGolemBoss
},
Some(ToolKind::Unique(UniqueKind::GenericQuadMed)) => Tactic::Wolf,
Some(ToolKind::Unique(UniqueKind::QuadLowRanged)) => Tactic::Staff,
_ => Tactic::Melee,
};

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@ -2,10 +2,12 @@ pub mod alpha;
pub mod idle;
pub mod jump;
pub mod run;
pub mod shoot;
// Reexports
pub use self::{
alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
shoot::ShootAnimation,
};
use super::{make_bone, vek::*, FigureBoneData, Skeleton};

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@ -0,0 +1,65 @@
use super::{
super::{vek::*, Animation},
QuadrupedLowSkeleton, SkeletonAttr,
};
use common::states::utils::StageSection;
pub struct ShootAnimation;
impl Animation for ShootAnimation {
type Dependency = (f32, f64, Option<StageSection>);
type Skeleton = QuadrupedLowSkeleton;
#[cfg(feature = "use-dyn-lib")]
const UPDATE_FN: &'static [u8] = b"quadruped_low_shoot\0";
#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_shoot")]
fn update_skeleton_inner(
skeleton: &Self::Skeleton,
(velocity, _global_time, stage_section): Self::Dependency,
anim_time: f64,
_rate: &mut f32,
s_a: &SkeletonAttr,
) -> Self::Skeleton {
let mut next = (*skeleton).clone();
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 twitch1 = (movement1 * 18.0).sin();
next.head_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1);
next.head_upper.orientation =
Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
next.head_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1);
next.head_lower.orientation = Quaternion::rotation_x(movement2 * 0.3 * (1.0 - movement3));
next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5);
next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
next.chest.orientation = Quaternion::rotation_x(0.0);
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(movement1 * 0.15);
next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
next.tail_rear.orientation = Quaternion::rotation_x(0.0);
if velocity < 0.5 {
next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
} else {
};
next
}
}

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@ -2,8 +2,7 @@ use super::{
super::{vek::*, Animation},
QuadrupedMediumSkeleton, SkeletonAttr,
};
use common::{comp::item::ToolKind, states::utils::StageSection};
use std::f32::consts::PI;
use common::states::utils::StageSection;
pub struct AlphaAnimation;

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@ -1660,11 +1660,23 @@ impl FigureMgr {
),
};
let target_bones = match &character {
CharacterState::BasicMelee(_) => {
anim::quadruped_low::AlphaAnimation::update_skeleton(
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::quadruped_low::ShootAnimation::update_skeleton(
&target_base,
(vel.0.magnitude(), time),
state.state_time,
(vel.0.magnitude(), time, Some(s.stage_section)),
stage_progress,
&mut state_animation_rate,
skeleton_attr,
)