Commit Graph

285 Commits

Author SHA1 Message Date
timokoesters
d46f1e1859
Initial bow & arrow implementation 2019-10-04 21:02:39 +02:00
Joshua Barretto
e22fe81a2f Added velorite 2019-09-26 00:15:07 +01:00
Joshua Barretto
3f2e22f039 Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-09 19:11:40 +00:00
Joshua Barretto
933e48ac3b Merge branch 'fix-jump-height' into 'master'
Fix jump height

See merge request veloren/veloren!485
2019-09-08 15:50:08 +00:00
Timo Koesters
92c0edcb98 Merge branch 'timo-attack' into 'master'
Fix wolfs not attacking and adjust movement while attacking

See merge request veloren/veloren!484
2019-09-07 10:25:57 +00:00
timokoesters
f3593371ea
Make npcs attack in a smarter way 2019-09-07 12:16:55 +02:00
haslersn
1796c09ca1 common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.

The changes include:

* Consistent `Err`/`Error` naming.
  * Types are named `...Error`.
  * `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
  to an upcoming change where a “map” in the game related sense will
  be added.
* Add volume iterators. There are two types of them:
  * _Position_ iterators obtained from the trait `IntoPosIterator`
    using the method
    `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `Vec3<i32>`.
  * _Volume_ iterators obtained from the trait `IntoVolIterator`
    using the method
    `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
    which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
  Those traits will usually be implemented by references to volume
  types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
  type which usually implements several volume traits, such as `Chunk`).
  * _Position_ iterators iterate over the positions valid for that
    volume.
  * _Volume_ iterators do the same but return not only the position
    but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
  `Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
  * `RasterableVol` represents a volume that is compile-time sized and has
    its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
    because such a volume can be used with `VolGrid3d`.
  * `RectRasterableVol` represents a volume that is compile-time sized at
    least in x and y direction and has its lower bound at `(0, 0, z)`.
    There's no requirement on he lower bound or size in z direction.
    The name `RectRasterableVol` was chosen because such a volume can be
    used with `VolGrid2d`.
2019-09-06 15:43:31 +02:00
Andrew Pritchard
05dff792fc Deref instead of clone vel 2019-09-06 14:22:58 +08:00
Andrew Pritchard
b4c74279b7 Vec3 is apprently *not* Copy, Set near plane to 0.1 to prevent tirangle flickering 2019-09-06 13:24:42 +08:00
Andrew Pritchard
b4d5663fed Vec3 is copy 2019-09-06 12:04:20 +08:00
Andrew Pritchard
5b82808df0 Merge branch 'master' into 'fix-jump-height'
# Conflicts:
#   common/src/sys/phys.rs
2019-09-05 13:07:46 +00:00
Andrew Pritchard
d0b2f7565a Revert "Revert "Exponential interpolation for linear damping""
This reverts commit 8b9a3ae1df.
2019-09-05 18:24:38 +08:00
Andrew Pritchard
8b9a3ae1df Revert "Exponential interpolation for linear damping"
This reverts commit 94b9f50efa.
2019-09-05 18:24:22 +08:00
Andrew Pritchard
94b9f50efa Exponential interpolation for linear damping
With an additional approximation to allow for the same size jumps given different framerates.
2019-09-05 17:07:15 +08:00
Imbris
52d84248ec Remove all warnings 2019-09-04 19:03:49 -04:00
jshipsey
b81cd6a8f9 combine character.action movement blocks 2019-08-30 22:51:46 -04:00
jshipsey
78bf7a0997 slowed movement for block/attack, cleaned up code, made foot speed velocity dependent, tweaked blocking animation 2019-08-30 22:50:53 -04:00
timokoesters
b99bac87db Make npcs roll correctly 2019-08-30 22:50:53 -04:00
jshipsey
f8d0b1040a readded cidle 2019-08-30 22:50:53 -04:00
jshipsey
bec942753e some stuff fixed, other stuff still broken 2019-08-30 22:50:53 -04:00
jshipsey
e6197d4c10 separate static anims for feet (run/static) 2019-08-30 22:50:53 -04:00
timokoesters
15978d216b
Rename controller main, alt to primary, secondary 2019-08-31 00:13:45 +02:00
timokoesters
ba02956f05
Make boost RMB go upward again 2019-08-31 00:08:44 +02:00
timokoesters
952ec35857
Remove warnings 2019-08-29 19:54:53 +02:00
timokoesters
512d2d9a8e
Rename Teleport to Boost 2019-08-29 19:44:30 +02:00
timokoesters
075827698f
Use RMB to boost away again 2019-08-29 19:44:30 +02:00
timokoesters
6e1c78e5d5
Add debug mode item giving speed boost in look_dir on click 2019-08-29 19:44:28 +02:00
yashaslokesh
be71aea20b Changed exp type from f64 to u32 and altered exp calculations and function signatures to adhere to the new types
Signed-off-by: Yashas Lokesh <yashas.lokesh@gmail.com>
2019-08-27 22:33:14 +00:00
timokoesters
b725b0e9ea
End rolling when player is in the air 2019-08-27 11:06:55 +02:00
timokoesters
74677784c0
Add attack buildup duration (Delay before hit) 2019-08-27 11:06:54 +02:00
timokoesters
72564cf8b4
Make action durations constants 2019-08-27 11:06:54 +02:00
timokoesters
a7747fe965
Simplify code 2019-08-26 13:12:45 +02:00
timokoesters
b89bfcbfc1
Remove unnecessary map 2019-08-26 13:12:44 +02:00
timokoesters
08fa6a3414
Prevent problems with no vel while rolling in the future 2019-08-26 13:12:44 +02:00
timokoesters
c278ac9927
Add todo making glide an ability/item 2019-08-26 13:12:44 +02:00
timokoesters
98f8196a16
Put combat related values into constants 2019-08-26 13:12:43 +02:00
timokoesters
05f2f168fd
Make falldamage local, don't use force update for local, cleanup 2019-08-26 13:12:43 +02:00
timokoesters
eb34e5bb27
fmt 2019-08-26 13:12:43 +02:00
timokoesters
b96557d012
Fix roll from cliff bug 2019-08-26 13:12:42 +02:00
timokoesters
a715a84ea7
Implement unstoppable rolling 2019-08-26 13:12:42 +02:00
timokoesters
01410569a4
Use look_dir when blocking 2019-08-26 13:12:41 +02:00
Songtronix
814e858720
Split Events in ServerEvent and LocalEvent 2019-08-26 13:12:41 +02:00
timokoesters
75368dbac1
Remove dbg 2019-08-26 13:12:40 +02:00
timokoesters
62745c4cad
Only use look_dir for ori when wielded or attacking 2019-08-26 13:12:40 +02:00
timokoesters
295969517c
Improve combat range 2019-08-26 13:12:40 +02:00
timokoesters
b826edf6e8
Make aiming 2D 2019-08-26 13:12:39 +02:00
timokoesters
0912de2a26
Make aiming more precise 2019-08-26 13:12:38 +02:00
timokoesters
e90f95bc75
Look in the direction of the camera 2019-08-26 13:12:38 +02:00
jshipsey
39bd888a7c
idle block animation 2019-08-26 13:12:38 +02:00
timokoesters
e7c61c30cc
Block when pressing right click while looking at the attacker 2019-08-26 13:12:37 +02:00
timokoesters
b748c1a6e5
Make gliding the error animation 2019-08-26 13:12:37 +02:00
timokoesters
0bb70d8182
Fix water 2019-08-26 13:12:36 +02:00
timokoesters
5ab03abbdd
Remove animation warnings 2019-08-26 13:12:36 +02:00
timokoesters
799c73d43a
Fix characterstate in movement.rs, not phys.rs 2019-08-26 13:12:35 +02:00
timokoesters
808467c616
Reset controller after each tick 2019-08-26 13:12:35 +02:00
timokoesters
4d6a32e00f
Allow non player entites to be removed again 2019-08-26 13:12:35 +02:00
timokoesters
90c81b4759
Reset controller after each tick 2019-08-26 13:12:34 +02:00
timokoesters
5d5ccd7b99
Move from state components to single CharaterState struct
This makes split animations easy and improves overall code quality
2019-08-26 13:12:34 +02:00
Vechro
c6b2303890 Fix wielding jump issue 2019-08-21 20:34:21 +03:00
Vechro
c40e15f070 Fix velocity when stuck 2019-08-21 20:17:19 +03:00
Joshua Barretto
825d8bb632 Fixed water in caves, made water reflection vary with lighting 2019-08-18 10:33:18 +01:00
jshipsey
f14a182734 removed wield slowdown by popular request 2019-08-18 03:26:52 -04:00
Joshua Barretto
192f5d355f Switched to EventBus system 2019-08-07 16:39:16 +01:00
Joshua Barretto
98a913195b Added entity event system, fixed fall damage 2019-08-07 10:50:49 +01:00
telastrus
e4f2c73b85 undo unnecessary pub mod
fixed comments

fixed other comment
2019-08-06 22:46:25 -04:00
telastrus
0eafd42c0f fall damage + velocity debug 2019-08-06 17:51:13 -04:00
Joshua Barretto
73a44d0fb1 Collision fixes, better camera in build mode 2019-08-06 16:00:14 +01:00
Joshua Barretto
a324f01a1d Improved orientation slerping 2019-08-04 15:51:17 +01:00
Joshua Barretto
c7d2fbc20e Made humanoids glide when chasing 2019-08-04 09:21:29 +01:00
Joshua Barretto
ee0eb8d53c Better enemy AI targetting and combat 2019-08-04 08:58:41 +01:00
Joshua Barretto
f08d8bb00a Better movement lerping 2019-08-03 22:15:23 +01:00
Monty Marz
d180c47edc Pfau/combat 2019-08-03 21:11:57 +00:00
Joshua Barretto
c9f1a793db Merge branch 'timo-kill-xp' into 'master'
Give xp depending on max hp and lvl of entity killed

See merge request veloren/veloren!400
2019-08-03 20:57:06 +00:00
timokoesters
7365dbe9e6 Give xp depending on max hp and lvl of entity killed 2019-08-03 21:30:01 +02:00
timokoesters
6b69b24185 Make ori more precise 2019-08-03 20:41:55 +02:00
Joshua Barretto
5fc6ab2126 Better enemy attack rate 2019-08-03 19:40:20 +01:00
timokoesters
91b8b69186 Use slerp for ori 2019-08-03 20:33:31 +02:00
Joshua Barretto
c33892e8af Made entity collisions z-dependent 2019-08-03 19:09:01 +01:00
Joshua Barretto
71bf09d3b7 Better orientation in the air 2019-08-03 18:30:48 +01:00
Joshua Barretto
e52250a193 Made orientation change with move_dir, added a small amount of knockback 2019-08-03 18:24:07 +01:00
Joshua Barretto
5e3e87f9c5 Made enemies sometimes roll 2019-08-03 13:31:40 +01:00
Joshua Barretto
51fa4f3cfc Merge branch 'animation-tweaks' into 'master'
animation and movement tweaks

See merge request veloren/veloren!389
2019-08-03 12:09:38 +00:00
Joshua Barretto
cab898a91f Made enemies actually attack 2019-08-03 13:01:54 +01:00
timokoesters
3a43150bc5 Make hostile npcs back away when too close 2019-08-03 12:53:39 +01:00
Pfauenauge90
c919b68346 changed angle of attack, changed z offset on hit 2019-08-03 12:46:07 +01:00
timokoesters
e39324a9d2 Remove knockback 2019-08-03 12:46:07 +01:00
Joshua Barretto
3063546a58 Added entity pushback 2019-08-03 12:26:05 +01:00
Joshua Barretto
e6fe07dd3d Shortened enemy sight distance 2019-08-02 21:35:03 +01:00
Joshua Barretto
8aa7af781e Fixed enemy combat 2019-08-02 20:52:46 +01:00
Joshua Barretto
5e4f383952 Better enemy AI 2019-08-02 20:41:38 +01:00
Joshua Barretto
677c5781ba Added bosses, improved secret object spawn rates 2019-08-02 20:10:52 +01:00
timokoesters
55079c3d1e Fix hostile npcs new target selection 2019-08-02 20:44:56 +02:00
jshipsey
13310ab9ca improved animations and movement 2019-08-01 23:57:26 -04:00
Piotr Korgól
ec550620ad Add a health bonus for level ups, fix pets 2019-08-01 18:56:08 +02:00
Joshua Barretto
39fc1d6b71 Added entity pickup, changed item model 2019-08-01 09:12:00 +01:00
Joshua Barretto
fc49293874 Clickthrough on items 2019-08-01 09:09:26 +01:00
Joshua Barretto
31f8794c39 Started work on inventory manipulation 2019-08-01 09:09:26 +01:00
Joshua Barretto
123a78552a Fixed block-hopping on edges, added correct inventory slots 2019-08-01 09:09:26 +01:00
timokoesters
b695a63e98 Send different physics components individually 2019-07-30 13:35:16 +02:00
Joshua Barretto
5cdfb26e0d Added LightEmitter component 2019-07-21 19:22:49 +01:00