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initial quadlow ranged work
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18
assets/common/abilities/unique/quadlowranged/basic.ron
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18
assets/common/abilities/unique/quadlowranged/basic.ron
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@ -0,0 +1,18 @@
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BasicRanged(
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energy_cost: 0,
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buildup_duration: 800,
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recover_duration: 350,
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projectile: Fireball(
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damage: 100.0,
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radius: 5.0,
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energy_regen: 50,
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),
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projectile_body: Object(BoltFire),
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/*projectile_light: Some(LightEmitter {
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col: (1.0, 0.75, 0.11).into(),
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..Default::default()
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}),*/
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projectile_gravity: Some(Gravity(0.9)),
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projectile_speed: 60.0,
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can_continue: true,
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)
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13
assets/common/items/npc_weapons/unique/quadlowranged.ron
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13
assets/common/items/npc_weapons/unique/quadlowranged.ron
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@ -0,0 +1,13 @@
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ItemDef(
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name: "Quad Low Ranged",
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description: "testing123",
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kind: Tool(
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(
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kind: Unique(QuadLowRanged),
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stats: (
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equip_time_millis: 10,
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power: 1.00),
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)
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),
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quality: Low,
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)
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@ -173,4 +173,5 @@ pub enum UniqueKind {
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StoneGolemFist,
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BeastClaws,
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GenericQuadMed,
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QuadLowRanged,
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}
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@ -1,7 +1,7 @@
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use crate::comp::{
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biped_large, golem,
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item::{tool::AbilityMap, Item, ItemKind},
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quadruped_medium, Body, CharacterAbility, ItemConfig, Loadout,
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quadruped_low, quadruped_medium, Body, CharacterAbility, ItemConfig, Loadout,
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};
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use rand::Rng;
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@ -111,6 +111,14 @@ impl LoadoutBuilder {
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},
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_ => {},
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},
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Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
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quadruped_low::Species::Maneater => {
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main_tool = Some(Item::new_from_asset_expect(
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"common.items.npc_weapons.unique.quadlowranged",
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));
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},
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_ => {},
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},
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Body::BipedLarge(biped_large) => match (biped_large.species, biped_large.body_type)
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{
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(biped_large::Species::Occultsaurok, _) => {
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@ -352,6 +352,8 @@ impl<'a> System<'a> for Sys {
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Tactic::StoneGolemBoss
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},
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Some(ToolKind::Unique(UniqueKind::GenericQuadMed)) => Tactic::Wolf,
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Some(ToolKind::Unique(UniqueKind::QuadLowRanged)) => Tactic::Staff,
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_ => Tactic::Melee,
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};
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@ -2,10 +2,12 @@ pub mod alpha;
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pub mod idle;
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pub mod jump;
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pub mod run;
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pub mod shoot;
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// Reexports
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pub use self::{
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alpha::AlphaAnimation, idle::IdleAnimation, jump::JumpAnimation, run::RunAnimation,
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shoot::ShootAnimation,
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};
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use super::{make_bone, vek::*, FigureBoneData, Skeleton};
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65
voxygen/src/anim/src/quadruped_low/shoot.rs
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65
voxygen/src/anim/src/quadruped_low/shoot.rs
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@ -0,0 +1,65 @@
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use super::{
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super::{vek::*, Animation},
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QuadrupedLowSkeleton, SkeletonAttr,
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};
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use common::states::utils::StageSection;
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pub struct ShootAnimation;
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impl Animation for ShootAnimation {
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type Dependency = (f32, f64, Option<StageSection>);
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type Skeleton = QuadrupedLowSkeleton;
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#[cfg(feature = "use-dyn-lib")]
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const UPDATE_FN: &'static [u8] = b"quadruped_low_shoot\0";
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#[cfg_attr(feature = "be-dyn-lib", export_name = "quadruped_low_shoot")]
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fn update_skeleton_inner(
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skeleton: &Self::Skeleton,
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(velocity, _global_time, stage_section): Self::Dependency,
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anim_time: f64,
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_rate: &mut f32,
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s_a: &SkeletonAttr,
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) -> Self::Skeleton {
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let mut next = (*skeleton).clone();
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let (movement1, movement2, movement3) = match stage_section {
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Some(StageSection::Buildup) => (anim_time as f32, 0.0, 0.0),
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Some(StageSection::Swing) => (1.0, (anim_time as f32).powf(0.25), 0.0),
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Some(StageSection::Recover) => (1.0, 1.0, anim_time as f32),
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_ => (0.0, 0.0, 0.0),
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};
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let twitch1 = (movement1 * 18.0).sin();
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next.head_upper.position = Vec3::new(0.0, s_a.head_upper.0, s_a.head_upper.1);
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next.head_upper.orientation =
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Quaternion::rotation_x((movement1 * 0.6 + movement2 * 0.7) * (1.0 - movement3))
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* Quaternion::rotation_z((twitch1 * 0.1) * (1.0 - movement3));
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next.head_lower.position = Vec3::new(0.0, s_a.head_lower.0, s_a.head_lower.1);
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next.head_lower.orientation = Quaternion::rotation_x(movement2 * 0.3 * (1.0 - movement3));
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next.jaw.position = Vec3::new(0.0, s_a.jaw.0, s_a.jaw.1);
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next.jaw.orientation = Quaternion::rotation_x(movement1 * -0.5);
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next.chest.position = Vec3::new(0.0, s_a.chest.0, s_a.chest.1) * s_a.scaler / 11.0;
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next.chest.orientation = Quaternion::rotation_x(0.0);
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next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
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next.tail_front.orientation = Quaternion::rotation_x(movement1 * 0.15);
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next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
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next.tail_rear.orientation = Quaternion::rotation_x(0.0);
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if velocity < 0.5 {
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next.foot_fl.position = Vec3::new(-s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_fr.position = Vec3::new(s_a.feet_f.0, s_a.feet_f.1, s_a.feet_f.2);
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next.foot_bl.position = Vec3::new(-s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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next.foot_br.position = Vec3::new(s_a.feet_b.0, s_a.feet_b.1, s_a.feet_b.2);
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} else {
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};
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next
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}
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}
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@ -2,8 +2,7 @@ use super::{
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super::{vek::*, Animation},
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QuadrupedMediumSkeleton, SkeletonAttr,
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};
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use common::{comp::item::ToolKind, states::utils::StageSection};
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use std::f32::consts::PI;
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use common::states::utils::StageSection;
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pub struct AlphaAnimation;
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@ -1660,11 +1660,23 @@ impl FigureMgr {
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),
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};
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let target_bones = match &character {
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CharacterState::BasicMelee(_) => {
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anim::quadruped_low::AlphaAnimation::update_skeleton(
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CharacterState::BasicRanged(s) => {
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let stage_time = s.timer.as_secs_f64();
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let stage_progress = match s.stage_section {
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StageSection::Buildup => {
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stage_time / s.static_data.buildup_duration.as_secs_f64()
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},
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StageSection::Recover => {
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stage_time / s.static_data.recover_duration.as_secs_f64()
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},
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_ => 0.0,
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};
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anim::quadruped_low::ShootAnimation::update_skeleton(
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&target_base,
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(vel.0.magnitude(), time),
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state.state_time,
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(vel.0.magnitude(), time, Some(s.stage_section)),
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stage_progress,
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&mut state_animation_rate,
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skeleton_attr,
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)
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