use crate::{ assets::{self, Asset}, combat, comp::{ aura, beam, inventory::item::tool::ToolKind, projectile::ProjectileConstructor, skills, Body, CharacterState, EnergySource, Gravity, LightEmitter, StateUpdate, }, states::{ behavior::JoinData, utils::{AbilityInfo, StageSection}, *, }, Knockback, }; use serde::{Deserialize, Serialize}; use std::time::Duration; #[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)] pub enum CharacterAbilityType { BasicMelee, BasicRanged, Boost, ChargedMelee(StageSection), ChargedRanged, DashMelee(StageSection), BasicBlock, ComboMelee(StageSection, u32), LeapMelee(StageSection), SpinMelee(StageSection), Shockwave, BasicBeam, RepeaterRanged, } impl From<&CharacterState> for CharacterAbilityType { fn from(state: &CharacterState) -> Self { match state { CharacterState::BasicMelee(_) => Self::BasicMelee, CharacterState::BasicRanged(_) => Self::BasicRanged, CharacterState::Boost(_) => Self::Boost, CharacterState::DashMelee(data) => Self::DashMelee(data.stage_section), CharacterState::BasicBlock => Self::BasicBlock, CharacterState::LeapMelee(data) => Self::LeapMelee(data.stage_section), CharacterState::ComboMelee(data) => Self::ComboMelee(data.stage_section, data.stage), CharacterState::SpinMelee(data) => Self::SpinMelee(data.stage_section), CharacterState::ChargedMelee(data) => Self::ChargedMelee(data.stage_section), CharacterState::ChargedRanged(_) => Self::ChargedRanged, CharacterState::Shockwave(_) => Self::Shockwave, CharacterState::BasicBeam(_) => Self::BasicBeam, CharacterState::RepeaterRanged(_) => Self::RepeaterRanged, _ => Self::BasicMelee, } } } #[derive(Clone, PartialEq, Debug, Serialize, Deserialize)] pub enum CharacterAbility { BasicMelee { energy_cost: f32, buildup_duration: f32, swing_duration: f32, recover_duration: f32, base_damage: f32, base_poise_damage: f32, knockback: f32, range: f32, max_angle: f32, }, BasicRanged { energy_cost: f32, buildup_duration: f32, recover_duration: f32, projectile: ProjectileConstructor, projectile_body: Body, projectile_light: Option, projectile_gravity: Option, projectile_speed: f32, can_continue: bool, }, RepeaterRanged { energy_cost: f32, movement_duration: f32, buildup_duration: f32, shoot_duration: f32, recover_duration: f32, leap: Option, projectile: ProjectileConstructor, projectile_body: Body, projectile_light: Option, projectile_gravity: Option, projectile_speed: f32, reps_remaining: u32, }, Boost { movement_duration: f32, only_up: bool, }, DashMelee { energy_cost: f32, base_damage: f32, scaled_damage: f32, base_poise_damage: f32, scaled_poise_damage: f32, base_knockback: f32, scaled_knockback: f32, range: f32, angle: f32, energy_drain: f32, forward_speed: f32, buildup_duration: f32, charge_duration: f32, swing_duration: f32, recover_duration: f32, infinite_charge: bool, is_interruptible: bool, }, BasicBlock, Roll { energy_cost: f32, buildup_duration: f32, movement_duration: f32, recover_duration: f32, roll_strength: f32, immune_melee: bool, }, ComboMelee { stage_data: Vec>, initial_energy_gain: f32, max_energy_gain: f32, energy_increase: f32, speed_increase: f32, max_speed_increase: f32, scales_from_combo: u32, is_interruptible: bool, }, LeapMelee { energy_cost: f32, buildup_duration: f32, movement_duration: f32, swing_duration: f32, recover_duration: f32, base_damage: f32, base_poise_damage: f32, range: f32, max_angle: f32, knockback: f32, forward_leap_strength: f32, vertical_leap_strength: f32, }, SpinMelee { buildup_duration: f32, swing_duration: f32, recover_duration: f32, base_damage: f32, base_poise_damage: f32, knockback: f32, range: f32, energy_cost: f32, is_infinite: bool, movement_behavior: spin_melee::MovementBehavior, is_interruptible: bool, forward_speed: f32, num_spins: u32, }, ChargedMelee { energy_cost: f32, energy_drain: f32, initial_damage: f32, scaled_damage: f32, initial_poise_damage: f32, scaled_poise_damage: f32, initial_knockback: f32, scaled_knockback: f32, range: f32, max_angle: f32, speed: f32, charge_duration: f32, swing_duration: f32, hit_timing: f32, recover_duration: f32, }, ChargedRanged { energy_cost: f32, energy_drain: f32, initial_damage: f32, scaled_damage: f32, initial_knockback: f32, scaled_knockback: f32, speed: f32, buildup_duration: f32, charge_duration: f32, recover_duration: f32, projectile_body: Body, projectile_light: Option, projectile_gravity: Option, initial_projectile_speed: f32, scaled_projectile_speed: f32, move_speed: f32, }, Shockwave { energy_cost: f32, buildup_duration: f32, swing_duration: f32, recover_duration: f32, damage: f32, poise_damage: f32, knockback: Knockback, shockwave_angle: f32, shockwave_vertical_angle: f32, shockwave_speed: f32, shockwave_duration: f32, requires_ground: bool, move_efficiency: f32, }, BasicBeam { buildup_duration: f32, recover_duration: f32, beam_duration: f32, damage: f32, tick_rate: f32, range: f32, max_angle: f32, lifesteal_eff: f32, energy_regen: f32, energy_drain: f32, orientation_behavior: basic_beam::MovementBehavior, specifier: beam::FrontendSpecifier, }, CastAura { buildup_duration: f32, cast_duration: f32, recover_duration: f32, targets: combat::GroupTarget, aura: aura::AuraBuffConstructor, range: f32, energy_cost: f32, }, HealingBeam { buildup_duration: f32, recover_duration: f32, beam_duration: f32, heal: f32, tick_rate: f32, range: f32, max_angle: f32, energy_cost: f32, specifier: beam::FrontendSpecifier, }, } impl Default for CharacterAbility { fn default() -> Self { CharacterAbility::BasicMelee { energy_cost: 0.0, buildup_duration: 0.25, swing_duration: 0.25, recover_duration: 0.5, base_damage: 10.0, base_poise_damage: 0.0, knockback: 0.0, range: 3.5, max_angle: 15.0, } } } impl Asset for CharacterAbility { type Loader = assets::RonLoader; const EXTENSION: &'static str = "ron"; } impl CharacterAbility { /// Attempts to fulfill requirements, mutating `update` (taking energy) if /// applicable. pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool { match self { CharacterAbility::Roll { energy_cost, .. } => { data.physics.on_ground && data.vel.0.xy().magnitude_squared() > 0.5 && update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok() }, CharacterAbility::DashMelee { energy_cost, .. } | CharacterAbility::BasicMelee { energy_cost, .. } | CharacterAbility::BasicRanged { energy_cost, .. } | CharacterAbility::SpinMelee { energy_cost, .. } | CharacterAbility::ChargedRanged { energy_cost, .. } | CharacterAbility::ChargedMelee { energy_cost, .. } | CharacterAbility::Shockwave { energy_cost, .. } | CharacterAbility::CastAura { energy_cost, .. } => update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok(), CharacterAbility::RepeaterRanged { energy_cost, leap, .. } => { (leap.is_none() || update.vel.0.z >= 0.0) && update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok() }, CharacterAbility::LeapMelee { energy_cost, .. } => { update.vel.0.z >= 0.0 && update .energy .try_change_by(-(*energy_cost as i32), EnergySource::Ability) .is_ok() }, _ => true, } } pub fn default_roll() -> CharacterAbility { CharacterAbility::Roll { energy_cost: 150.0, buildup_duration: 0.05, movement_duration: 0.28, recover_duration: 0.125, roll_strength: 1.8, immune_melee: false, } } pub fn adjusted_by_stats(mut self, power: f32, poise_strength: f32, speed: f32) -> Self { use CharacterAbility::*; match self { BasicMelee { ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, ref mut base_damage, ref mut base_poise_damage, .. } => { *buildup_duration /= speed; *swing_duration /= speed; *recover_duration /= speed; *base_damage *= power; *base_poise_damage *= poise_strength; }, BasicRanged { ref mut buildup_duration, ref mut recover_duration, ref mut projectile, .. } => { *buildup_duration /= speed; *recover_duration /= speed; *projectile = projectile.modified_projectile(power, 1_f32, 1_f32, power); }, RepeaterRanged { ref mut movement_duration, ref mut buildup_duration, ref mut shoot_duration, ref mut recover_duration, ref mut projectile, .. } => { *movement_duration /= speed; *buildup_duration /= speed; *shoot_duration /= speed; *recover_duration /= speed; *projectile = projectile.modified_projectile(power, 1_f32, 1_f32, power); }, Boost { ref mut movement_duration, .. } => { *movement_duration /= speed; }, DashMelee { ref mut base_damage, ref mut scaled_damage, ref mut base_poise_damage, ref mut scaled_poise_damage, ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, .. } => { *base_damage *= power; *scaled_damage *= power; *base_poise_damage *= poise_strength; *scaled_poise_damage *= poise_strength; *buildup_duration /= speed; *swing_duration /= speed; *recover_duration /= speed; }, BasicBlock => {}, Roll { ref mut buildup_duration, ref mut movement_duration, ref mut recover_duration, .. } => { *buildup_duration /= speed; *movement_duration /= speed; *recover_duration /= speed; }, ComboMelee { ref mut stage_data, .. } => { *stage_data = stage_data .iter_mut() .map(|s| s.adjusted_by_stats(power, poise_strength, speed)) .collect(); }, LeapMelee { ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, ref mut base_damage, ref mut base_poise_damage, .. } => { *buildup_duration /= speed; *swing_duration /= speed; *recover_duration /= speed; *base_damage *= power; *base_poise_damage *= poise_strength; }, SpinMelee { ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, ref mut base_damage, ref mut base_poise_damage, .. } => { *buildup_duration /= speed; *swing_duration /= speed; *recover_duration /= speed; *base_damage *= power; *base_poise_damage *= poise_strength; }, ChargedMelee { ref mut initial_damage, ref mut scaled_damage, ref mut initial_poise_damage, ref mut scaled_poise_damage, speed: ref mut ability_speed, ref mut charge_duration, ref mut swing_duration, ref mut recover_duration, .. } => { *initial_damage *= power; *scaled_damage *= power; *initial_poise_damage *= poise_strength; *scaled_poise_damage *= poise_strength; *ability_speed *= speed; *charge_duration /= speed; *swing_duration /= speed; *recover_duration /= speed; }, ChargedRanged { ref mut initial_damage, ref mut scaled_damage, speed: ref mut ability_speed, ref mut buildup_duration, ref mut charge_duration, ref mut recover_duration, .. } => { *initial_damage *= power; *scaled_damage *= power; *ability_speed *= speed; *buildup_duration /= speed; *charge_duration /= speed; *recover_duration /= speed; }, Shockwave { ref mut buildup_duration, ref mut swing_duration, ref mut recover_duration, ref mut damage, ref mut poise_damage, .. } => { *buildup_duration /= speed; *swing_duration /= speed; *recover_duration /= speed; *damage *= power; *poise_damage *= poise_strength; }, BasicBeam { ref mut buildup_duration, ref mut recover_duration, ref mut damage, ref mut tick_rate, .. } => { *buildup_duration /= speed; *recover_duration /= speed; *damage *= power; *tick_rate *= speed; }, CastAura { ref mut buildup_duration, ref mut recover_duration, // cast_duration explicitly not affected by speed ref mut aura, .. } => { *buildup_duration /= speed; *recover_duration /= speed; aura.strength *= power; }, HealingBeam { ref mut buildup_duration, ref mut recover_duration, ref mut heal, ref mut tick_rate, .. } => { *buildup_duration /= speed; *recover_duration /= speed; *heal *= power; *tick_rate *= speed; }, } self } pub fn get_energy_cost(&self) -> u32 { use CharacterAbility::*; match self { BasicMelee { energy_cost, .. } | BasicRanged { energy_cost, .. } | RepeaterRanged { energy_cost, .. } | DashMelee { energy_cost, .. } | Roll { energy_cost, .. } | LeapMelee { energy_cost, .. } | SpinMelee { energy_cost, .. } | ChargedMelee { energy_cost, .. } | ChargedRanged { energy_cost, .. } | Shockwave { energy_cost, .. } | HealingBeam { energy_cost, .. } | CastAura { energy_cost, .. } => *energy_cost as u32, BasicBeam { energy_drain, .. } => { if *energy_drain > f32::EPSILON { 1 } else { 0 } }, BasicBlock | Boost { .. } | ComboMelee { .. } => 0, } } pub fn adjusted_by_skills( mut self, skillset: &skills::SkillSet, tool: Option, ) -> Self { use skills::Skill::{self, *}; use CharacterAbility::*; match tool { Some(ToolKind::Sword) => { use skills::SwordSkill::*; match self { ComboMelee { ref mut is_interruptible, ref mut speed_increase, ref mut max_speed_increase, ref stage_data, ref mut max_energy_gain, ref mut scales_from_combo, .. } => { *is_interruptible = skillset.has_skill(Sword(InterruptingAttacks)); let speed_segments = Sword(TsSpeed).max_level().map_or(1, |l| l + 1) as f32; let speed_level = if skillset.has_skill(Sword(TsCombo)) { skillset .skill_level(Sword(TsSpeed)) .unwrap_or(None) .map_or(1, |l| l + 1) as f32 } else { 0.0 }; { *speed_increase *= speed_level / speed_segments; *max_speed_increase *= speed_level / speed_segments; } let energy_level = if let Ok(Some(level)) = skillset.skill_level(Sword(TsRegen)) { level } else { 0 }; *max_energy_gain = *max_energy_gain * ((energy_level + 1) * stage_data.len() as u16 - 1) as f32 / (Sword(TsRegen).max_level().unwrap() + 1) as f32 * (stage_data.len() - 1) as f32; *scales_from_combo = skillset .skill_level(Sword(TsDamage)) .unwrap_or(None) .unwrap_or(0) .into(); }, DashMelee { ref mut is_interruptible, ref mut energy_cost, ref mut energy_drain, ref mut base_damage, ref mut scaled_damage, ref mut forward_speed, ref mut infinite_charge, .. } => { *is_interruptible = skillset.has_skill(Sword(InterruptingAttacks)); if let Ok(Some(level)) = skillset.skill_level(Sword(DCost)) { *energy_cost *= 0.75_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sword(DDrain)) { *energy_drain *= 0.75_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sword(DDamage)) { *base_damage *= 1.2_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sword(DScaling)) { *scaled_damage *= 1.2_f32.powi(level.into()); } if skillset.has_skill(Sword(DSpeed)) { *forward_speed *= 1.3; } *infinite_charge = skillset.has_skill(Sword(DInfinite)); }, SpinMelee { ref mut is_interruptible, ref mut base_damage, ref mut swing_duration, ref mut energy_cost, ref mut num_spins, .. } => { *is_interruptible = skillset.has_skill(Sword(InterruptingAttacks)); if let Ok(Some(level)) = skillset.skill_level(Sword(SDamage)) { *base_damage *= 1.4_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sword(SSpeed)) { *swing_duration *= 0.8_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sword(SCost)) { *energy_cost *= 0.75_f32.powi(level.into()); } *num_spins = skillset .skill_level(Sword(SSpins)) .unwrap_or(None) .unwrap_or(0) as u32 + 1; }, _ => {}, } }, Some(ToolKind::Axe) => { use skills::AxeSkill::*; match self { ComboMelee { ref mut speed_increase, ref mut max_speed_increase, ref mut stage_data, ref mut max_energy_gain, ref mut scales_from_combo, .. } => { if !skillset.has_skill(Axe(DsCombo)) { stage_data.pop(); } let speed_segments = Axe(DsSpeed).max_level().unwrap_or(1) as f32; let speed_level = skillset .skill_level(Axe(DsSpeed)) .unwrap_or(None) .unwrap_or(0) as f32; { *speed_increase *= speed_level / speed_segments; *max_speed_increase *= speed_level / speed_segments; } let energy_level = if let Ok(Some(level)) = skillset.skill_level(Axe(DsRegen)) { level } else { 0 }; *max_energy_gain = *max_energy_gain * ((energy_level + 1) * stage_data.len() as u16 - 1) as f32 / (Axe(DsRegen).max_level().unwrap() + 1) as f32 * (stage_data.len() - 1) as f32; *scales_from_combo = skillset .skill_level(Axe(DsDamage)) .unwrap_or(None) .unwrap_or(0) .into(); }, SpinMelee { ref mut base_damage, ref mut swing_duration, ref mut energy_cost, ref mut is_infinite, ref mut movement_behavior, .. } => { *is_infinite = skillset.has_skill(Axe(SInfinite)); *movement_behavior = if skillset.has_skill(Axe(SHelicopter)) { spin_melee::MovementBehavior::AxeHover } else { spin_melee::MovementBehavior::ForwardGround }; if let Ok(Some(level)) = skillset.skill_level(Axe(SDamage)) { *base_damage *= 1.3_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Axe(SSpeed)) { *swing_duration *= 0.8_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Axe(SCost)) { *energy_cost *= 0.75_f32.powi(level.into()); } }, LeapMelee { ref mut base_damage, ref mut knockback, ref mut energy_cost, ref mut forward_leap_strength, ref mut vertical_leap_strength, .. } => { if let Ok(Some(level)) = skillset.skill_level(Axe(LDamage)) { *base_damage *= 1.35_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Axe(LKnockback)) { *knockback *= 1.4_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Axe(LCost)) { *energy_cost *= 0.75_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Axe(LDistance)) { *forward_leap_strength *= 1.2_f32.powi(level.into()); *vertical_leap_strength *= 1.2_f32.powi(level.into()); } }, _ => {}, } }, Some(ToolKind::Hammer) => { use skills::HammerSkill::*; match self { ComboMelee { ref mut speed_increase, ref mut max_speed_increase, ref mut stage_data, ref mut max_energy_gain, ref mut scales_from_combo, .. } => { if let Ok(Some(level)) = skillset.skill_level(Hammer(SsKnockback)) { *stage_data = (*stage_data) .iter() .map(|s| s.modify_strike(1.5_f32.powi(level.into()))) .collect::>>(); } let speed_segments = Hammer(SsSpeed).max_level().unwrap_or(1) as f32; let speed_level = skillset .skill_level(Hammer(SsSpeed)) .unwrap_or(None) .unwrap_or(0) as f32; { *speed_increase *= speed_level / speed_segments; *max_speed_increase *= speed_level / speed_segments; } let energy_level = if let Ok(Some(level)) = skillset.skill_level(Hammer(SsRegen)) { level } else { 0 }; *max_energy_gain = *max_energy_gain * ((energy_level + 1) * stage_data.len() as u16) as f32 / ((Hammer(SsRegen).max_level().unwrap() + 1) * stage_data.len() as u16) as f32; *scales_from_combo = skillset .skill_level(Hammer(SsDamage)) .unwrap_or(None) .unwrap_or(0) .into(); }, ChargedMelee { ref mut scaled_damage, ref mut scaled_knockback, ref mut energy_drain, ref mut speed, .. } => { if let Ok(Some(level)) = skillset.skill_level(Hammer(CDamage)) { *scaled_damage *= 1.25_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Hammer(CKnockback)) { *scaled_knockback *= 1.5_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Hammer(CDrain)) { *energy_drain *= 0.75_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Hammer(CSpeed)) { *speed *= 1.25_f32.powi(level.into()); } }, LeapMelee { ref mut base_damage, ref mut knockback, ref mut energy_cost, ref mut forward_leap_strength, ref mut vertical_leap_strength, ref mut range, .. } => { if let Ok(Some(level)) = skillset.skill_level(Hammer(LDamage)) { *base_damage *= 1.4_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Hammer(LKnockback)) { *knockback *= 1.5_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Hammer(LCost)) { *energy_cost *= 0.75_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Hammer(LDistance)) { *forward_leap_strength *= 1.25_f32.powi(level.into()); *vertical_leap_strength *= 1.25_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Hammer(LRange)) { *range += 1.0 * level as f32; } }, _ => {}, } }, Some(ToolKind::Bow) => { use skills::BowSkill::*; match self { BasicRanged { ref mut projectile, ref mut projectile_speed, .. } => { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { *projectile_speed *= 1.3_f32.powi(level.into()); } let damage_level = skillset .skill_level(Bow(BDamage)) .unwrap_or(None) .unwrap_or(0); let regen_level = skillset .skill_level(Bow(BRegen)) .unwrap_or(None) .unwrap_or(0); let power = 1.20_f32.powi(damage_level.into()); let regen = 1.4_f32.powi(regen_level.into()); *projectile = projectile.modified_projectile(power, regen, 1_f32, 1_f32); }, ChargedRanged { ref mut scaled_damage, ref mut scaled_knockback, ref mut energy_drain, ref mut speed, ref mut initial_projectile_speed, ref mut scaled_projectile_speed, ref mut move_speed, .. } => { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { *initial_projectile_speed *= 1.3_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CDamage)) { *scaled_damage *= 1.2_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CKnockback)) { *scaled_knockback *= 1.25_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CProjSpeed)) { *scaled_projectile_speed *= 1.2_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CDrain)) { *energy_drain *= 0.85_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CSpeed)) { *speed *= 1.10_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(CMove)) { *move_speed *= 1.25_f32.powi(level.into()); } }, RepeaterRanged { ref mut energy_cost, ref mut buildup_duration, ref mut projectile, ref mut reps_remaining, ref mut projectile_speed, .. } => { if let Ok(Some(level)) = skillset.skill_level(Bow(ProjSpeed)) { *projectile_speed *= 1.3_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Bow(RDamage)) { let power = 1.4_f32.powi(level.into()); *projectile = projectile.modified_projectile(power, 1_f32, 1_f32, 1_f32); } if !skillset.has_skill(Bow(RGlide)) { *buildup_duration = 0.001; } if let Ok(Some(level)) = skillset.skill_level(Bow(RArrows)) { *reps_remaining += level as u32; } if let Ok(Some(level)) = skillset.skill_level(Bow(RCost)) { *energy_cost *= 0.70_f32.powi(level.into()); } }, _ => {}, } }, Some(ToolKind::Staff) => { use skills::StaffSkill::*; match self { BasicRanged { ref mut projectile, .. } => { if !skillset.has_skill(Staff(BExplosion)) { *projectile = projectile.fireball_to_firebolt(); } let damage_level = skillset .skill_level(Staff(BDamage)) .unwrap_or(None) .unwrap_or(0); let regen_level = skillset .skill_level(Staff(BRegen)) .unwrap_or(None) .unwrap_or(0); let range_level = skillset .skill_level(Staff(BRadius)) .unwrap_or(None) .unwrap_or(0); let power = 1.2_f32.powi(damage_level.into()); let regen = 1.2_f32.powi(regen_level.into()); let range = 1.1_f32.powi(range_level.into()); *projectile = projectile.modified_projectile(power, regen, range, 1_f32); }, BasicBeam { ref mut damage, ref mut range, ref mut energy_drain, ref mut beam_duration, .. } => { if let Ok(Some(level)) = skillset.skill_level(Staff(FDamage)) { *damage *= 1.3_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Staff(FRange)) { let range_mod = 1.25_f32.powi(level.into()); *range *= range_mod; // Duration modified to keep velocity constant *beam_duration *= range_mod; } if let Ok(Some(level)) = skillset.skill_level(Staff(FDrain)) { *energy_drain *= 0.8_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Staff(FVelocity)) { let velocity_increase = 1.25_f32.powi(level.into()); let duration_mod = 1.0 / (1.0 + velocity_increase); *beam_duration *= duration_mod; } }, Shockwave { ref mut damage, ref mut knockback, ref mut shockwave_duration, ref mut energy_cost, .. } => { if let Ok(Some(level)) = skillset.skill_level(Staff(SDamage)) { *damage *= 1.3_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Staff(SKnockback)) { *knockback = knockback.modify_strength(1.3_f32.powi(level.into())); } if let Ok(Some(level)) = skillset.skill_level(Staff(SRange)) { *shockwave_duration *= 1.2_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Staff(SCost)) { *energy_cost *= 0.8_f32.powi(level.into()); } }, _ => {}, } }, Some(ToolKind::Sceptre) => { //use skills::SceptreSkill::*; /*match self { BasicBeam { ref mut base_hps, ref mut base_dps, ref mut lifesteal_eff, ref mut range, ref mut energy_regen, ref mut energy_cost, ref mut beam_duration, .. } => { if let Ok(Some(level)) = skillset.skill_level(Sceptre(BHeal)) { *base_hps *= 1.15_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sceptre(BDamage)) { *base_dps *= 1.25_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sceptre(BRange)) { let range_mod = 1.20_f32.powi(level.into()); *range *= range_mod; // Duration modified to keep velocity constant *beam_duration *= range_mod; } if let Ok(Some(level)) = skillset.skill_level(Sceptre(BLifesteal)) { *lifesteal_eff *= 1.25_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sceptre(BRegen)) { *energy_regen *= 1.1_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sceptre(BCost)) { *energy_cost *= 0.9_f32.powi(level.into()); } }, BasicRanged { ref mut energy_cost, ref mut projectile, ref mut projectile_speed, .. } => { { let heal_level = skillset .skill_level(Sceptre(PHeal)) .unwrap_or(None) .unwrap_or(0); let damage_level = skillset .skill_level(Sceptre(PDamage)) .unwrap_or(None) .unwrap_or(0); let range_level = skillset .skill_level(Sceptre(PRadius)) .unwrap_or(None) .unwrap_or(0); let heal = 1.15_f32.powi(heal_level.into()); let power = 1.2_f32.powi(damage_level.into()); let range = 1.3_f32.powi(range_level.into()); *projectile = projectile.modified_projectile(power, 1_f32, range, heal); } if let Ok(Some(level)) = skillset.skill_level(Sceptre(PCost)) { *energy_cost *= 0.85_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Sceptre(PProjSpeed)) { *projectile_speed *= 1.25_f32.powi(level.into()); } }, _ => {}, }*/ }, None => { use skills::RollSkill::*; if let CharacterAbility::Roll { ref mut immune_melee, ref mut energy_cost, ref mut roll_strength, ref mut movement_duration, .. } = self { *immune_melee = skillset.has_skill(Skill::Roll(ImmuneMelee)); if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Cost)) { *energy_cost *= 0.8_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Strength)) { *roll_strength *= 1.2_f32.powi(level.into()); } if let Ok(Some(level)) = skillset.skill_level(Skill::Roll(Duration)) { *movement_duration *= 1.2_f32.powi(level.into()); } } }, Some(_) => {}, } self } } impl From<(&CharacterAbility, AbilityInfo)> for CharacterState { fn from((ability, ability_info): (&CharacterAbility, AbilityInfo)) -> Self { match ability { CharacterAbility::BasicMelee { buildup_duration, swing_duration, recover_duration, base_damage, base_poise_damage, knockback, range, max_angle, energy_cost: _, } => CharacterState::BasicMelee(basic_melee::Data { static_data: basic_melee::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), swing_duration: Duration::from_secs_f32(*swing_duration), recover_duration: Duration::from_secs_f32(*recover_duration), base_damage: *base_damage, base_poise_damage: *base_poise_damage, knockback: *knockback, range: *range, max_angle: *max_angle, ability_info, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::BasicRanged { buildup_duration, recover_duration, projectile, projectile_body, projectile_light, projectile_gravity, projectile_speed, can_continue, energy_cost: _, } => CharacterState::BasicRanged(basic_ranged::Data { static_data: basic_ranged::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), recover_duration: Duration::from_secs_f32(*recover_duration), projectile: *projectile, projectile_body: *projectile_body, projectile_light: *projectile_light, projectile_gravity: *projectile_gravity, projectile_speed: *projectile_speed, can_continue: *can_continue, ability_info, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, continue_next: false, }), CharacterAbility::Boost { movement_duration, only_up, } => CharacterState::Boost(boost::Data { static_data: boost::StaticData { movement_duration: Duration::from_secs_f32(*movement_duration), only_up: *only_up, }, timer: Duration::default(), }), CharacterAbility::DashMelee { energy_cost: _, base_damage, scaled_damage, base_poise_damage, scaled_poise_damage, base_knockback, scaled_knockback, range, angle, energy_drain, forward_speed, buildup_duration, charge_duration, swing_duration, recover_duration, infinite_charge, is_interruptible, } => CharacterState::DashMelee(dash_melee::Data { static_data: dash_melee::StaticData { base_damage: *base_damage, scaled_damage: *scaled_damage, base_poise_damage: *base_poise_damage, scaled_poise_damage: *scaled_poise_damage, base_knockback: *base_knockback, scaled_knockback: *scaled_knockback, range: *range, angle: *angle, energy_drain: *energy_drain, forward_speed: *forward_speed, infinite_charge: *infinite_charge, buildup_duration: Duration::from_secs_f32(*buildup_duration), charge_duration: Duration::from_secs_f32(*charge_duration), swing_duration: Duration::from_secs_f32(*swing_duration), recover_duration: Duration::from_secs_f32(*recover_duration), is_interruptible: *is_interruptible, ability_info, }, auto_charge: false, timer: Duration::default(), refresh_distance: 0.0, stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::BasicBlock => CharacterState::BasicBlock, CharacterAbility::Roll { energy_cost: _, buildup_duration, movement_duration, recover_duration, roll_strength, immune_melee, } => CharacterState::Roll(roll::Data { static_data: roll::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), movement_duration: Duration::from_secs_f32(*movement_duration), recover_duration: Duration::from_secs_f32(*recover_duration), roll_strength: *roll_strength, immune_melee: *immune_melee, }, timer: Duration::default(), stage_section: StageSection::Buildup, was_wielded: false, // false by default. utils might set it to true was_sneak: false, was_combo: None, }), CharacterAbility::ComboMelee { stage_data, initial_energy_gain, max_energy_gain, energy_increase, speed_increase, max_speed_increase, scales_from_combo, is_interruptible, } => CharacterState::ComboMelee(combo_melee::Data { static_data: combo_melee::StaticData { num_stages: stage_data.len() as u32, stage_data: stage_data.iter().map(|stage| stage.to_duration()).collect(), initial_energy_gain: *initial_energy_gain, max_energy_gain: *max_energy_gain, energy_increase: *energy_increase, speed_increase: 1.0 - *speed_increase, max_speed_increase: *max_speed_increase, scales_from_combo: *scales_from_combo, is_interruptible: *is_interruptible, ability_info, }, stage: 1, timer: Duration::default(), stage_section: StageSection::Buildup, next_stage: false, }), CharacterAbility::LeapMelee { energy_cost: _, buildup_duration, movement_duration, swing_duration, recover_duration, base_damage, base_poise_damage, knockback, range, max_angle, forward_leap_strength, vertical_leap_strength, } => CharacterState::LeapMelee(leap_melee::Data { static_data: leap_melee::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), movement_duration: Duration::from_secs_f32(*movement_duration), swing_duration: Duration::from_secs_f32(*swing_duration), recover_duration: Duration::from_secs_f32(*recover_duration), base_damage: *base_damage, base_poise_damage: *base_poise_damage, knockback: *knockback, range: *range, max_angle: *max_angle, forward_leap_strength: *forward_leap_strength, vertical_leap_strength: *vertical_leap_strength, ability_info, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::SpinMelee { buildup_duration, swing_duration, recover_duration, base_damage, base_poise_damage, knockback, range, energy_cost, is_infinite, movement_behavior, is_interruptible, forward_speed, num_spins, } => CharacterState::SpinMelee(spin_melee::Data { static_data: spin_melee::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), swing_duration: Duration::from_secs_f32(*swing_duration), recover_duration: Duration::from_secs_f32(*recover_duration), base_damage: *base_damage, base_poise_damage: *base_poise_damage, knockback: *knockback, range: *range, energy_cost: *energy_cost, is_infinite: *is_infinite, movement_behavior: *movement_behavior, is_interruptible: *is_interruptible, forward_speed: *forward_speed, num_spins: *num_spins, ability_info, }, timer: Duration::default(), spins_remaining: *num_spins - 1, stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::ChargedMelee { energy_cost, energy_drain, initial_damage, scaled_damage, initial_poise_damage, scaled_poise_damage, initial_knockback, scaled_knockback, speed, charge_duration, swing_duration, hit_timing, recover_duration, range, max_angle, } => CharacterState::ChargedMelee(charged_melee::Data { static_data: charged_melee::StaticData { energy_cost: *energy_cost, energy_drain: *energy_drain, initial_damage: *initial_damage, scaled_damage: *scaled_damage, initial_poise_damage: *initial_poise_damage, scaled_poise_damage: *scaled_poise_damage, initial_knockback: *initial_knockback, scaled_knockback: *scaled_knockback, speed: *speed, range: *range, max_angle: *max_angle, charge_duration: Duration::from_secs_f32(*charge_duration), swing_duration: Duration::from_secs_f32(*swing_duration), hit_timing: *hit_timing, recover_duration: Duration::from_secs_f32(*recover_duration), ability_info, }, stage_section: StageSection::Charge, timer: Duration::default(), exhausted: false, charge_amount: 0.0, }), CharacterAbility::ChargedRanged { energy_cost: _, energy_drain, initial_damage, scaled_damage, initial_knockback, scaled_knockback, speed, buildup_duration, charge_duration, recover_duration, projectile_body, projectile_light, projectile_gravity, initial_projectile_speed, scaled_projectile_speed, move_speed, } => CharacterState::ChargedRanged(charged_ranged::Data { static_data: charged_ranged::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), charge_duration: Duration::from_secs_f32(*charge_duration), recover_duration: Duration::from_secs_f32(*recover_duration), energy_drain: *energy_drain, initial_damage: *initial_damage, scaled_damage: *scaled_damage, speed: *speed, initial_knockback: *initial_knockback, scaled_knockback: *scaled_knockback, projectile_body: *projectile_body, projectile_light: *projectile_light, projectile_gravity: *projectile_gravity, initial_projectile_speed: *initial_projectile_speed, scaled_projectile_speed: *scaled_projectile_speed, move_speed: *move_speed, ability_info, }, timer: Duration::default(), stage_section: StageSection::Buildup, exhausted: false, }), CharacterAbility::RepeaterRanged { energy_cost: _, movement_duration, buildup_duration, shoot_duration, recover_duration, leap, projectile, projectile_body, projectile_light, projectile_gravity, projectile_speed, reps_remaining, } => CharacterState::RepeaterRanged(repeater_ranged::Data { static_data: repeater_ranged::StaticData { movement_duration: Duration::from_secs_f32(*movement_duration), buildup_duration: Duration::from_secs_f32(*buildup_duration), shoot_duration: Duration::from_secs_f32(*shoot_duration), recover_duration: Duration::from_secs_f32(*recover_duration), leap: *leap, projectile: *projectile, projectile_body: *projectile_body, projectile_light: *projectile_light, projectile_gravity: *projectile_gravity, projectile_speed: *projectile_speed, ability_info, }, timer: Duration::default(), stage_section: StageSection::Movement, reps_remaining: *reps_remaining, }), CharacterAbility::Shockwave { energy_cost: _, buildup_duration, swing_duration, recover_duration, damage, poise_damage, knockback, shockwave_angle, shockwave_vertical_angle, shockwave_speed, shockwave_duration, requires_ground, move_efficiency, } => CharacterState::Shockwave(shockwave::Data { static_data: shockwave::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), swing_duration: Duration::from_secs_f32(*swing_duration), recover_duration: Duration::from_secs_f32(*recover_duration), damage: *damage, poise_damage: *poise_damage, knockback: *knockback, shockwave_angle: *shockwave_angle, shockwave_vertical_angle: *shockwave_vertical_angle, shockwave_speed: *shockwave_speed, shockwave_duration: Duration::from_secs_f32(*shockwave_duration), requires_ground: *requires_ground, move_efficiency: *move_efficiency, ability_info, }, timer: Duration::default(), stage_section: StageSection::Buildup, }), CharacterAbility::BasicBeam { buildup_duration, recover_duration, beam_duration, damage, tick_rate, range, max_angle, lifesteal_eff, energy_regen, energy_drain, orientation_behavior, specifier, } => CharacterState::BasicBeam(basic_beam::Data { static_data: basic_beam::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), recover_duration: Duration::from_secs_f32(*recover_duration), beam_duration: Duration::from_secs_f32(*beam_duration), damage: *damage, tick_rate: *tick_rate, range: *range, max_angle: *max_angle, lifesteal_eff: *lifesteal_eff, energy_regen: *energy_regen, energy_drain: *energy_drain, ability_info, orientation_behavior: *orientation_behavior, specifier: *specifier, }, timer: Duration::default(), stage_section: StageSection::Buildup, }), CharacterAbility::CastAura { buildup_duration, cast_duration, recover_duration, targets, aura, range, energy_cost: _, } => CharacterState::CastAura(cast_aura::Data { static_data: cast_aura::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), cast_duration: Duration::from_secs_f32(*cast_duration), recover_duration: Duration::from_secs_f32(*recover_duration), targets: *targets, aura: *aura, range: *range, ability_info, }, timer: Duration::default(), stage_section: StageSection::Buildup, }), CharacterAbility::HealingBeam { buildup_duration, recover_duration, beam_duration, heal, tick_rate, range, max_angle, energy_cost, specifier, } => CharacterState::HealingBeam(healing_beam::Data { static_data: healing_beam::StaticData { buildup_duration: Duration::from_secs_f32(*buildup_duration), recover_duration: Duration::from_secs_f32(*recover_duration), beam_duration: Duration::from_secs_f32(*beam_duration), heal: *heal, tick_rate: *tick_rate, range: *range, max_angle: *max_angle, energy_cost: *energy_cost, ability_info, specifier: *specifier, }, timer: Duration::default(), stage_section: StageSection::Buildup, }), } } }