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https://gitlab.com/veloren/veloren.git
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321 lines
11 KiB
Rust
321 lines
11 KiB
Rust
use crate::{
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comp::{
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ability::Stage,
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item::{armor::Protection, Item, ItemKind},
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Body, CharacterState, EnergySource, Gravity, LightEmitter, Projectile, StateUpdate,
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},
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states::{triple_strike::*, *},
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sys::character_behavior::JoinData,
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};
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use arraygen::Arraygen;
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use serde::{Deserialize, Serialize};
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use specs::{Component, FlaggedStorage};
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use specs_idvs::IdvStorage;
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use std::time::Duration;
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
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pub enum CharacterAbilityType {
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BasicMelee,
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BasicRanged,
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Boost,
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DashMelee,
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BasicBlock,
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TripleStrike(Stage),
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LeapMelee,
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SpinMelee,
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}
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impl From<&CharacterState> for CharacterAbilityType {
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fn from(state: &CharacterState) -> Self {
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match state {
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CharacterState::BasicMelee(_) => Self::BasicMelee,
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CharacterState::BasicRanged(_) => Self::BasicRanged,
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CharacterState::Boost(_) => Self::Boost,
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CharacterState::DashMelee(_) => Self::DashMelee,
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CharacterState::BasicBlock => Self::BasicBlock,
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CharacterState::LeapMelee(_) => Self::LeapMelee,
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CharacterState::TripleStrike(data) => Self::TripleStrike(data.stage),
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CharacterState::SpinMelee(_) => Self::SpinMelee,
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_ => Self::BasicMelee,
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}
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}
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}
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#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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pub enum CharacterAbility {
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BasicMelee {
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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_healthchange: i32,
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range: f32,
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max_angle: f32,
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},
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BasicRanged {
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energy_cost: u32,
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holdable: bool,
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prepare_duration: Duration,
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recover_duration: Duration,
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projectile: Projectile,
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projectile_body: Body,
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projectile_light: Option<LightEmitter>,
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projectile_gravity: Option<Gravity>,
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},
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Boost {
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duration: Duration,
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only_up: bool,
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},
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DashMelee {
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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_damage: u32,
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},
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BasicBlock,
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Roll,
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TripleStrike {
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base_damage: u32,
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needs_timing: bool,
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},
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LeapMelee {
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energy_cost: u32,
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movement_duration: Duration,
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buildup_duration: Duration,
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recover_duration: Duration,
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base_damage: u32,
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},
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SpinMelee {
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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_damage: u32,
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},
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}
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impl CharacterAbility {
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/// Attempts to fulfill requirements, mutating `update` (taking energy) if
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/// applicable.
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pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
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match self {
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CharacterAbility::TripleStrike { .. } => {
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data.physics.on_ground
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&& data.body.is_humanoid()
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&& data.inputs.look_dir.xy().magnitude_squared() > 0.01
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},
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CharacterAbility::Roll => {
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data.physics.on_ground
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&& data.body.is_humanoid()
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&& data.vel.0.xy().magnitude_squared() > 0.5
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&& update
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.energy
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.try_change_by(-220, EnergySource::Ability)
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.is_ok()
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},
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CharacterAbility::DashMelee { 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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CharacterAbility::BasicMelee { 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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CharacterAbility::BasicRanged { 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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CharacterAbility::LeapMelee { 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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CharacterAbility::SpinMelee { 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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}
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#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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pub struct ItemConfig {
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pub item: Item,
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pub ability1: Option<CharacterAbility>,
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pub ability2: Option<CharacterAbility>,
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pub ability3: Option<CharacterAbility>,
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pub block_ability: Option<CharacterAbility>,
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pub dodge_ability: Option<CharacterAbility>,
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}
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#[derive(Arraygen, Clone, PartialEq, Default, Debug, Serialize, Deserialize)]
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#[gen_array(pub fn get_armor: &Option<Item>)]
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pub struct Loadout {
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pub active_item: Option<ItemConfig>,
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pub second_item: Option<ItemConfig>,
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pub lantern: Option<Item>,
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#[in_array(get_armor)]
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pub shoulder: Option<Item>,
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#[in_array(get_armor)]
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pub chest: Option<Item>,
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#[in_array(get_armor)]
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pub belt: Option<Item>,
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#[in_array(get_armor)]
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pub hand: Option<Item>,
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#[in_array(get_armor)]
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pub pants: Option<Item>,
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#[in_array(get_armor)]
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pub foot: Option<Item>,
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#[in_array(get_armor)]
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pub back: Option<Item>,
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#[in_array(get_armor)]
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pub ring: Option<Item>,
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#[in_array(get_armor)]
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pub neck: Option<Item>,
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#[in_array(get_armor)]
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pub head: Option<Item>,
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#[in_array(get_armor)]
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pub tabard: Option<Item>,
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}
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impl Loadout {
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pub fn get_damage_reduction(&self) -> f32 {
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let protection = self
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.get_armor()
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.iter()
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.flat_map(|armor| armor.as_ref())
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.filter_map(|item| {
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if let ItemKind::Armor(armor) = item.kind {
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Some(armor.get_protection())
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} else {
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None
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}
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})
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.map(|protection| match protection {
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Protection::Normal(protection) => Some(protection),
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Protection::Invincible => None,
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})
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.sum::<Option<f32>>();
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match protection {
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Some(dr) => dr / (60.0 + dr.abs()),
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None => 1.0,
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}
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}
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}
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impl From<&CharacterAbility> for CharacterState {
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fn from(ability: &CharacterAbility) -> Self {
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match ability {
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CharacterAbility::BasicMelee {
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buildup_duration,
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recover_duration,
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base_healthchange,
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range,
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max_angle,
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energy_cost: _,
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} => CharacterState::BasicMelee(basic_melee::Data {
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exhausted: false,
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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base_healthchange: *base_healthchange,
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range: *range,
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max_angle: *max_angle,
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}),
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CharacterAbility::BasicRanged {
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holdable,
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prepare_duration,
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recover_duration,
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projectile,
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projectile_body,
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projectile_light,
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projectile_gravity,
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energy_cost: _,
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} => CharacterState::BasicRanged(basic_ranged::Data {
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exhausted: false,
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prepare_timer: Duration::default(),
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holdable: *holdable,
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prepare_duration: *prepare_duration,
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recover_duration: *recover_duration,
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projectile: projectile.clone(),
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projectile_body: *projectile_body,
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projectile_light: *projectile_light,
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projectile_gravity: *projectile_gravity,
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}),
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CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data {
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duration: *duration,
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only_up: *only_up,
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}),
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CharacterAbility::DashMelee {
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energy_cost: _,
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buildup_duration,
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recover_duration,
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base_damage,
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} => CharacterState::DashMelee(dash_melee::Data {
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initialize: true,
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exhausted: false,
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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base_damage: *base_damage,
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}),
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CharacterAbility::BasicBlock => CharacterState::BasicBlock,
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CharacterAbility::Roll => CharacterState::Roll(roll::Data {
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remaining_duration: Duration::from_millis(500),
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was_wielded: false, // false by default. utils might set it to true
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}),
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CharacterAbility::TripleStrike {
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base_damage,
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needs_timing,
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} => CharacterState::TripleStrike(triple_strike::Data {
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base_damage: *base_damage,
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stage: triple_strike::Stage::First,
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stage_exhausted: false,
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stage_time_active: Duration::default(),
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initialized: false,
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transition_style: if *needs_timing {
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TransitionStyle::Timed(TimingState::NotPressed)
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} else {
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TransitionStyle::Hold(HoldingState::Holding)
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},
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}),
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CharacterAbility::LeapMelee {
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energy_cost: _,
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movement_duration,
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buildup_duration,
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recover_duration,
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base_damage,
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} => CharacterState::LeapMelee(leap_melee::Data {
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initialize: true,
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exhausted: false,
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movement_duration: *movement_duration,
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buildup_duration: *buildup_duration,
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recover_duration: *recover_duration,
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base_damage: *base_damage,
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}),
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CharacterAbility::SpinMelee {
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energy_cost,
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buildup_duration,
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recover_duration,
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base_damage,
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} => CharacterState::SpinMelee(spin_melee::Data {
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exhausted: false,
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energy_cost: *energy_cost,
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buildup_duration: *buildup_duration,
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buildup_duration_default: *buildup_duration,
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recover_duration: *recover_duration,
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recover_duration_default: *recover_duration,
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base_damage: *base_damage,
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// This isn't needed for it's continuous implementation, but is left in should this
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// skill be moved to the skillbar
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hits_remaining: 1,
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hits_remaining_default: 1, /* Should be the same value as hits_remaining, also
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* this value can be removed if ability moved to
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* skillbar */
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}),
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}
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}
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}
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impl Component for Loadout {
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type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
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}
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