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Initial implementation for beam attack.
This commit is contained in:
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8cf0121c0e
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@ -24,6 +24,7 @@ pub enum CharacterAbilityType {
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LeapMelee,
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SpinMelee,
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GroundShockwave,
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BasicBeam,
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}
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impl From<&CharacterState> for CharacterAbilityType {
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@ -39,6 +40,7 @@ impl From<&CharacterState> for CharacterAbilityType {
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CharacterState::SpinMelee(_) => Self::SpinMelee,
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CharacterState::ChargedRanged(_) => Self::ChargedRanged,
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CharacterState::GroundShockwave(_) => Self::ChargedRanged,
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CharacterState::BasicBeam(_) => Self::BasicBeam,
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_ => Self::BasicMelee,
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}
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}
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@ -146,6 +148,17 @@ pub enum CharacterAbility {
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shockwave_duration: Duration,
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requires_ground: bool,
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},
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BasicBeam {
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energy_cost: u32,
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buildup_duration: Duration,
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recover_duration: Duration,
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base_hps: u32,
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base_dps: u32,
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range: f32,
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max_angle: f32,
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lifesteal_eff: f32,
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energy_regen: u32,
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},
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}
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impl CharacterAbility {
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@ -190,6 +203,10 @@ impl CharacterAbility {
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.energy
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
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CharacterAbility::BasicBeam { energy_cost, .. } => update
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.energy
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.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
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_ => true,
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}
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}
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@ -497,6 +514,29 @@ impl From<&CharacterAbility> for CharacterState {
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shockwave_duration: *shockwave_duration,
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requires_ground: *requires_ground,
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}),
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CharacterAbility::BasicBeam {
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energy_cost: _,
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buildup_duration,
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recover_duration,
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base_hps,
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base_dps,
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range,
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max_angle,
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lifesteal_eff,
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energy_regen,
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} => CharacterState::BasicBeam(basic_beam::Data {
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exhausted: false,
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buildup_duration: *buildup_duration,
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cooldown_duration: Duration::from_millis(250),
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cooldown_duration_default: Duration::from_millis(250),
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recover_duration: *recover_duration,
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base_hps: *base_hps,
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base_dps: *base_dps,
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range: *range,
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max_angle: *max_angle,
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lifesteal_eff: *lifesteal_eff,
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energy_regen: *energy_regen,
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}),
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}
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}
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}
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@ -71,6 +71,9 @@ pub enum CharacterState {
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ChargedRanged(charged_ranged::Data),
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/// A ground shockwave attack
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GroundShockwave(ground_shockwave::Data),
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/// A continuous attack that affects all creatures in a cone originating
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/// from the source
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BasicBeam(basic_beam::Data),
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}
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impl CharacterState {
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@ -86,6 +89,7 @@ impl CharacterState {
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| CharacterState::SpinMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::GroundShockwave(_)
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| CharacterState::BasicBeam(_)
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)
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}
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@ -99,6 +103,7 @@ impl CharacterState {
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| CharacterState::SpinMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::GroundShockwave(_)
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| CharacterState::BasicBeam(_)
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)
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}
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@ -112,6 +117,7 @@ impl CharacterState {
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| CharacterState::LeapMelee(_)
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| CharacterState::ChargedRanged(_)
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| CharacterState::GroundShockwave(_)
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| CharacterState::BasicBeam(_)
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)
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}
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@ -136,12 +142,15 @@ impl Component for CharacterState {
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Attacking {
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pub base_healthchange: i32,
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pub base_damage: u32,
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pub base_heal: u32,
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pub range: f32,
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pub max_angle: f32,
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pub applied: bool,
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pub hit_count: u32,
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pub knockback: f32,
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pub is_melee: bool,
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pub lifesteal_eff: f32,
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}
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impl Component for Attacking {
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@ -16,6 +16,7 @@ pub enum DamageSource {
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Explosion,
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Falling,
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Shockwave,
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Energy,
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}
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impl Damage {
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@ -87,6 +88,16 @@ impl Damage {
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self.healthchange = -10.0;
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}
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},
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DamageSource::Energy => {
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// Armor
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let damage_reduction = loadout.get_damage_reduction();
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self.healthchange *= 1.0 - damage_reduction;
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// Min damage
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if (damage_reduction - 1.0).abs() > f32::EPSILON && self.healthchange > -10.0 {
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self.healthchange = -10.0;
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}
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},
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_ => {},
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}
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}
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@ -300,16 +300,18 @@ impl Tool {
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max_angle: 20.0,
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}],
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Staff(kind) => {
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if kind == "Sceptre" {
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if kind == "Sceptre" || kind == "SceptreVelorite" {
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vec![
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BasicMelee {
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BasicBeam {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(300),
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base_healthchange: (-10.0 * self.base_power()) as i32,
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knockback: 0.0,
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range: 5.0,
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max_angle: 20.0,
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buildup_duration: Duration::from_millis(250),
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recover_duration: Duration::from_millis(250),
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base_hps: (100.0 * self.base_power()) as u32,
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base_dps: (80.0 * self.base_power()) as u32,
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range: 25.0,
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max_angle: 1.0,
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lifesteal_eff: 0.2,
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energy_regen: 50,
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},
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BasicMelee {
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energy_cost: 350,
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@ -321,27 +323,6 @@ impl Tool {
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max_angle: 90.0,
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},
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]
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} else if kind == "SceptreVelorite" {
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vec![
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BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(300),
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base_healthchange: (-10.0 * self.base_power()) as i32,
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knockback: 0.0,
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range: 5.0,
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max_angle: 20.0,
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},
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BasicMelee {
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energy_cost: 350,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(1000),
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base_healthchange: (350.0 * self.base_power()) as i32,
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knockback: 0.0,
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range: 100.0,
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max_angle: 90.0,
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},
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]
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} else {
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vec![
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BasicMelee {
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161
common/src/states/basic_beam.rs
Normal file
161
common/src/states/basic_beam.rs
Normal file
@ -0,0 +1,161 @@
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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::*,
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sys::character_behavior::*,
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Data {
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/// Whether the attack can currently deal damage
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pub exhausted: bool,
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/// How long until state should deal damage or heal
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pub buildup_duration: Duration,
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/// How long until weapon can deal another tick of damage
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pub cooldown_duration: Duration,
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/// Value that cooldown_duration defaults to
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pub cooldown_duration_default: Duration,
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/// How long the state has until exiting
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pub recover_duration: Duration,
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/// Base healing per second
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pub base_hps: u32,
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/// Base damage per second
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pub base_dps: u32,
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/// Max range
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pub range: f32,
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/// Max angle (45.0 will give you a 90.0 angle window)
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pub max_angle: f32,
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/// Lifesteal efficiency (0 gives 0% conversion of damage to health, 1 gives
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/// 100% conversion of damage to health)
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pub lifesteal_eff: f32,
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/// Energy regened per second
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pub energy_regen: u32,
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}
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impl CharacterBehavior for Data {
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fn behavior(&self, data: &JoinData) -> StateUpdate {
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let mut update = StateUpdate::from(data);
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handle_move(data, &mut update, 0.4);
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handle_jump(data, &mut update);
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let ticks_per_sec = 1.0 / self.cooldown_duration_default.as_secs_f32();
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if self.buildup_duration != Duration::default() {
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// Build up
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update.character = CharacterState::BasicBeam(Data {
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exhausted: self.exhausted,
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buildup_duration: self
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.buildup_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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cooldown_duration: self.cooldown_duration,
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cooldown_duration_default: self.cooldown_duration_default,
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recover_duration: self.recover_duration,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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});
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} else if data.inputs.primary.is_pressed() && !self.exhausted {
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let damage = (self.base_dps as f32 / ticks_per_sec) as u32;
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let heal = (self.base_hps as f32 / ticks_per_sec) as u32;
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_damage: damage,
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base_heal: heal,
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range: self.range,
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max_angle: self.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: 0.0,
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is_melee: false,
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lifesteal_eff: 0.0,
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});
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update.character = CharacterState::BasicBeam(Data {
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exhausted: true,
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buildup_duration: self.buildup_duration,
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recover_duration: self.recover_duration,
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cooldown_duration: self.cooldown_duration_default,
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cooldown_duration_default: self.cooldown_duration_default,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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});
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// Grant energy and lifesteal on successful hit
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if let Some(attack) = data.attacking {
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if attack.applied && attack.hit_count > 0 {
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let energy = (self.energy_regen as f32 / ticks_per_sec) as i32;
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update.energy.change_by(energy, EnergySource::HitEnemy);
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}
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}
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} else if data.inputs.primary.is_pressed() && self.cooldown_duration != Duration::default() {
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// Cooldown until next tick of damage
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update.character = CharacterState::BasicBeam(Data {
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exhausted: self.exhausted,
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buildup_duration: self.buildup_duration,
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cooldown_duration: self
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.cooldown_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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cooldown_duration_default: self.cooldown_duration_default,
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recover_duration: self.recover_duration,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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});
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} else if data.inputs.primary.is_pressed() {
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update.character = CharacterState::BasicBeam(Data {
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exhausted: false,
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buildup_duration: self.buildup_duration,
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recover_duration: self.recover_duration,
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cooldown_duration: self.cooldown_duration_default,
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cooldown_duration_default: self.cooldown_duration_default,
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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});
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} else if self.recover_duration != Duration::default() {
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// Recovery
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update.character = CharacterState::BasicBeam(Data {
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exhausted: self.exhausted,
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buildup_duration: self.buildup_duration,
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cooldown_duration: self.cooldown_duration,
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cooldown_duration_default: self.cooldown_duration_default,
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recover_duration: self
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.recover_duration
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.checked_sub(Duration::from_secs_f32(data.dt.0))
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.unwrap_or_default(),
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base_hps: self.base_hps,
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base_dps: self.base_dps,
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range: self.range,
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max_angle: self.max_angle,
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lifesteal_eff: self.lifesteal_eff,
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energy_regen: self.energy_regen,
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});
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} else {
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// Done
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update.character = CharacterState::Wielding;
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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}
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update
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}
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}
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@ -46,14 +46,25 @@ impl CharacterBehavior for Data {
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exhausted: false,
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});
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} else if !self.exhausted {
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let (damage, heal): (u32, u32);
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if self.base_healthchange > 0 {
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heal = self.base_healthchange as u32;
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damage = 0;
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} else {
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damage = (-self.base_healthchange) as u32;
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heal = 0;
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}
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_healthchange: self.base_healthchange,
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base_damage: damage,
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base_heal: heal,
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range: self.range,
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max_angle: self.max_angle.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: self.knockback,
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is_melee: true,
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lifesteal_eff: 0.0,
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});
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update.character = CharacterState::BasicMelee(Data {
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@ -73,12 +73,15 @@ impl CharacterBehavior for Data {
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} else if !self.exhausted {
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -(self.base_damage as i32),
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base_damage: self.base_damage,
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base_heal: 0,
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range: 4.5,
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max_angle: 360_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: 25.0,
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is_melee: true,
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lifesteal_eff: 0.0,
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});
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update.character = CharacterState::LeapMelee(Data {
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@ -1,3 +1,4 @@
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pub mod basic_beam;
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pub mod basic_block;
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pub mod basic_melee;
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pub mod basic_ranged;
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|
223
common/src/states/triple_strike.rs
Normal file
223
common/src/states/triple_strike.rs
Normal file
@ -0,0 +1,223 @@
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use crate::{
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comp::{Attacking, CharacterState, EnergySource, StateUpdate},
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states::utils::*,
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sys::character_behavior::{CharacterBehavior, JoinData},
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};
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use serde::{Deserialize, Serialize};
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use std::time::Duration;
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use vek::vec::Vec3;
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use HoldingState::*;
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use TimingState::*;
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use TransitionStyle::*;
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// In millis
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const STAGE_DURATION: u64 = 700;
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const TIMING_DELAY: u64 = 350;
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const INITIAL_ACCEL: f32 = 90.0;
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const BASE_SPEED: f32 = 25.0;
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub enum Stage {
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First,
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Second,
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Third,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub enum TimingState {
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NotPressed,
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PressedEarly,
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Success,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub enum HoldingState {
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Holding,
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Released,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub enum TransitionStyle {
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/// Player must time a button press properly to transition
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Timed(TimingState),
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/// Player must hold button for whole move
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Hold(HoldingState),
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}
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/// ### A sequence of 3 incrementally increasing attacks.
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///
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/// While holding down the `primary` button, perform a series of 3 attacks,
|
||||
/// each one pushes the player forward as the character steps into the swings.
|
||||
/// The player can let go of the left mouse button at any time
|
||||
/// and stop their attacks by interrupting the attack animation.
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
|
||||
pub struct Data {
|
||||
/// The tool this state will read to handle damage, etc.
|
||||
pub base_damage: u32,
|
||||
/// What stage (of 3) the attack is in
|
||||
pub stage: Stage,
|
||||
/// How long current stage has been active
|
||||
pub stage_time_active: Duration,
|
||||
/// Whether current stage has exhausted its attack
|
||||
pub stage_exhausted: bool,
|
||||
/// Whether state has performed initialization logic
|
||||
pub initialized: bool,
|
||||
/// What this instance's current transition stat is
|
||||
pub transition_style: TransitionStyle,
|
||||
}
|
||||
|
||||
impl CharacterBehavior for Data {
|
||||
fn behavior(&self, data: &JoinData) -> StateUpdate {
|
||||
let mut update = StateUpdate::from(data);
|
||||
|
||||
handle_move(data, &mut update, 0.3);
|
||||
|
||||
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
|
||||
let stage_time_active = self
|
||||
.stage_time_active
|
||||
.checked_add(Duration::from_secs_f32(data.dt.0))
|
||||
.unwrap_or(Duration::default());
|
||||
|
||||
if !self.initialized {
|
||||
update.vel.0 = Vec3::zero();
|
||||
if let Some(dir) = data.inputs.look_dir.try_normalized() {
|
||||
update.ori.0 = dir.into();
|
||||
}
|
||||
}
|
||||
let initialized = true;
|
||||
|
||||
// Update transition
|
||||
let transition_style = match self.transition_style {
|
||||
Timed(state) => match state {
|
||||
NotPressed => {
|
||||
if data.inputs.primary.is_just_pressed() {
|
||||
if stage_time_active > Duration::from_millis(TIMING_DELAY) {
|
||||
Timed(Success)
|
||||
} else {
|
||||
Timed(PressedEarly)
|
||||
}
|
||||
} else {
|
||||
self.transition_style
|
||||
}
|
||||
},
|
||||
_ => self.transition_style,
|
||||
},
|
||||
Hold(_) => {
|
||||
if !data.inputs.primary.is_pressed() {
|
||||
Hold(Released)
|
||||
} else {
|
||||
self.transition_style
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
// Handling movement
|
||||
if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
|
||||
let adjusted_accel = match (self.stage, data.physics.touch_entities.is_empty()) {
|
||||
(Stage::First, true) => INITIAL_ACCEL,
|
||||
(Stage::Second, true) => INITIAL_ACCEL * 0.75,
|
||||
(Stage::Third, true) => INITIAL_ACCEL * 0.75,
|
||||
(_, _) => 0.0,
|
||||
};
|
||||
|
||||
// Move player forward while in first third of each stage
|
||||
if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
|
||||
update.vel.0 += data.dt.0 * (adjusted_accel * Vec3::from(data.ori.0.xy()));
|
||||
let mag2 = update.vel.0.magnitude_squared();
|
||||
if mag2 > BASE_SPEED.powf(2.0) {
|
||||
update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
|
||||
}
|
||||
};
|
||||
} else {
|
||||
handle_orientation(data, &mut update, 50.0);
|
||||
}
|
||||
|
||||
// Handling attacking
|
||||
update.character = if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
|
||||
&& !self.stage_exhausted
|
||||
{
|
||||
let dmg = match self.stage {
|
||||
Stage::First => self.base_damage / 2,
|
||||
Stage::Second => self.base_damage,
|
||||
Stage::Third => (self.base_damage as f32 * 1.5) as u32,
|
||||
};
|
||||
|
||||
update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
|
||||
|
||||
// Try to deal damage in second half of stage
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
base_damage: dmg,
|
||||
base_heal: 0,
|
||||
range: 3.5,
|
||||
max_angle: 45_f32.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: 10.0,
|
||||
is_melee: true,
|
||||
lifesteal_eff: 0.0,
|
||||
});
|
||||
|
||||
CharacterState::TripleStrike(Data {
|
||||
base_damage: self.base_damage,
|
||||
stage: self.stage,
|
||||
stage_time_active,
|
||||
stage_exhausted: true,
|
||||
initialized,
|
||||
transition_style,
|
||||
})
|
||||
} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
|
||||
let next_stage =
|
||||
// Determine whether stage can transition based on TransitionStyle
|
||||
if let Hold(Holding) | Timed(Success) = transition_style {
|
||||
// Determine what stage to transition to
|
||||
match self.stage {
|
||||
Stage::First => Some(Stage::Second),
|
||||
Stage::Second => Some(Stage::Third),
|
||||
Stage::Third => None,
|
||||
}
|
||||
}
|
||||
// Player messed up inputs, don't transition
|
||||
else { None };
|
||||
|
||||
update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
|
||||
|
||||
if let Some(stage) = next_stage {
|
||||
CharacterState::TripleStrike(Data {
|
||||
base_damage: self.base_damage,
|
||||
stage,
|
||||
stage_time_active: Duration::default(),
|
||||
stage_exhausted: false,
|
||||
initialized,
|
||||
transition_style: match transition_style {
|
||||
Hold(_) => Hold(Holding),
|
||||
Timed(_) => Timed(NotPressed),
|
||||
},
|
||||
})
|
||||
} else {
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
// Done
|
||||
CharacterState::Wielding
|
||||
}
|
||||
} else {
|
||||
CharacterState::TripleStrike(Data {
|
||||
base_damage: self.base_damage,
|
||||
stage: self.stage,
|
||||
stage_time_active,
|
||||
stage_exhausted: self.stage_exhausted,
|
||||
initialized,
|
||||
transition_style,
|
||||
})
|
||||
};
|
||||
|
||||
// Grant energy on successful hit
|
||||
if let Some(attack) = data.attacking {
|
||||
if attack.applied && attack.hit_count > 0 {
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
update.energy.change_by(50, EnergySource::HitEnemy);
|
||||
}
|
||||
}
|
||||
|
||||
update
|
||||
}
|
||||
}
|
@ -259,6 +259,7 @@ impl<'a> System<'a> for Sys {
|
||||
CharacterState::SpinMelee(data) => data.handle_event(&j, action),
|
||||
CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
|
||||
CharacterState::GroundShockwave(data) => data.handle_event(&j, action),
|
||||
CharacterState::BasicBeam(data) => data.handle_event(&j, action),
|
||||
};
|
||||
local_emitter.append(&mut state_update.local_events);
|
||||
server_emitter.append(&mut state_update.server_events);
|
||||
@ -288,6 +289,7 @@ impl<'a> System<'a> for Sys {
|
||||
CharacterState::SpinMelee(data) => data.behavior(&j),
|
||||
CharacterState::ChargedRanged(data) => data.behavior(&j),
|
||||
CharacterState::GroundShockwave(data) => data.behavior(&j),
|
||||
CharacterState::BasicBeam(data) => data.behavior(&j),
|
||||
};
|
||||
|
||||
local_emitter.append(&mut state_update.local_events);
|
||||
|
@ -99,7 +99,7 @@ impl<'a> System<'a> for Sys {
|
||||
let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
|
||||
let rad_b = body_b.radius() * scale_b;
|
||||
|
||||
// Check if it is a hit
|
||||
// Check if it is a damaging hit
|
||||
if entity != b
|
||||
&& !stats_b.is_dead
|
||||
// Spherical wedge shaped attack field
|
||||
@ -113,18 +113,24 @@ impl<'a> System<'a> for Sys {
|
||||
.unwrap_or(false);
|
||||
// Don't heal if outside group
|
||||
// Don't damage in the same group
|
||||
if same_group != (attack.base_healthchange > 0) {
|
||||
continue;
|
||||
let (mut is_heal, mut is_damage) = (false, false);
|
||||
if !same_group && (attack.base_damage > 0) {
|
||||
is_damage = true;
|
||||
}
|
||||
if same_group && (attack.base_heal > 0) {
|
||||
is_heal = true;
|
||||
}
|
||||
|
||||
// Weapon gives base damage
|
||||
let source = if attack.base_healthchange > 0 {
|
||||
let source = if is_heal {
|
||||
DamageSource::Healing
|
||||
} else {
|
||||
} else if attack.is_melee {
|
||||
DamageSource::Melee
|
||||
} else {
|
||||
DamageSource::Energy
|
||||
};
|
||||
let mut damage = Damage {
|
||||
healthchange: attack.base_healthchange as f32,
|
||||
healthchange: -(attack.base_damage as f32),
|
||||
source,
|
||||
};
|
||||
|
||||
@ -135,22 +141,24 @@ impl<'a> System<'a> for Sys {
|
||||
damage.modify_damage(block, loadout);
|
||||
}
|
||||
|
||||
if damage.healthchange < 0.0 {
|
||||
if damage.healthchange != 0.0 {
|
||||
let cause = if is_heal { HealthSource::Healing { by: Some(*uid) } } else { HealthSource::Attack { by: *uid } };
|
||||
server_emitter.emit(ServerEvent::Damage {
|
||||
uid: *uid_b,
|
||||
change: HealthChange {
|
||||
amount: damage.healthchange as i32,
|
||||
cause: HealthSource::Attack { by: *uid },
|
||||
},
|
||||
});
|
||||
} else if damage.healthchange > 0.0 {
|
||||
server_emitter.emit(ServerEvent::Damage {
|
||||
uid: *uid_b,
|
||||
change: HealthChange {
|
||||
amount: damage.healthchange as i32,
|
||||
cause: HealthSource::Healing { by: Some(*uid) },
|
||||
cause,
|
||||
},
|
||||
});
|
||||
if attack.lifesteal_eff != 0.0 && is_damage {
|
||||
server_emitter.emit(ServerEvent::Damage {
|
||||
uid: *uid,
|
||||
change: HealthChange {
|
||||
amount: (-damage.healthchange * attack.lifesteal_eff) as i32,
|
||||
cause: HealthSource::Attack { by: *uid },
|
||||
},
|
||||
});
|
||||
}
|
||||
}
|
||||
if attack.knockback != 0.0 && damage.healthchange != 0.0 {
|
||||
let kb_dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
|
||||
|
@ -113,7 +113,8 @@ impl<'a> System<'a> for Sys {
|
||||
| CharacterState::ComboMelee { .. }
|
||||
| CharacterState::BasicRanged { .. }
|
||||
| CharacterState::ChargedRanged { .. }
|
||||
| CharacterState::GroundShockwave { .. } => {
|
||||
| CharacterState::GroundShockwave { .. }
|
||||
| CharacterState::BasicBeam { .. } => {
|
||||
if energy.get_unchecked().regen_rate != 0.0 {
|
||||
energy.get_mut_unchecked().regen_rate = 0.0
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user