core anims

This commit is contained in:
Mashy 2019-12-05 22:52:17 +10:00
parent e66a4233e8
commit 09d95a7cf7
6 changed files with 75 additions and 183 deletions

View File

@ -9,25 +9,22 @@ function none() {
}
function getObjects(resolution, game, account) {
if (!resolution) return none();
if (!resolution.target) return none();
const [type, event] = resolution.event;
const [type, event] = resolution.variant;
if (!event || !event.skill) return none();
const playerTeam = game.players.find(t => t.id === account.id);
const playerTeamIds = playerTeam.constructs.map(c => c.id);
const otherTeam = game.players.find(t => t.id !== account.id);
const otherTeamIds = otherTeam.constructs.map(c => c.id);
const sourceIsPlayer = playerTeamIds.includes(resolution.source.id);
const targetIsPlayer = playerTeamIds.includes(resolution.target.id);
const sourceIsPlayer = playerTeamIds.includes(event.source);
const targetIsPlayer = playerTeamIds.includes(resolution.target);
const targetting = () => {
if (type === 'AoeSkill') {
if (targetIsPlayer) return playerTeamIds;
return otherTeamIds;
}
return [resolution.target.id];
return [resolution.target];
};
const sameTeam = (sourceIsPlayer && targetIsPlayer) || (!sourceIsPlayer && !targetIsPlayer);
@ -35,41 +32,32 @@ function getObjects(resolution, game, account) {
if (!sameTeam) y = targetIsPlayer ? 1 : -1;
const i = sourceIsPlayer
? playerTeamIds.findIndex(c => c === resolution.source.id)
: otherTeamIds.findIndex(c => c === resolution.source.id);
? playerTeamIds.findIndex(c => c === event.source)
: otherTeamIds.findIndex(c => c === event.source);
const j = targetIsPlayer
? playerTeamIds.findIndex(c => c === resolution.target.id)
: otherTeamIds.findIndex(c => c === resolution.target.id);
? playerTeamIds.findIndex(c => c === resolution.target)
: otherTeamIds.findIndex(c => c === resolution.target);
const x = j - i;
const direction = { x, y };
// const targetTeam = targetIsPlayer ? playerTeamIds : otherTeamIds;
const createSourceAnim = () => {
return {
animation: 'sourceCast',
constructId: resolution.source.id,
direction,
};
const animSource = {
animation: 'sourceCast',
constructId: event.source,
direction,
};
const skipSource = !resolution.stages.includes('START_SKILL')
|| resolution.source.id === resolution.target.id;
const animSource = skipSource
? null
: createSourceAnim();
const animTarget = {
skill: event.skill,
constructId: targetting(),
player: playerTeamIds.includes(resolution.target.id),
player: playerTeamIds.includes(resolution.target),
direction,
};
return {
animSource,
animTarget,
animSkill: event.skill,
};
}
@ -86,30 +74,21 @@ function getTime(stages) {
return time;
}
function getFocusTargets(resolution, game) {
if (!resolution) return [];
if (!resolution.event) return [];
const [type] = resolution.event;
const source = resolution.source.id;
const target = resolution.target.id;
if (type === 'AoeSkill') {
const targetTeam = game.players.find(t => t.constructs.find(c => c.id === target));
const targetTeamIds = targetTeam.constructs.map(c => c.id);
if (source !== target) targetTeamIds.push(source);
return targetTeamIds;
function getFocusTargets(resolution) {
const [type, event] = resolution.variant;
if (type === 'HitCast') {
const { source } = event;
const { target } = resolution;
if (source !== target) return [source, target];
return [target];
}
if (source !== target) return [source, target];
return [target];
return [resolution.target];
}
function getText(resolution) {
const nullText = { text: null, constructId: null, life: null };
if (!resolution) return nullText;
if (!resolution.stages.includes('POST_SKILL')) return nullText;
const [type, event] = resolution.variant;
function generatePostSkill() {
const [type, event] = resolution.event;
if (type === 'Ko') {
return { text: 'KO!', css: 'ko-transition' };
}
@ -176,16 +155,14 @@ function getText(resolution) {
return false;
}
const { green, red, blue } = resolution.target;
const { green, red, blue } = event.display;
const { text, css, effects } = generatePostSkill();
const skill = resolution.event[1] ? resolution.event[1].skill : null;
return {
css,
text,
effects,
life: { green, red, blue },
constructId: resolution.target.id,
skill,
constructId: event.display.id,
};
}

View File

@ -7,7 +7,7 @@ const shapes = require('./shapes');
const { removeTier } = require('../utils');
const { TIMES } = require('./../constants');
const addState = connect(({ animText, itemInfo }) => ({ animText, itemInfo }));
const addState = connect(({ animText, animSkill, itemInfo }) => ({ animText, animSkill, itemInfo }));
class AnimText extends preact.Component {
shouldComponentUpdate(newProps) {
@ -27,11 +27,11 @@ class AnimText extends preact.Component {
}
}
render(props) {
const { construct, animText, itemInfo } = props;
render() {
const { construct, animText, animSkill, itemInfo } = this.props;
if (animText && animText.constructId === construct.id) {
const itemSourceDescription = () => {
const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animText.skill));
const itemSource = itemInfo.combos.filter(c => c.item === removeTier(animSkill));
const itemSourceInfo = itemSource.length
? `${itemSource[0].components[0]} ${itemSource[0].components[1]} ${itemSource[0].components[2]}`
: false;
@ -60,7 +60,7 @@ class AnimText extends preact.Component {
return (
<div class="combat-text">
<h2><span>{animText.skill}</span></h2>
<h2><span>{animSkill}</span></h2>
<span>{itemSourceDescription()}</span>
{animationTextHtml()}
</div>

View File

@ -6,11 +6,11 @@ const reactStringReplace = require('react-string-replace');
const throttle = require('lodash/throttle');
const shapes = require('./shapes');
const { effectInfo, removeTier } = require('../utils');
const { effectInfo } = require('../utils');
const addState = connect(
({ game, account, animSkill, animating, itemInfo, gameEffectInfo, tutorialGame }) =>
({ game, account, animSkill, animating, itemInfo, gameEffectInfo, tutorialGame })
({ game, account, animating, itemInfo, gameEffectInfo, tutorialGame }) =>
({ game, account, animating, itemInfo, gameEffectInfo, tutorialGame })
);
class TargetSvg extends Component {

View File

@ -87,48 +87,33 @@ function registerEvents(store) {
store.dispatch(actions.setAnimating(true));
store.dispatch(actions.setGameSkillInfo(null));
// stop fetching the game state til animations are done
const newRes = game.events[currentGame.events.length];
const newRes = game.events[currentGame.events.length - 1];
return eachSeries(newRes, (r, cb) => {
if (!r.event) return cb();
let timeout = animations.getTime(r.stages);
// if (!r.event) return cb();
const timeout = r.delay;
const anims = animations.getObjects(r, game, account);
const text = animations.getText(r);
store.dispatch(actions.setAnimFocus(animations.getFocusTargets(r, game)));
if (anims.animSkill) store.dispatch(actions.setAnimSkill(anims.animSkill));
if (r.stages.includes('START_SKILL') && anims.animSource) {
store.dispatch(actions.setAnimSource(anims.animSource));
store.dispatch(actions.setAnimText(null));
}
if (r.stages.includes('END_SKILL') && anims.animTarget) {
if (r.variant[0].includes('Hit')) {
if (r.variant[0] === 'HitCast') {
store.dispatch(actions.setAnimSource(anims.animSource));
}
const { skill } = r.variant[1];
store.dispatch(actions.setAnimFocus(animations.getFocusTargets(r, game)));
store.dispatch(actions.setAnimSkill(skill));
store.dispatch(actions.setAnimTarget(anims.animTarget));
store.dispatch(actions.setAnimText(null));
if (animations.isCbAnim(anims.animSkill)) store.dispatch(actions.setAnimCb(cb));
if (animations.isCbAnim(skill)) store.dispatch(actions.setAnimCb(cb));
return setTimeout(() => {
store.dispatch(actions.setAnimSource(null));
store.dispatch(actions.setAnimTarget(null));
if (r.variant[0].includes('Hit') && animations.isCbAnim(r.variant[1].skill)) return true;
return cb();
}, timeout);
}
if (r.stages.includes('POST_SKILL') && text) {
// timeout to prevent text classes from being added too soon
if (timeout === TIMES.POST_SKILL_DURATION_MS) {
store.dispatch(actions.setAnimText(text));
} else {
setTimeout(
() => store.dispatch(actions.setAnimText(text)),
timeout - TIMES.POST_SKILL_DURATION_MS - 700
);
timeout -= 700;
}
}
return setTimeout(() => {
store.dispatch(actions.setAnimSkill(null));
store.dispatch(actions.setAnimSource(null));
store.dispatch(actions.setAnimTarget(null));
// store.dispatch(actions.setAnimText(null));
store.dispatch(actions.setAnimFocus([]));
if (r.stages.includes('END_SKILL') && animations.isCbAnim(anims.animSkill)) return true;
return cb();
}, timeout);
const text = animations.getText(r);
store.dispatch(actions.setAnimText(text));
return setTimeout(cb, timeout);
}, err => {
if (err) return console.error(err);
// clear animation state

View File

@ -41,6 +41,7 @@ pub enum Colour {
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub enum Action {
Hit { construct: Uuid, skill: Skill },
HitCast { construct: Uuid, skill: Skill, source: Uuid },
Damage { construct: Uuid, values: Vec<Value>, colour: Colour },
Effect { construct: Uuid, effect: ConstructEffect },
IncreaseCooldowns { construct: Uuid, turns: usize },
@ -501,6 +502,7 @@ impl Game {
for action in actions {
match action {
Action::Hit { construct, skill } => self.hit(construct, skill),
Action::HitCast { construct, skill, source } => self.hit_cast(construct, skill, source),
Action::Damage { construct, values, colour } => self.damage(construct, values, colour),
Action::Effect { construct, effect } => self.effect(construct, effect),
Action::IncreaseCooldowns { construct, turns } => self.increase_cooldowns(construct, turns),
@ -510,6 +512,11 @@ impl Game {
self
}
fn hit_cast(&mut self, construct: Uuid, skill: Skill, source: Uuid) -> &mut Game {
self.event_add(vec![Event::new(EventVariant::HitCast { skill: skill, source: source }, construct)]);
self
}
fn hit(&mut self, construct: Uuid, skill: Skill) -> &mut Game {
self.event_add(vec![Event::new(EventVariant::Hit { skill: skill }, construct)]);
self

View File

@ -105,7 +105,7 @@ impl Cast {
}
pub fn actions(&self) -> Vec<Action> {
let mut actions = vec![Action::Hit { construct: self.target, skill: self.skill }];
let mut actions = vec![Action::HitCast { construct: self.target, skill: self.skill, source: self.source }];
let mut rest = match self.skill {
Skill::Amplify => vec![
@ -186,15 +186,7 @@ impl Cast {
},
],
Skill::Strike |
Skill::Strike |
Skill::StrikePlus |
Skill::StrikePlusPlus => vec![
Action::Damage {
@ -218,19 +210,16 @@ pub type Disable = Vec<Effect>;
pub struct Event {
pub target: Uuid,
pub variant: EventVariant,
pub stages: EventStages,
pub delay: i64,
}
impl Event {
pub fn new(variant: EventVariant, target: Uuid) -> Event {
let stages = variant.stages();
let delay = variant.delay();
Event {
target,
variant,
delay: stages.delay(),
stages: stages,
delay,
}
}
}
@ -238,6 +227,7 @@ impl Event {
#[derive(Debug,Clone,PartialEq,Serialize,Deserialize)]
pub enum EventVariant {
Hit { skill: Skill },
HitCast { skill: Skill, source: Uuid },
Damage { amount: usize, mitigation: usize, colour: Colour, display: EventConstruct },
Effect { effect: Effect, duration: u8, display: EventConstruct },
@ -263,46 +253,17 @@ pub enum EventVariant {
}
impl EventVariant {
fn stages(&self) -> EventStages {
match self {
EventVariant::Disable { disable: _}
=> EventStages::PostOnly,
EventVariant::Damage { amount: _, mitigation: _, colour: _, display: _ }
=> EventStages::PostOnly,
EventVariant::Healing { amount: _, overhealing: _}
=> EventStages::PostOnly,
EventVariant::Recharge { red: _, blue: _}
=> EventStages::PostOnly,
EventVariant::Inversion { skill: _ }
=> EventStages::PostOnly,
EventVariant::Reflection { skill: _ }
=> EventStages::PostOnly,
EventVariant::AoeSkill { skill: _ }
=> EventStages::PostOnly,
EventVariant::Skill { skill: _ }
=> EventStages::PostOnly,
EventVariant::Effect { effect: _, duration: _, display: _ }
=> EventStages::PostOnly,
EventVariant::Removal { effect: _, display: _ }
=> EventStages::PostOnly,
EventVariant::TargetKo { skill: _ }
=> EventStages::PostOnly,
EventVariant::Ko ()
=> EventStages::PostOnly,
EventVariant::Forfeit ()
=> EventStages::PostOnly,
EventVariant::Incomplete ()
=> EventStages::PostOnly,
EventVariant::Evasion { skill: _, evasion_rating: _ }
=> EventStages::PostOnly,
fn delay(&self) -> i64 {
// let source_duration = 1000; // Time for SOURCE ONLY
let target_delay = 500; // Used for Source + Target
let target_duration = 1500; // Time for TARGET ONLY
let post_skill = 1000; // Time for all POST
let source_and_target_total = target_delay + target_duration; // SOURCE + TARGET time
EventVariant::CooldownDecrease { skill: _, turns: _ }
=> EventStages::PostOnly,
EventVariant::CooldownIncrease { skill: _, turns: _ }
=> EventStages::PostOnly,
EventVariant::Hit { skill: _ }
=> EventStages::PostOnly,
match self {
EventVariant::Hit { skill: _ } => target_duration,
EventVariant::HitCast { skill: _, source: _ } => source_and_target_total,
_ => post_skill,
}
}
}
@ -328,44 +289,6 @@ impl EventConstruct {
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum EventStages {
#[serde(rename = "START_SKILL END_SKILL POST_SKILL")]
AllStages, // Anim Anim Anim
#[serde(rename = "START_SKILL END_SKILL")]
StartEnd, // Anim Anim Skip
#[serde(rename = "START_SKILL POST_SKILL")]
StartPost, // Anim Skip Anim
#[serde(rename = "START_SKILL")]
StartOnly, // Anim Skip Skip
#[serde(rename = "END_SKILL POST_SKILL")]
EndPost, // Skip Anim Anim
#[serde(rename = "END_SKILL")]
EndOnly, // Skip Anim Skip
#[serde(rename = "POST_SKILL")]
PostOnly, // Skip Skip Anim
}
impl EventStages {
fn delay(self) -> i64 {
let source_duration = 1000; // Time for SOURCE ONLY
let target_delay = 500; // Used for Source + Target
let target_duration = 1500; // Time for TARGET ONLY
let post_skill = 1000; // Time for all POST
let source_and_target_total = target_delay + target_duration; // SOURCE + TARGET time
match self {
EventStages::AllStages => source_and_target_total + post_skill, // Anim Anim Anim
EventStages::StartEnd => source_and_target_total, // Anim Anim Skip
EventStages::StartPost => source_duration + post_skill, // Anim Skip Anim
EventStages::StartOnly => source_duration, // Anim Skip Skip
EventStages::EndPost => target_duration + post_skill, // Skip Anim Anim
EventStages::EndOnly => target_duration, // Skip Anim Skip
EventStages::PostOnly => post_skill, // Skip Skip Anim
}
}
}
#[derive(Debug,Clone,Copy,PartialEq,Serialize,Deserialize)]
pub enum Skill {
Attack,