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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Fixed what broke after rebasing.
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parent
37fcfb8b6f
commit
ffe456c703
@ -147,27 +147,21 @@ impl PartialEq for Item {
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}
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impl Asset for ItemDef {
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}
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impl Asset for ItemSet {
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const ENDINGS: &'static [&'static str] = &["ron"];
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fn parse(buf_reader: BufReader<File>, specifier: &str) -> Result<Self, assets::Error> {
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let item: Result<Self, Error> =
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ron::de::from_reader(buf_reader).map_err(Error::parse_error);
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let asset_specifier = specifier.replace('\\', ".");
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let db_specifier =
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// Some commands like /give_item provide the asset specifier separated with \
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// instead of .
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let specifier = specifier.replace('\\', ".");
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item.map(|item| ItemDef {
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asset_path_to_db: specifier,
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db_to_asset_path:
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item_definition_id: specifier,
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..item
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})
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}
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/*fn reverse_path() -> Self {
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self.asset_path_to_db = self.db_to_asset_path.iter().map(|(key, value)| (value, key)).collect();
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}*/
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}
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impl Item {
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@ -126,13 +126,12 @@ impl CharacterBehavior for Data {
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// Hit attempt
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -((self.static_data.stage_data[stage_index]
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.max_damage
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.min(
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self.static_data.stage_data[stage_index].base_damage
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+ self.combo / self.static_data.num_stages
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* self.static_data.stage_data[stage_index].damage_increase,
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)) as i32),
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base_damage: self.static_data.stage_data[stage_index].max_damage.min(
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self.static_data.stage_data[stage_index].base_damage
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+ self.combo / self.static_data.num_stages
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* self.static_data.stage_data[stage_index].damage_increase,
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),
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base_heal: 0,
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range: self.static_data.stage_data[stage_index].range,
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max_angle: self.static_data.stage_data[stage_index].angle.to_radians(),
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applied: false,
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@ -121,7 +121,8 @@ impl CharacterBehavior for Data {
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* charge_frac
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+ self.static_data.base_knockback;
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -damage as i32,
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base_damage: damage as u32,
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base_heal: 0,
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range: self.static_data.range,
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max_angle: self.static_data.angle.to_radians(),
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applied: false,
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@ -106,7 +106,8 @@ impl CharacterBehavior for Data {
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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.static_data.base_damage as i32),
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base_damage: self.static_data.base_damage,
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base_heal: 0,
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range: self.static_data.range,
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max_angle: 180_f32.to_radians(),
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applied: false,
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@ -1,221 +0,0 @@
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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,
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/// each one pushes the player forward as the character steps into the swings.
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/// The player can let go of the left mouse button at any time
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/// and stop their attacks by interrupting the attack animation.
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
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pub struct Data {
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/// The tool this state will read to handle damage, etc.
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pub base_damage: u32,
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/// What stage (of 3) the attack is in
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pub stage: Stage,
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/// How long current stage has been active
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pub stage_time_active: Duration,
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/// Whether current stage has exhausted its attack
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pub stage_exhausted: bool,
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/// Whether state has performed initialization logic
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pub initialized: bool,
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/// What this instance's current transition stat is
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pub transition_style: TransitionStyle,
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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, 0.3);
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#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
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let stage_time_active = self
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.stage_time_active
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.checked_add(Duration::from_secs_f32(data.dt.0))
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.unwrap_or(Duration::default());
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if !self.initialized {
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update.vel.0 = Vec3::zero();
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if let Some(dir) = data.inputs.look_dir.try_normalized() {
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update.ori.0 = dir.into();
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}
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}
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let initialized = true;
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// Update transition
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let transition_style = match self.transition_style {
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Timed(state) => match state {
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NotPressed => {
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if data.inputs.primary.is_just_pressed() {
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if stage_time_active > Duration::from_millis(TIMING_DELAY) {
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Timed(Success)
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} else {
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Timed(PressedEarly)
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}
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} else {
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self.transition_style
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}
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},
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_ => self.transition_style,
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},
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Hold(_) => {
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if !data.inputs.primary.is_pressed() {
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Hold(Released)
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} else {
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self.transition_style
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}
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},
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};
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// Handling movement
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if stage_time_active < Duration::from_millis(STAGE_DURATION / 3) {
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let adjusted_accel = match (self.stage, data.physics.touch_entities.is_empty()) {
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(Stage::First, true) => INITIAL_ACCEL,
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(Stage::Second, true) => INITIAL_ACCEL * 0.75,
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(Stage::Third, true) => INITIAL_ACCEL * 0.75,
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(_, _) => 0.0,
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};
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// Move player forward while in first third of each stage
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if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
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update.vel.0 += data.dt.0 * (adjusted_accel * Vec3::from(data.ori.0.xy()));
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let mag2 = update.vel.0.magnitude_squared();
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if mag2 > BASE_SPEED.powf(2.0) {
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update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
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}
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};
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} else {
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handle_orientation(data, &mut update, 50.0);
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}
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// Handling attacking
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update.character = if stage_time_active > Duration::from_millis(STAGE_DURATION / 2)
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&& !self.stage_exhausted
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{
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let dmg = match self.stage {
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Stage::First => self.base_damage / 2,
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Stage::Second => self.base_damage,
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Stage::Third => (self.base_damage as f32 * 1.5) as u32,
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};
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update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
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// Try to deal damage in second half of stage
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data.updater.insert(data.entity, Attacking {
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base_damage: dmg,
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base_heal: 0,
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range: 3.5,
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max_angle: 45_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: 10.0,
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});
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CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage,
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stage_time_active,
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stage_exhausted: true,
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initialized,
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transition_style,
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})
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} else if stage_time_active > Duration::from_millis(STAGE_DURATION) {
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let next_stage =
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// Determine whether stage can transition based on TransitionStyle
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if let Hold(Holding) | Timed(Success) = transition_style {
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// Determine what stage to transition to
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match self.stage {
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Stage::First => Some(Stage::Second),
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Stage::Second => Some(Stage::Third),
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Stage::Third => None,
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}
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}
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// Player messed up inputs, don't transition
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else { None };
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update.vel.0 = Vec3::new(data.inputs.move_dir.x, data.inputs.move_dir.y, 0.0) * 5.0;
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if let Some(stage) = next_stage {
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CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage,
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stage_time_active: Duration::default(),
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stage_exhausted: false,
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initialized,
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transition_style: match transition_style {
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Hold(_) => Hold(Holding),
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Timed(_) => Timed(NotPressed),
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},
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})
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} else {
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// Make sure attack component is removed
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data.updater.remove::<Attacking>(data.entity);
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// Done
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CharacterState::Wielding
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}
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} else {
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CharacterState::TripleStrike(Data {
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base_damage: self.base_damage,
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stage: self.stage,
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stage_time_active,
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stage_exhausted: self.stage_exhausted,
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initialized,
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transition_style,
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})
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};
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// Grant energy 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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data.updater.remove::<Attacking>(data.entity);
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update.energy.change_by(50, EnergySource::HitEnemy);
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}
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}
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update
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}
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}
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@ -2,8 +2,8 @@ use crate::{sys, Server, StateExt};
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use common::{
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character::CharacterId,
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comp::{
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self, beam, humanoid::DEFAULT_HUMANOID_EYE_HEIGHT, shockwave, Agent, Alignment, Body, Gravity,
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Item, ItemDrop, LightEmitter, Loadout, Ori, Pos, Projectile, Scale, Stats, Vel,
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self, beam, humanoid::DEFAULT_HUMANOID_EYE_HEIGHT, shockwave, Agent, Alignment, Body,
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Gravity, Item, ItemDrop, LightEmitter, Loadout, Ori, Pos, Projectile, Scale, Stats, Vel,
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WaypointArea,
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},
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outcome::Outcome,
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@ -614,6 +614,7 @@ pub fn handle_explosion(
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}
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let terrain = ecs.read_resource::<TerrainGrid>();
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<<<<<<< HEAD
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let _ = terrain
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.ray(pos, pos + dir * power)
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// TODO: Faster RNG
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@ -621,6 +622,21 @@ pub fn handle_explosion(
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.for_each(|block: &Block, pos| {
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if block.is_explodable() {
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block_change.set(pos, block.into_vacant());
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=======
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let mut block_change = ecs.write_resource::<BlockChange>();
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for block_pos in touched_blocks {
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if let Ok(block) = terrain.get(block_pos) {
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let diff2 = block_pos.map(|b| b as f32).distance_squared(pos);
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let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0);
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if let Some(mut color) = block.get_color() {
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let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32));
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let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32));
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let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32));
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color[0] = r as u8;
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color[1] = g as u8;
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color[2] = b as u8;
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block_change.set(block_pos, Block::new(block.kind(), color));
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>>>>>>> 2487c8ac5... Fixed what broke after rebasing.
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}
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}
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}
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@ -637,10 +653,10 @@ pub fn handle_explosion(
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let terrain = ecs.read_resource::<TerrainGrid>();
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let _ = terrain
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.ray(pos, pos + dir * power)
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.until(|block| block.is_fluid() || rand::random::<f32>() < 0.05)
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.until(|block| block.is_liquid() || rand::random::<f32>() < 0.05)
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.for_each(|block: &Block, pos| {
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if block.is_explodable() {
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block_change.set(pos, Block::empty());
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block_change.set(pos, block.into_vacant());
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}
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})
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.cast();
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@ -724,9 +724,7 @@ impl<'a> Widget for Skillbar<'a> {
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Color::Rgba(0.3, 0.3, 0.3, 0.8)
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}
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},
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_ => {
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Color::Rgba(1.0, 1.0, 1.0, 1.0)
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},
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_ => Color::Rgba(1.0, 1.0, 1.0, 1.0),
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})
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.set(state.ids.m2_content, ui);
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// Slots
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