Merge branch 'anims-change' of ssh://mnml.gg:40022/~/mnml into anims-change
This commit is contained in:
commit
020ca2445b
@ -24,11 +24,12 @@ const Heal = require('./anims/heal');
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const Hybrid = require('./anims/hybrid');
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const Intercept = require('./anims/intercept');
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const Invert = require('./anims/invert');
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const Link = require('./anims/link');
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const Purify = require('./anims/purify');
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const Recharge = require('./anims/recharge');
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const Refl = require('./anims/reflect');
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const Restrict = require('./anims/restrict');
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const Link = require('./anims/link');
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const Ruin = require('./anims/ruin');
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const Siphon = require('./anims/siphon');
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const SiphonTick = require('./anims/siphon.tick');
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const Slay = require('./anims/slay');
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@ -62,7 +63,6 @@ function animations(props) {
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if (!resolution.target) return false;
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// source animation
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if (resolution.source.id === construct.id && resolution.stages.includes('START_SKILL')) {
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const playerTeam = game.players.find(t => t.id === account.id);
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const playerTeamIds = playerTeam.constructs.map(c => c.id);
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const otherTeam = game.players.find(t => t.id !== account.id);
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@ -71,8 +71,8 @@ function animations(props) {
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const sourceIsPlayer = playerTeamIds.includes(construct.id);
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const targetIsPlayer = playerTeamIds.includes(resolution.target.id);
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if (resolution.source.id === construct.id && resolution.stages.includes('START_SKILL')) {
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const sameTeam = (sourceIsPlayer && targetIsPlayer) || (!sourceIsPlayer && !targetIsPlayer);
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const y = sameTeam
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? 0
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: targetIsPlayer
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@ -98,8 +98,9 @@ function animations(props) {
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});
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}
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if (resolution.target.id !== construct.id) return false;
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const targetTeam = targetIsPlayer ? playerTeamIds : otherTeamIds;
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if (!((resolution.target.id === construct.id)
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|| (resolution.event[0] === 'AoeSkill' && targetTeam.includes(construct.id)))) return false;
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// target animation
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const anim = text => {
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@ -145,7 +146,7 @@ function animations(props) {
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case 'Absorb': return <Absorb />;
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case 'Sleep': return <Sleep />;
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case 'Break': return <Break />;
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case 'Ruin': return false;
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case 'Ruin': return <Ruin />;
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// Block Base
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case 'Block': return <Block />;
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85
client/src/components/anims/ruin.jsx
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85
client/src/components/anims/ruin.jsx
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@ -0,0 +1,85 @@
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const preact = require('preact');
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const { Component } = require('preact');
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const anime = require('animejs').default;
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const { TIMES } = require('../../constants');
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// logarithmic spiral lifted from
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// https://upload.wikimedia.org/wikipedia/commons/5/5b/Logarithmic_spiral_(1).svg
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class Ruin extends Component {
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constructor() {
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super();
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this.animations = [];
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}
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render() {
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const path = 'M0,100 C100,100 100,100 200,100';
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return (
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<svg
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class='skill-animation blue'
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version="1.1"
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id="ruin"
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xmlns="http://www.w3.org/2000/svg"
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viewBox="-291 -291 582 582">
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<defs>
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<filter id="ruinFilter">
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<feGaussianBlur in="SourceGraphic" stdDeviation="5" />
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<feMerge>
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<feMergeNode />
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<feMergeNode in="SourceGraphic" />
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</feMerge>
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</filter>
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</defs>
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<g filter="url(#ruinFilter)" class="blue" >
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<path
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d="M3.6 0c.23-2.93-1.9-4.9-4.8-4.77S-6.37-1.87-6.33 1.3s2.92 7.1 8.03 7 9.4-4.78 9.2-10.5-5-11.95-13.4-12.1S-18.77-6.88-18.85 3.3-10.05 24.97 4.8 24.74 32.78 11.38 32.5-6.5 16.15-42.7-7.8-42.7-55.7-22.02-56.2 9.7s27.3 65 72 64 82.32-42.78 81-92.3S55.41-126.63-23-127.4-168.4-56.97-167.6 30.3s65.85 166.15 161.27 186S246.55 187.18 284.83 0"
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/>
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<path
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d="M3.6 0c.23-2.93-1.9-4.9-4.8-4.77S-6.37-1.87-6.33 1.3s2.92 7.1 8.03 7 9.4-4.78 9.2-10.5-5-11.95-13.4-12.1S-18.77-6.88-18.85 3.3-10.05 24.97 4.8 24.74 32.78 11.38 32.5-6.5 16.15-42.7-7.8-42.7-55.7-22.02-56.2 9.7s27.3 65 72 64 82.32-42.78 81-92.3S55.41-126.63-23-127.4-168.4-56.97-167.6 30.3s65.85 166.15 161.27 186S246.55 187.18 284.83 0"
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transform="rotate(120)"
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style="opacity: 0.75"
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/>
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<path
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d="M3.6 0c.23-2.93-1.9-4.9-4.8-4.77S-6.37-1.87-6.33 1.3s2.92 7.1 8.03 7 9.4-4.78 9.2-10.5-5-11.95-13.4-12.1S-18.77-6.88-18.85 3.3-10.05 24.97 4.8 24.74 32.78 11.38 32.5-6.5 16.15-42.7-7.8-42.7-55.7-22.02-56.2 9.7s27.3 65 72 64 82.32-42.78 81-92.3S55.41-126.63-23-127.4-168.4-56.97-167.6 30.3s65.85 166.15 161.27 186S246.55 187.18 284.83 0"
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transform="rotate(240)"
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style="opacity: 0.5"
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/>
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</g>
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</svg>
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);
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}
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componentDidMount() {
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this.animations.push(anime({
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targets: ['#ruin'],
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opacity: [
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{ value: 1, delay: TIMES.TARGET_DELAY_MS, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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{ value: 0, delay: TIMES.TARGET_DURATION_MS * 0.6, duration: TIMES.TARGET_DURATION_MS * 0.2 },
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],
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easing: 'easeInOutSine',
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}));
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this.animations.push(anime({
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targets: ['#ruin'],
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rotate: 180,
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easing: 'linear',
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loop: true,
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delay: TIMES.TARGET_DELAY_MS,
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duration: TIMES.TARGET_DURATION_MS,
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}));
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}
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// this is necessary because
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// skipping / timing / unmounting race conditions
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// can cause the animations to cut short, this will ensure the values are reset
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// because preact will recycle all these components
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componentWillUnmount() {
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for (let i = this.animations.length - 1; i >= 0; i--) {
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this.animations[i].reset();
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}
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}
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}
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module.exports = Ruin;
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@ -58,7 +58,7 @@ function GameConstruct(props) {
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const ko = construct.green_life.value === 0 ? 'ko' : '';
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const classes = eventClasses(resolution, construct);
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const classes = eventClasses(game, account, resolution, construct);
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const stats = ['RedLife', 'GreenLife', 'BlueLife'].map((s, j) => (
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<div key={j} alt={STATS[s].stat}>
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@ -73,39 +73,34 @@ const STATS = {
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},
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};
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function eventClasses(resolution, construct) {
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function eventClasses(game, account, resolution, construct) {
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if (!resolution) return '';
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const postSkill = resolution.stages.includes('POST_SKILL');
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const source = construct.id === resolution.source.id;
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const target = construct.id === resolution.target.id;
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// not involved at all. blur them
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if (!(source || target)) return 'unfocus';
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// not the target. just ignore for now
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// if (construct.id !== resolution.target.id) return '';
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const [type, event] = resolution.event;
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if (type === 'AoeSkill') {
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const playerTeam = game.players.find(t => t.id === account.id);
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const playerTeamIds = playerTeam.constructs.map(c => c.id);
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const otherTeam = game.players.find(t => t.id !== account.id);
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const otherTeamIds = otherTeam.constructs.map(c => c.id);
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const targetIsPlayer = playerTeamIds.includes(resolution.target.id);
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const targetTeam = targetIsPlayer ? playerTeamIds : otherTeamIds;
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if (targetTeam.includes(construct.id)) return '';
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}
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if (!(source || target)) return 'unfocus';
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if (type === 'Ko') {
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if (target) return 'ko';
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}
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if (type === 'Disable') {
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const { skill, disable } = event;
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}
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if (type === 'Immunity') {
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const { skill, immunity } = event;
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}
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if (type === 'TargetKo') {
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const { skill } = event;
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}
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if (type === 'Damage') {
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const { skill, amount, mitigation, colour } = event;
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// Highlight the flow of damage from source -> target
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// Deal damage to construct and return effect
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const { colour } = event;
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if (target && postSkill) {
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construct.green_life.value = resolution.target.green;
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if (colour === 'Red') {
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@ -120,44 +115,28 @@ function eventClasses(resolution, construct) {
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construct.green_life.value = resolution.target.green;
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return 'green-damage';
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}
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}
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}
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if (type === 'Healing') {
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const { skill, amount, overhealing } = event;
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if (target && postSkill) {
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construct.green_life.value = resolution.target.green;
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return 'green-damage';
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}
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}
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if (type === 'Inversion') {
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const { skill } = event;
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}
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if (type === 'Reflection') {
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const { skill } = event;
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}
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if (type === 'Effect') {
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const { skill, effect, duration, construct_effects: constructEffects } = event;
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const { construct_effects: constructEffects } = event;
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if (target && postSkill) construct.effects = constructEffects;
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}
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if (type === 'Skill') {
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const { skill } = event;
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// Highlight the flow of damage from source -> target
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}
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if (type === 'Removal') {
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const { effect, construct_effects: constructEffects } = event;
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const { construct_effects: constructEffects } = event;
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if (target && postSkill) construct.effects = constructEffects;
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}
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if (type === 'Recharge') {
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const { skill, red, blue } = event;
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const { red, blue } = event;
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if (target && postSkill) {
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if (red > 0 && blue > 0) {
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construct.red_life.value = resolution.target.red;
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@ -175,17 +154,13 @@ function eventClasses(resolution, construct) {
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}
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}
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if (type === 'Evasion') {
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const { skill, evasion_rating } = event;
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}
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return '';
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}
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function getCombatSequence(resolution) {
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if (!resolution.event) return false;
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if (resolution.event[0] === 'Inversion') return false;
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if (resolution.event[0] === 'Skill') return [['START_SKILL', 'END_SKILL']];
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if (['Skill', 'AoeSkill'].includes(resolution.event[0])) return [['START_SKILL', 'END_SKILL']];
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if (resolution.event[0] === 'Ko') return [['POST_SKILL']];
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switch (resolution.stages) {
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@ -9,11 +9,16 @@ use game::{Game};
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use effect::{Effect, Colour, Cooldown};
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pub fn dev_resolve(a_id: Uuid, b_id: Uuid, skill: Skill) -> Resolutions {
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let mut resolutions = vec![];
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let mut a = Construct::new();
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a.id = a_id;
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let mut b = Construct::new();
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b.id = b_id;
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return resolve(skill, &mut a, &mut b, vec![]);
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if skill.aoe() { // Send an aoe skill event for anims
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resolutions.push(Resolution::new(&a, &b).event(Event::AoeSkill { skill }));
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}
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return resolve(skill, &mut a, &mut b, resolutions);
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}
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pub fn resolution_steps(cast: &Cast, game: &mut Game) -> Resolutions {
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@ -31,7 +36,7 @@ pub fn pre_resolve(cast: &Cast, game: &mut Game, mut resolutions: Resolutions) -
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if skill.aoe() { // Send an aoe skill event for anims
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resolutions.push(Resolution::new(&source,
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&game.construct_by_id(cast.target_construct_id).unwrap().clone()).event(Event::Skill { skill }));
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&game.construct_by_id(cast.target_construct_id).unwrap().clone()).event(Event::AoeSkill { skill }));
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}
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for target_id in targets {
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@ -460,6 +465,7 @@ pub enum Event {
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Recharge { skill: Skill, red: u64, blue: u64 },
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Inversion { skill: Skill },
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Reflection { skill: Skill },
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AoeSkill { skill: Skill },
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Skill { skill: Skill },
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Effect { skill: Skill, effect: Effect, duration: u8, construct_effects: Vec<ConstructEffect> },
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Removal { effect: Effect, construct_effects: Vec<ConstructEffect> },
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