Added sparseness field to sprite summon.

This commit is contained in:
Sam 2021-06-21 23:12:39 -05:00
parent 68c6a0a495
commit f0c5ed1397
3 changed files with 45 additions and 31 deletions

View File

@ -4,4 +4,5 @@ SpriteSummon(
recover_duration: 0.3,
sprite: EnsnaringVines,
summon_distance: (0, 25),
sparseness: 0.5,
)

View File

@ -301,6 +301,7 @@ pub enum CharacterAbility {
recover_duration: f32,
sprite: SpriteKind,
summon_distance: (f32, f32),
sparseness: f64,
},
}
@ -1811,6 +1812,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
recover_duration,
sprite,
summon_distance,
sparseness,
} => CharacterState::SpriteSummon(sprite_summon::Data {
static_data: sprite_summon::StaticData {
buildup_duration: Duration::from_secs_f32(*buildup_duration),
@ -1818,6 +1820,7 @@ impl From<(&CharacterAbility, AbilityInfo)> for CharacterState {
recover_duration: Duration::from_secs_f32(*recover_duration),
sprite: *sprite,
summon_distance: *summon_distance,
sparseness: *sparseness,
ability_info,
},
timer: Duration::default(),

View File

@ -9,6 +9,7 @@ use crate::{
terrain::{Block, SpriteKind},
vol::ReadVol,
};
use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::*;
@ -26,6 +27,8 @@ pub struct StaticData {
pub sprite: SpriteKind,
/// Range that sprites are created relative to the summonner
pub summon_distance: (f32, f32),
/// Chance that sprite is not created on a particular square
pub sparseness: f64,
/// Miscellaneous information about the ability
pub ability_info: AbilityInfo,
}
@ -77,43 +80,50 @@ impl CharacterBehavior for Data {
let summon_distance = summon_distance.round() as i32;
// Only summons sprites if summon distance is greater than achieved radius
if summon_distance > self.achieved_radius {
for radius in self.achieved_radius..=summon_distance {
// 1 added to make range correct, too lazy to add 1 to both variables above
let radius = radius + 1;
// Creates a spiral iterator for the newly achieved radius
let spiral = Spiral2d::new().edge_radius(summon_distance);
let spiral = Spiral2d::new().edge_radius(radius);
for point in spiral {
// The coordinates of where the sprite is created
let sprite_pos = Vec3::new(
data.pos.0.x.floor() as i32 + point.x,
data.pos.0.y.floor() as i32 + point.y,
data.pos.0.z.floor() as i32,
);
// If square is not sparse, generate sprite
if !thread_rng().gen_bool(self.static_data.sparseness) {
// The coordinates of where the sprite is created
let sprite_pos = Vec3::new(
data.pos.0.x.floor() as i32 + point.x,
data.pos.0.y.floor() as i32 + point.y,
data.pos.0.z.floor() as i32,
);
// Check for collision in z up to 10 blocks up or down
let obstacle_z = data
.terrain
.ray(
sprite_pos.map(|x| x as f32 + 0.5) + Vec3::unit_z() * 10.0,
sprite_pos.map(|x| x as f32 + 0.5) - Vec3::unit_z() * 10.0,
)
.until(|b| {
// Until reaching a solid block that is not the created sprite
Block::is_solid(b)
&& b.get_sprite() != Some(self.static_data.sprite)
})
.cast()
.0;
// Check for collision in z up to 10 blocks up or down
let obstacle_z = data
.terrain
.ray(
sprite_pos.map(|x| x as f32 + 0.5) + Vec3::unit_z() * 10.0,
sprite_pos.map(|x| x as f32 + 0.5) - Vec3::unit_z() * 10.0,
)
.until(|b| {
// Until reaching a solid block that is not the created
// sprite
Block::is_solid(b)
&& b.get_sprite() != Some(self.static_data.sprite)
})
.cast()
.0;
// z height relative to caster
let z = sprite_pos.z + (10.5 - obstacle_z).ceil() as i32;
// z height relative to caster
let z = sprite_pos.z + (10.5 - obstacle_z).ceil() as i32;
// Location sprite will be created
let sprite_pos = Vec3::new(sprite_pos.x as i32, sprite_pos.y as i32, z);
// Location sprite will be created
let sprite_pos =
Vec3::new(sprite_pos.x as i32, sprite_pos.y as i32, z);
// Send server event to create sprite
update.server_events.push_front(ServerEvent::CreateSprite {
pos: sprite_pos,
sprite: self.static_data.sprite,
});
// Send server event to create sprite
update.server_events.push_front(ServerEvent::CreateSprite {
pos: sprite_pos,
sprite: self.static_data.sprite,
});
}
}
}