Fixed what broke after rebasing.

This commit is contained in:
Sam 2020-09-22 18:37:17 -05:00
parent 37fcfb8b6f
commit ffe456c703
8 changed files with 37 additions and 249 deletions

View File

@ -147,27 +147,21 @@ impl PartialEq for Item {
}
impl Asset for ItemDef {
}
impl Asset for ItemSet {
const ENDINGS: &'static [&'static str] = &["ron"];
fn parse(buf_reader: BufReader<File>, specifier: &str) -> Result<Self, assets::Error> {
let item: Result<Self, Error> =
ron::de::from_reader(buf_reader).map_err(Error::parse_error);
let asset_specifier = specifier.replace('\\', ".");
let db_specifier =
// Some commands like /give_item provide the asset specifier separated with \
// instead of .
let specifier = specifier.replace('\\', ".");
item.map(|item| ItemDef {
asset_path_to_db: specifier,
db_to_asset_path:
item_definition_id: specifier,
..item
})
}
/*fn reverse_path() -> Self {
self.asset_path_to_db = self.db_to_asset_path.iter().map(|(key, value)| (value, key)).collect();
}*/
}
impl Item {

View File

@ -126,13 +126,12 @@ impl CharacterBehavior for Data {
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_healthchange: -((self.static_data.stage_data[stage_index]
.max_damage
.min(
self.static_data.stage_data[stage_index].base_damage
+ self.combo / self.static_data.num_stages
* self.static_data.stage_data[stage_index].damage_increase,
)) as i32),
base_damage: self.static_data.stage_data[stage_index].max_damage.min(
self.static_data.stage_data[stage_index].base_damage
+ self.combo / self.static_data.num_stages
* self.static_data.stage_data[stage_index].damage_increase,
),
base_heal: 0,
range: self.static_data.stage_data[stage_index].range,
max_angle: self.static_data.stage_data[stage_index].angle.to_radians(),
applied: false,

View File

@ -121,7 +121,8 @@ impl CharacterBehavior for Data {
* charge_frac
+ self.static_data.base_knockback;
data.updater.insert(data.entity, Attacking {
base_healthchange: -damage as i32,
base_damage: damage as u32,
base_heal: 0,
range: self.static_data.range,
max_angle: self.static_data.angle.to_radians(),
applied: false,

View File

@ -106,7 +106,8 @@ impl CharacterBehavior for Data {
});
// Hit attempt
data.updater.insert(data.entity, Attacking {
base_healthchange: -(self.static_data.base_damage as i32),
base_damage: self.static_data.base_damage,
base_heal: 0,
range: self.static_data.range,
max_angle: 180_f32.to_radians(),
applied: false,

View File

@ -1,221 +0,0 @@
use crate::{
comp::{Attacking, CharacterState, EnergySource, StateUpdate},
states::utils::*,
sys::character_behavior::{CharacterBehavior, JoinData},
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
use vek::vec::Vec3;
use HoldingState::*;
use TimingState::*;
use TransitionStyle::*;
// In millis
const STAGE_DURATION: u64 = 700;
const TIMING_DELAY: u64 = 350;
const INITIAL_ACCEL: f32 = 90.0;
const BASE_SPEED: f32 = 25.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum Stage {
First,
Second,
Third,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum TimingState {
NotPressed,
PressedEarly,
Success,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum HoldingState {
Holding,
Released,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize, Eq, Hash)]
pub enum TransitionStyle {
/// Player must time a button press properly to transition
Timed(TimingState),
/// Player must hold button for whole move
Hold(HoldingState),
}
/// ### A sequence of 3 incrementally increasing attacks.
///
/// 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,
});
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
}
}

View File

@ -2,8 +2,8 @@ use crate::{sys, Server, StateExt};
use common::{
character::CharacterId,
comp::{
self, beam, humanoid::DEFAULT_HUMANOID_EYE_HEIGHT, shockwave, Agent, Alignment, Body, Gravity,
Item, ItemDrop, LightEmitter, Loadout, Ori, Pos, Projectile, Scale, Stats, Vel,
self, beam, humanoid::DEFAULT_HUMANOID_EYE_HEIGHT, shockwave, Agent, Alignment, Body,
Gravity, Item, ItemDrop, LightEmitter, Loadout, Ori, Pos, Projectile, Scale, Stats, Vel,
WaypointArea,
},
outcome::Outcome,

View File

@ -614,6 +614,7 @@ pub fn handle_explosion(
}
let terrain = ecs.read_resource::<TerrainGrid>();
<<<<<<< HEAD
let _ = terrain
.ray(pos, pos + dir * power)
// TODO: Faster RNG
@ -621,6 +622,21 @@ pub fn handle_explosion(
.for_each(|block: &Block, pos| {
if block.is_explodable() {
block_change.set(pos, block.into_vacant());
=======
let mut block_change = ecs.write_resource::<BlockChange>();
for block_pos in touched_blocks {
if let Ok(block) = terrain.get(block_pos) {
let diff2 = block_pos.map(|b| b as f32).distance_squared(pos);
let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0);
if let Some(mut color) = block.get_color() {
let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32));
let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32));
let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32));
color[0] = r as u8;
color[1] = g as u8;
color[2] = b as u8;
block_change.set(block_pos, Block::new(block.kind(), color));
>>>>>>> 2487c8ac5... Fixed what broke after rebasing.
}
}
}
@ -637,10 +653,10 @@ pub fn handle_explosion(
let terrain = ecs.read_resource::<TerrainGrid>();
let _ = terrain
.ray(pos, pos + dir * power)
.until(|block| block.is_fluid() || rand::random::<f32>() < 0.05)
.until(|block| block.is_liquid() || rand::random::<f32>() < 0.05)
.for_each(|block: &Block, pos| {
if block.is_explodable() {
block_change.set(pos, Block::empty());
block_change.set(pos, block.into_vacant());
}
})
.cast();

View File

@ -724,9 +724,7 @@ impl<'a> Widget for Skillbar<'a> {
Color::Rgba(0.3, 0.3, 0.3, 0.8)
}
},
_ => {
Color::Rgba(1.0, 1.0, 1.0, 1.0)
},
_ => Color::Rgba(1.0, 1.0, 1.0, 1.0),
})
.set(state.ids.m2_content, ui);
// Slots