mirror of
https://gitlab.com/veloren/veloren.git
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1c4e334cd4
- Remove default value for CharacterAbility - Put back accidentally removed comment
982 lines
36 KiB
Rust
982 lines
36 KiB
Rust
use crate::{
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assets::{self, Asset},
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comp::{
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item::{armor::Protection, tool::AbilityMap, Item, ItemKind},
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projectile::ProjectileConstructor,
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Body, CharacterState, EnergySource, Gravity, LightEmitter, StateUpdate,
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},
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states::{
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behavior::JoinData,
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utils::{AbilityKey, StageSection},
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*,
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},
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Knockback,
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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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use vek::Vec3;
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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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ChargedMelee(StageSection),
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ChargedRanged,
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DashMelee(StageSection),
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BasicBlock,
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ComboMelee(StageSection, u32),
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LeapMelee(StageSection),
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SpinMelee(StageSection),
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Shockwave,
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BasicBeam,
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RepeaterRanged,
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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(data) => Self::DashMelee(data.stage_section),
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CharacterState::BasicBlock => Self::BasicBlock,
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CharacterState::LeapMelee(data) => Self::LeapMelee(data.stage_section),
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CharacterState::ComboMelee(data) => Self::ComboMelee(data.stage_section, data.stage),
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CharacterState::SpinMelee(data) => Self::SpinMelee(data.stage_section),
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CharacterState::ChargedMelee(data) => Self::ChargedMelee(data.stage_section),
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CharacterState::ChargedRanged(_) => Self::ChargedRanged,
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CharacterState::Shockwave(_) => Self::Shockwave,
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CharacterState::BasicBeam(_) => Self::BasicBeam,
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CharacterState::RepeaterRanged(_) => Self::RepeaterRanged,
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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: u64,
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swing_duration: u64,
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recover_duration: u64,
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base_damage: u32,
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knockback: f32,
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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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buildup_duration: u64,
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recover_duration: u64,
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projectile: ProjectileConstructor,
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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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projectile_speed: f32,
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can_continue: bool,
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},
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RepeaterRanged {
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energy_cost: u32,
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movement_duration: u64,
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buildup_duration: u64,
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shoot_duration: u64,
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recover_duration: u64,
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leap: Option<f32>,
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projectile: ProjectileConstructor,
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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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projectile_speed: f32,
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reps_remaining: u32,
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},
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Boost {
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movement_duration: u64,
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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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base_damage: u32,
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scaled_damage: u32,
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base_knockback: f32,
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scaled_knockback: f32,
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range: f32,
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angle: f32,
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energy_drain: u32,
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forward_speed: f32,
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buildup_duration: u64,
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charge_duration: u64,
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swing_duration: u64,
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recover_duration: u64,
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infinite_charge: bool,
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is_interruptible: bool,
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},
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BasicBlock,
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Roll {
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energy_cost: u32,
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buildup_duration: u64,
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movement_duration: u64,
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recover_duration: u64,
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roll_strength: f32,
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},
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ComboMelee {
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stage_data: Vec<combo_melee::Stage<u64>>,
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initial_energy_gain: u32,
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max_energy_gain: u32,
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energy_increase: u32,
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speed_increase: f32,
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max_speed_increase: f32,
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scales_from_combo: u32,
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is_interruptible: bool,
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},
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LeapMelee {
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energy_cost: u32,
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buildup_duration: u64,
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movement_duration: u64,
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swing_duration: u64,
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recover_duration: u64,
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base_damage: u32,
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range: f32,
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max_angle: f32,
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knockback: f32,
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forward_leap_strength: f32,
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vertical_leap_strength: f32,
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},
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SpinMelee {
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buildup_duration: u64,
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swing_duration: u64,
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recover_duration: u64,
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base_damage: u32,
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knockback: f32,
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range: f32,
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energy_cost: u32,
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is_infinite: bool,
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is_helicopter: bool,
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is_interruptible: bool,
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forward_speed: f32,
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num_spins: u32,
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},
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ChargedMelee {
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energy_cost: u32,
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energy_drain: u32,
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initial_damage: u32,
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scaled_damage: u32,
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initial_knockback: f32,
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scaled_knockback: f32,
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range: f32,
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max_angle: f32,
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speed: f32,
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charge_duration: u64,
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swing_duration: u64,
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hit_timing: f32,
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recover_duration: u64,
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},
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ChargedRanged {
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energy_cost: u32,
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energy_drain: u32,
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initial_damage: u32,
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scaled_damage: u32,
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initial_knockback: f32,
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scaled_knockback: f32,
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speed: f32,
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buildup_duration: u64,
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charge_duration: u64,
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recover_duration: u64,
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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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initial_projectile_speed: f32,
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scaled_projectile_speed: f32,
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},
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Shockwave {
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energy_cost: u32,
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buildup_duration: u64,
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swing_duration: u64,
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recover_duration: u64,
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damage: u32,
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knockback: Knockback,
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shockwave_angle: f32,
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shockwave_vertical_angle: f32,
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shockwave_speed: f32,
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shockwave_duration: u64,
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requires_ground: bool,
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move_efficiency: f32,
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},
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BasicBeam {
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buildup_duration: u64,
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recover_duration: u64,
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beam_duration: u64,
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base_hps: u32,
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base_dps: u32,
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tick_rate: f32,
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range: f32,
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max_angle: f32,
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lifesteal_eff: f32,
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energy_regen: u32,
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energy_cost: u32,
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energy_drain: u32,
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},
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}
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impl Default for CharacterAbility {
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fn default() -> Self {
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CharacterAbility::BasicMelee {
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energy_cost: 0,
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buildup_duration: 250,
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swing_duration: 250,
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recover_duration: 500,
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base_damage: 10,
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knockback: 0.0,
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range: 3.5,
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max_angle: 15.0,
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}
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}
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}
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impl Asset for CharacterAbility {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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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::Roll { energy_cost, .. } => {
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data.physics.on_ground
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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(-(*energy_cost as i32), 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, .. } => {
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update.vel.0.z >= 0.0
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&& 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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},
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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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CharacterAbility::ChargedRanged { 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::ChargedMelee { 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::RepeaterRanged {
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energy_cost, leap, ..
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} => {
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(leap.is_none() || update.vel.0.z >= 0.0)
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&& 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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},
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CharacterAbility::Shockwave { 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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fn default_roll() -> CharacterAbility {
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CharacterAbility::Roll {
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energy_cost: 100,
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buildup_duration: 100,
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movement_duration: 250,
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recover_duration: 150,
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roll_strength: 2.5,
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}
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}
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pub fn adjusted_by_stats(mut self, power: f32, speed: f32) -> Self {
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use CharacterAbility::*;
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match self {
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BasicMelee {
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ref mut buildup_duration,
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ref mut swing_duration,
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ref mut recover_duration,
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ref mut base_damage,
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..
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} => {
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*swing_duration = (*swing_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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*base_damage = (*base_damage as f32 * power) as u32;
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},
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BasicRanged {
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ref mut buildup_duration,
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ref mut recover_duration,
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ref mut projectile,
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..
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} => {
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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*projectile = projectile.modified_projectile(power);
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},
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RepeaterRanged {
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ref mut movement_duration,
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ref mut buildup_duration,
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ref mut shoot_duration,
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ref mut recover_duration,
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ref mut projectile,
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..
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} => {
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*movement_duration = (*movement_duration as f32 / speed) as u64;
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*shoot_duration = (*shoot_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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*projectile = projectile.modified_projectile(power);
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},
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Boost {
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ref mut movement_duration,
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..
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} => {
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*movement_duration = (*movement_duration as f32 / speed) as u64;
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},
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DashMelee {
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ref mut base_damage,
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ref mut scaled_damage,
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ref mut buildup_duration,
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ref mut swing_duration,
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ref mut recover_duration,
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..
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} => {
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*base_damage = (*base_damage as f32 * power) as u32;
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*scaled_damage = (*scaled_damage as f32 * power) as u32;
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*swing_duration = (*swing_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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},
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BasicBlock => {},
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Roll {
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ref mut buildup_duration,
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ref mut movement_duration,
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ref mut recover_duration,
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..
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} => {
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*movement_duration = (*movement_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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},
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ComboMelee {
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ref mut stage_data, ..
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} => {
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*stage_data = stage_data
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.iter_mut()
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.map(|s| s.adjusted_by_stats(power, speed))
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.collect();
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},
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LeapMelee {
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ref mut buildup_duration,
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ref mut movement_duration,
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ref mut swing_duration,
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ref mut recover_duration,
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ref mut base_damage,
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..
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} => {
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*movement_duration = (*movement_duration as f32 / speed) as u64;
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*swing_duration = (*swing_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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*base_damage = (*base_damage as f32 * power) as u32;
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},
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SpinMelee {
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ref mut buildup_duration,
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ref mut swing_duration,
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ref mut recover_duration,
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ref mut base_damage,
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..
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} => {
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*swing_duration = (*swing_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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*base_damage = (*base_damage as f32 * power) as u32;
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},
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ChargedMelee {
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ref mut initial_damage,
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ref mut scaled_damage,
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speed: ref mut ability_speed,
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ref mut charge_duration,
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ref mut swing_duration,
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ref mut recover_duration,
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..
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} => {
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*initial_damage = (*initial_damage as f32 * power) as u32;
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*scaled_damage = (*scaled_damage as f32 * power) as u32;
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*ability_speed *= speed;
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*charge_duration = (*charge_duration as f32 / speed) as u64;
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*swing_duration = (*swing_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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},
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ChargedRanged {
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ref mut initial_damage,
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ref mut scaled_damage,
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speed: ref mut ability_speed,
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ref mut buildup_duration,
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ref mut charge_duration,
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ref mut recover_duration,
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..
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} => {
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*initial_damage = (*initial_damage as f32 * power) as u32;
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*scaled_damage = (*scaled_damage as f32 * power) as u32;
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*ability_speed *= speed;
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*charge_duration = (*charge_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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},
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Shockwave {
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ref mut buildup_duration,
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ref mut swing_duration,
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ref mut recover_duration,
|
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ref mut damage,
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..
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} => {
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*swing_duration = (*swing_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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*damage = (*damage as f32 * power) as u32;
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},
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BasicBeam {
|
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ref mut buildup_duration,
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ref mut recover_duration,
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ref mut base_hps,
|
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ref mut base_dps,
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ref mut tick_rate,
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..
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} => {
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*buildup_duration = (*buildup_duration as f32 / speed) as u64;
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*recover_duration = (*recover_duration as f32 / speed) as u64;
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*base_hps = (*base_hps as f32 * power) as u32;
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*base_dps = (*base_dps as f32 * power) as u32;
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*tick_rate *= speed;
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},
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}
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self
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}
|
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|
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pub fn get_energy_cost(&self) -> u32 {
|
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use CharacterAbility::*;
|
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match self {
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BasicMelee { energy_cost, .. }
|
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| BasicRanged { energy_cost, .. }
|
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| RepeaterRanged { energy_cost, .. }
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| DashMelee { energy_cost, .. }
|
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| Roll { energy_cost, .. }
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| LeapMelee { energy_cost, .. }
|
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| SpinMelee { energy_cost, .. }
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| ChargedMelee { energy_cost, .. }
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| ChargedRanged { energy_cost, .. }
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| Shockwave { energy_cost, .. }
|
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| BasicBeam { energy_cost, .. } => *energy_cost,
|
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_ => 0,
|
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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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impl From<(Item, &AbilityMap)> for ItemConfig {
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fn from((item, map): (Item, &AbilityMap)) -> Self {
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if let ItemKind::Tool(tool) = &item.kind() {
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let abilities = tool.get_abilities(map);
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return ItemConfig {
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item,
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ability1: Some(abilities.primary),
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ability2: Some(abilities.secondary),
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ability3: abilities.skills.get(0).cloned(),
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block_ability: None,
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dodge_ability: Some(CharacterAbility::default_roll()),
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};
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}
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unimplemented!("ItemConfig is currently only supported for Tools")
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}
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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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pub glider: 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, AbilityKey)> for CharacterState {
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fn from((ability, key): (&CharacterAbility, AbilityKey)) -> Self {
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match ability {
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CharacterAbility::BasicMelee {
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buildup_duration,
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swing_duration,
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recover_duration,
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base_damage,
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knockback,
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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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static_data: basic_melee::StaticData {
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buildup_duration: Duration::from_millis(*buildup_duration),
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swing_duration: Duration::from_millis(*swing_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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base_damage: *base_damage,
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knockback: *knockback,
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range: *range,
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max_angle: *max_angle,
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ability_key: key,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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exhausted: false,
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}),
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CharacterAbility::BasicRanged {
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buildup_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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projectile_speed,
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can_continue,
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energy_cost: _,
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} => CharacterState::BasicRanged(basic_ranged::Data {
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static_data: basic_ranged::StaticData {
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buildup_duration: Duration::from_millis(*buildup_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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projectile: *projectile,
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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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projectile_speed: *projectile_speed,
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can_continue: *can_continue,
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ability_key: key,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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exhausted: false,
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continue_next: false,
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}),
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CharacterAbility::Boost {
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movement_duration,
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only_up,
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} => CharacterState::Boost(boost::Data {
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static_data: boost::StaticData {
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movement_duration: Duration::from_millis(*movement_duration),
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only_up: *only_up,
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},
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timer: Duration::default(),
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}),
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CharacterAbility::DashMelee {
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energy_cost: _,
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base_damage,
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scaled_damage,
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base_knockback,
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scaled_knockback,
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range,
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angle,
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energy_drain,
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forward_speed,
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buildup_duration,
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charge_duration,
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swing_duration,
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recover_duration,
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infinite_charge,
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is_interruptible,
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} => CharacterState::DashMelee(dash_melee::Data {
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static_data: dash_melee::StaticData {
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base_damage: *base_damage,
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scaled_damage: *scaled_damage,
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base_knockback: *base_knockback,
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scaled_knockback: *scaled_knockback,
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range: *range,
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angle: *angle,
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energy_drain: *energy_drain,
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forward_speed: *forward_speed,
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infinite_charge: *infinite_charge,
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buildup_duration: Duration::from_millis(*buildup_duration),
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charge_duration: Duration::from_millis(*charge_duration),
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swing_duration: Duration::from_millis(*swing_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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is_interruptible: *is_interruptible,
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ability_key: key,
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},
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auto_charge: false,
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timer: Duration::default(),
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refresh_timer: Duration::default(),
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stage_section: StageSection::Buildup,
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exhausted: false,
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}),
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CharacterAbility::BasicBlock => CharacterState::BasicBlock,
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CharacterAbility::Roll {
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energy_cost: _,
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buildup_duration,
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movement_duration,
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recover_duration,
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roll_strength,
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} => CharacterState::Roll(roll::Data {
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static_data: roll::StaticData {
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buildup_duration: Duration::from_millis(*buildup_duration),
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movement_duration: Duration::from_millis(*movement_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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roll_strength: *roll_strength,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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was_wielded: false, // false by default. utils might set it to true
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was_sneak: false,
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was_combo: None,
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}),
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CharacterAbility::ComboMelee {
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stage_data,
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initial_energy_gain,
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max_energy_gain,
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energy_increase,
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speed_increase,
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max_speed_increase,
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scales_from_combo,
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is_interruptible,
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} => CharacterState::ComboMelee(combo_melee::Data {
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static_data: combo_melee::StaticData {
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num_stages: stage_data.len() as u32,
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stage_data: stage_data.iter().map(|stage| stage.to_duration()).collect(),
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initial_energy_gain: *initial_energy_gain,
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max_energy_gain: *max_energy_gain,
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energy_increase: *energy_increase,
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speed_increase: 1.0 - *speed_increase,
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max_speed_increase: *max_speed_increase - 1.0,
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scales_from_combo: *scales_from_combo,
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is_interruptible: *is_interruptible,
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ability_key: key,
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},
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stage: 1,
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combo: 0,
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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next_stage: false,
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}),
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CharacterAbility::LeapMelee {
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energy_cost: _,
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buildup_duration,
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movement_duration,
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swing_duration,
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recover_duration,
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base_damage,
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knockback,
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range,
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max_angle,
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forward_leap_strength,
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vertical_leap_strength,
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} => CharacterState::LeapMelee(leap_melee::Data {
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static_data: leap_melee::StaticData {
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buildup_duration: Duration::from_millis(*buildup_duration),
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movement_duration: Duration::from_millis(*movement_duration),
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swing_duration: Duration::from_millis(*swing_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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base_damage: *base_damage,
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knockback: *knockback,
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range: *range,
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max_angle: *max_angle,
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forward_leap_strength: *forward_leap_strength,
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vertical_leap_strength: *vertical_leap_strength,
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ability_key: key,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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exhausted: false,
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}),
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CharacterAbility::SpinMelee {
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buildup_duration,
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swing_duration,
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recover_duration,
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base_damage,
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knockback,
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range,
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energy_cost,
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is_infinite,
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is_helicopter,
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is_interruptible,
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forward_speed,
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num_spins,
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} => CharacterState::SpinMelee(spin_melee::Data {
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static_data: spin_melee::StaticData {
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buildup_duration: Duration::from_millis(*buildup_duration),
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swing_duration: Duration::from_millis(*swing_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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base_damage: *base_damage,
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knockback: *knockback,
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range: *range,
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energy_cost: *energy_cost,
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is_infinite: *is_infinite,
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is_helicopter: *is_helicopter,
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is_interruptible: *is_interruptible,
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forward_speed: *forward_speed,
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num_spins: *num_spins,
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ability_key: key,
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},
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timer: Duration::default(),
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spins_remaining: *num_spins - 1,
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stage_section: StageSection::Buildup,
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exhausted: false,
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}),
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CharacterAbility::ChargedMelee {
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energy_cost,
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energy_drain,
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initial_damage,
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scaled_damage,
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initial_knockback,
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scaled_knockback,
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speed,
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charge_duration,
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swing_duration,
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hit_timing,
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recover_duration,
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range,
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max_angle,
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} => CharacterState::ChargedMelee(charged_melee::Data {
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static_data: charged_melee::StaticData {
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energy_cost: *energy_cost,
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energy_drain: *energy_drain,
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initial_damage: *initial_damage,
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scaled_damage: *scaled_damage,
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initial_knockback: *initial_knockback,
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scaled_knockback: *scaled_knockback,
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speed: *speed,
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range: *range,
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max_angle: *max_angle,
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charge_duration: Duration::from_millis(*charge_duration),
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swing_duration: Duration::from_millis(*swing_duration),
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hit_timing: *hit_timing,
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recover_duration: Duration::from_millis(*recover_duration),
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ability_key: key,
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},
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stage_section: StageSection::Charge,
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timer: Duration::default(),
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exhausted: false,
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charge_amount: 0.0,
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}),
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CharacterAbility::ChargedRanged {
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energy_cost: _,
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energy_drain,
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initial_damage,
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scaled_damage,
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initial_knockback,
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scaled_knockback,
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speed,
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buildup_duration,
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charge_duration,
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recover_duration,
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projectile_body,
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projectile_light,
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projectile_gravity,
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initial_projectile_speed,
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scaled_projectile_speed,
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} => CharacterState::ChargedRanged(charged_ranged::Data {
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static_data: charged_ranged::StaticData {
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buildup_duration: Duration::from_millis(*buildup_duration),
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charge_duration: Duration::from_millis(*charge_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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energy_drain: *energy_drain,
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initial_damage: *initial_damage,
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scaled_damage: *scaled_damage,
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speed: *speed,
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initial_knockback: *initial_knockback,
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scaled_knockback: *scaled_knockback,
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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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initial_projectile_speed: *initial_projectile_speed,
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scaled_projectile_speed: *scaled_projectile_speed,
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ability_key: key,
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},
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timer: Duration::default(),
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stage_section: StageSection::Buildup,
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exhausted: false,
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}),
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CharacterAbility::RepeaterRanged {
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energy_cost: _,
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movement_duration,
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buildup_duration,
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shoot_duration,
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recover_duration,
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leap,
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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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projectile_speed,
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reps_remaining,
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} => CharacterState::RepeaterRanged(repeater_ranged::Data {
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static_data: repeater_ranged::StaticData {
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movement_duration: Duration::from_millis(*movement_duration),
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buildup_duration: Duration::from_millis(*buildup_duration),
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shoot_duration: Duration::from_millis(*shoot_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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leap: *leap,
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projectile: *projectile,
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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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projectile_speed: *projectile_speed,
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ability_key: key,
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},
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timer: Duration::default(),
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stage_section: StageSection::Movement,
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reps_remaining: *reps_remaining,
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}),
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CharacterAbility::Shockwave {
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energy_cost: _,
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buildup_duration,
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swing_duration,
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recover_duration,
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damage,
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|
knockback,
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|
shockwave_angle,
|
|
shockwave_vertical_angle,
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shockwave_speed,
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shockwave_duration,
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requires_ground,
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move_efficiency,
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} => CharacterState::Shockwave(shockwave::Data {
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static_data: shockwave::StaticData {
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buildup_duration: Duration::from_millis(*buildup_duration),
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swing_duration: Duration::from_millis(*swing_duration),
|
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recover_duration: Duration::from_millis(*recover_duration),
|
|
damage: *damage,
|
|
knockback: *knockback,
|
|
shockwave_angle: *shockwave_angle,
|
|
shockwave_vertical_angle: *shockwave_vertical_angle,
|
|
shockwave_speed: *shockwave_speed,
|
|
shockwave_duration: Duration::from_millis(*shockwave_duration),
|
|
requires_ground: *requires_ground,
|
|
move_efficiency: *move_efficiency,
|
|
ability_key: key,
|
|
},
|
|
timer: Duration::default(),
|
|
stage_section: StageSection::Buildup,
|
|
}),
|
|
CharacterAbility::BasicBeam {
|
|
buildup_duration,
|
|
recover_duration,
|
|
beam_duration,
|
|
base_hps,
|
|
base_dps,
|
|
tick_rate,
|
|
range,
|
|
max_angle,
|
|
lifesteal_eff,
|
|
energy_regen,
|
|
energy_cost,
|
|
energy_drain,
|
|
} => CharacterState::BasicBeam(basic_beam::Data {
|
|
static_data: basic_beam::StaticData {
|
|
buildup_duration: Duration::from_millis(*buildup_duration),
|
|
recover_duration: Duration::from_millis(*recover_duration),
|
|
beam_duration: Duration::from_millis(*beam_duration),
|
|
base_hps: *base_hps,
|
|
base_dps: *base_dps,
|
|
tick_rate: *tick_rate,
|
|
range: *range,
|
|
max_angle: *max_angle,
|
|
lifesteal_eff: *lifesteal_eff,
|
|
energy_regen: *energy_regen,
|
|
energy_cost: *energy_cost,
|
|
energy_drain: *energy_drain,
|
|
ability_key: key,
|
|
},
|
|
timer: Duration::default(),
|
|
stage_section: StageSection::Buildup,
|
|
particle_ori: None::<Vec3<f32>>,
|
|
offset: Vec3::zero(),
|
|
}),
|
|
}
|
|
}
|
|
}
|
|
|
|
impl Component for Loadout {
|
|
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
|
|
}
|