Finish split
This commit is contained in:
parent
89023a8e6f
commit
9225c94160
21 changed files with 197 additions and 186 deletions
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@ -1,13 +1,2 @@
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pub mod abilities;
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pub mod attributes;
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pub mod experience;
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pub mod items;
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pub mod mobs;
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pub mod save_game;
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pub use abilities::*;
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pub use attributes::*;
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pub use experience::*;
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pub use items::*;
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pub use mobs::*;
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pub use save_game::*;
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@ -7,27 +7,16 @@ pub mod selfcast;
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use anyhow::Result;
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use cgmath::Vector2;
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use engine::prelude::*;
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use rpg_components::components::character_status::CharacterStatus;
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use rpg_components::components::level::{Level, LevelUpEvent};
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use rpg_components::components::npc_type::{NPCBoss, NPCElite, NPCNormal, NPCType};
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use rpg_components::components::statistics::Statistics;
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use rpg_components::damage_type::DamageType;
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use crate::game::{content::prelude::*, game::GameHandle};
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use crate::game::content::prelude::*;
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use crate::Game;
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pub trait Ability: Send + Sync {
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fn data(&self) -> &AbilityLoader;
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fn name(&self) -> &str;
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fn execute(
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&self,
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owner: Entity,
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components: &mut MultiMut<'_>,
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direction: Vector2<f32>,
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book: &AbilityBook,
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game: &GameHandle,
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entities: &mut Entities<'_>,
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events: &mut ContentEvents<'_>,
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) -> Result<()>;
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}
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pub fn handle_npc_death<'a>(
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game: &Game,
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s: &mut impl SceneEntities,
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@ -2,6 +2,7 @@ use crate::*;
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use anyhow::Result;
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use cgmath::{Deg, Vector3};
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use rpg_components::{components::abilityloader::AbilityLoader, damage_type::DamageType};
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pub struct ArcInfo {
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pub radius: f32,
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@ -32,13 +33,16 @@ impl OnHitParticles {
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}
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fn spawn(&self, scene: &mut SceneContents<'_>, game_handle: &GameHandle) -> Result<()> {
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let game = game_handle.upgrade();
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let mut entity = AbilityLoader::create_on_hit_particles(
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game.engine(),
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self.particle_system_info.clone(),
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&self.collision_sound,
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&game_handle.upgrade(),
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self.position,
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self.offset,
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scene.particle_system_vulkan_objects(),
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|s| game.build_data_path(s),
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)?;
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if let Some(arc_info) = &self.arc_info {
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@ -1,3 +1,5 @@
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use rpg_components::components::abilityloader::AbilityLoader;
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use crate::*;
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#[derive(Debug, Clone, Copy)]
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@ -1,11 +1,4 @@
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pub use super::{Ability, AbilityType};
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pub use super::projectile::{Projectile, ProjectileMarker};
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pub use super::selfcast::SelfCast;
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// pub use super::slide::{Slide, SlideCreateInfo};
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pub use super::ability_addon::{AbilityAddon, AbilityAddonCollection, AbilityAddonTypes};
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pub use super::ability_book::AbilityBook;
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pub use super::on_hit_particles::{ArcInfo, OnHitParticles};
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pub use super::particle_spawn::{ParticleSpawn, ParticleSpawnExecutor};
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pub use super::projectile::{Projectile, ProjectileMarker};
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pub use super::selfcast::SelfCast;
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@ -1,4 +1,9 @@
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use engine::prelude::*;
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use rpg_components::{
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components::{abilityloader::AbilityLoader, statistics::Statistics},
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damage_type::DamageType,
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items::{ability_addon::AbilityAddonCollection, ability_book::AbilityBook},
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};
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use crate::game::content::abilities::handle_npc_death;
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@ -55,15 +60,9 @@ impl ComponentDebug for ProjectileMarker {
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}
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#[derive(Clone)]
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pub struct Projectile {
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data: AbilityLoader,
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}
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pub struct Projectile;
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impl Projectile {
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pub fn new(data: AbilityLoader) -> Result<Self> {
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Ok(Projectile { data })
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}
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fn hit_event(
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me: Entity,
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collider: Entity,
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@ -232,17 +231,9 @@ impl Projectile {
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}
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}
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impl Ability for Projectile {
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fn data(&self) -> &AbilityLoader {
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&self.data
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}
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fn name(&self) -> &str {
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self.data.name()
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}
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fn execute(
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&self,
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impl Projectile {
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pub fn execute(
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ability: &AbilityLoader,
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_owner: Entity,
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owner_components: &mut MultiMut<'_>,
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direction: Vector2<f32>,
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@ -268,7 +259,7 @@ impl Ability for Projectile {
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let projectile_size = book.addons().size();
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let projectile_speed = book.addons().projectile_speed();
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let projectile_distance = self.data.settings.parameter.distance + book.addons().distance();
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let projectile_distance = ability.settings.parameter.distance + book.addons().distance();
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let ability_data = book.ability().data();
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@ -281,7 +272,7 @@ impl Ability for Projectile {
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let mut projectile_entity = game
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.entity_manager()
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.load_entity(game.engine().assets(), &self.data.settings.meta.entity)?;
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.load_entity(game.engine().assets(), &ability.settings.meta.entity)?;
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{
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// alter the hitbox parameters
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@ -332,7 +323,7 @@ impl Ability for Projectile {
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));
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let mut projectile_movement = Movement::new(
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self.data.settings.parameter.speed + projectile_speed,
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ability.settings.parameter.speed + projectile_speed,
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projectile_entity.get_component_mut::<Audio>().ok(),
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);
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@ -363,7 +354,7 @@ impl Ability for Projectile {
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}
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projectile_entity.insert_component(ability_location_info);
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projectile_entity.insert_component(self.data.clone());
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projectile_entity.insert_component(ability.clone());
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projectile_entity.insert_component(projectile_movement);
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projectile_entity.insert_component(ProjectileMarker);
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Faction::copy(owner_components, &mut projectile_entity);
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@ -2,6 +2,10 @@
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use anyhow::Result;
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use engine::prelude::*;
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use rpg_components::{
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components::{abilityloader::AbilityLoader, statistics::Statistics},
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items::ability_book::AbilityBook,
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};
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use crate::game::{
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content::prelude::*,
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@ -13,27 +17,11 @@ use std::sync::{Arc, Mutex, MutexGuard};
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use super::particle_spawn::ParticleSpawn;
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pub struct SelfCast {
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data: AbilityLoader,
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}
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pub struct SelfCast;
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impl SelfCast {
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pub fn new(data: AbilityLoader) -> Result<Self> {
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Ok(SelfCast { data })
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}
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}
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impl Ability for SelfCast {
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fn data(&self) -> &AbilityLoader {
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&self.data
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}
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fn name(&self) -> &str {
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self.data.name()
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}
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fn execute(
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&self,
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pub fn execute(
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ability: &AbilityLoader,
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owner: Entity,
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owner_components: &mut MultiMut<'_>,
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direction: Vector2<f32>,
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@ -46,18 +34,18 @@ impl Ability for SelfCast {
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let owner_stats = owner_components.get::<Statistics>()?;
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let hit_box = owner_components.get::<HitBox>()?;
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let mut base_damage = self.data.damage(book.level(), book.addons(), owner_stats);
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let mut base_damage = ability.damage(book.level(), book.addons(), owner_stats);
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let range = self.data.settings.parameter.radius * book.addons().size();
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let range = ability.settings.parameter.radius * book.addons().size();
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let (mut entity_object, particle_spawn) = AreaOfEffect::new(
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direction,
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location.position(),
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Deg(self.data.settings.parameter.arc),
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Deg(ability.settings.parameter.arc),
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range,
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hit_box.height() * 0.75,
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owner,
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self.data.clone(),
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ability.clone(),
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base_damage,
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game_handle.clone(),
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)?;
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@ -4,6 +4,10 @@ use crate::Result;
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use engine::prelude::*;
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use cgmath::{vec2, InnerSpace, Vector2, Vector3};
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use rpg_components::ability_type::AbilityType;
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use rpg_components::components::ability_slots::AbilitySlots;
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use rpg_components::components::character_status::CharacterStatus;
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use rpg_components::damage_type::DamageType;
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// space between user and ai hitbox
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const SAFETY_RADIUS: f32 = 0.3;
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let now = scene_contents.now();
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// check if ability can be cast
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if book.validate_use(
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now,
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animation,
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draw,
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animation_info,
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character_status,
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// movement,
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location,
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)? {
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if !animation_info.is_locked()
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&& book.validate_use(now, character_status, location)?
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{
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{
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// TODO: further separation of animation types (bows, ...)
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let animation_type =
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match book.ability().data().settings.parameter.damage_type {
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DamageType::Physical => AnimationType::Attack,
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_ => AnimationType::Cast,
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};
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animation_info.set_animation(
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animation,
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draw,
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Some(animation_type),
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now,
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true,
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false,
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)?;
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}
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let owner = unsafe {
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scene_contents.entities.entity_mut_unchecked(self.owner)?
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};
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// actually cast the ability
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println!("ai casts ability");
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book.execute(
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&mut multi_mut,
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self.owner,
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location.direction(),
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game,
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&mut scene_contents.entities,
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&mut scene_contents.events,
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)?;
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match book.ability().data().settings.parameter.ability_type {
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AbilityType::Projectile => Projectile::execute(
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book.ability().data(),
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self.owner,
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&mut multi_mut,
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location.direction(),
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book,
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game,
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&mut scene_contents.entities,
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&mut scene_contents.events,
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)?,
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AbilityType::SelfCast => todo!(),
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}
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can_move = false;
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@ -1,5 +1,6 @@
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use anyhow::Result;
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use cgmath::{Deg, Vector2, Vector3};
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use rpg_components::components::abilityloader::AbilityLoader;
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use std::collections::HashSet;
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use std::time::Duration;
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@ -2,6 +2,10 @@ use std::{collections::HashSet, time::Duration};
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use cgmath::{vec2, Deg, InnerSpace, Matrix2, Vector2};
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use engine::prelude::*;
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use rpg_components::{
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components::{abilityloader::AbilityLoader, statistics::Statistics},
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damage_type::DamageType,
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};
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use crate::*;
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|
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@ -1,4 +1,5 @@
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use cgmath::Vector3;
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use rpg_components::damage_type::DamageType;
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use crate::*;
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|
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@ -3,6 +3,10 @@ use crate::*;
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use anyhow::Result;
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use cgmath::Vector3;
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use engine::prelude::*;
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use rpg_components::{
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components::{level::Level, npc_type::NPCType},
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items::Loot,
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};
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use std::sync::Arc;
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|
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@ -3,7 +3,6 @@ pub mod hitbox;
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pub mod movement;
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mod ability_location_info;
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mod abilityloader;
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pub mod ai;
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mod aoe;
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pub mod aoe_arc;
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@ -13,34 +12,21 @@ mod ghost;
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pub mod health_bar;
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mod loot_stash;
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mod npc_name;
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mod npc_type;
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pub use self::{ai::*, aoe_arc::AreaOfEffectArc};
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pub use self::{
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ability_location_info::*,
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ability_slots::*,
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abilityloader::AbilityLoader,
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animation_info::AnimationInfo,
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aoe::*,
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attributes::*,
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character_status::CharacterStatus,
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crafting_materials::*,
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damage_number::*,
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entity_faction::*,
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ghost::*,
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health_bar::*,
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hitbox::{CollisionEventType, HitBox},
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inventory::*,
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item_slots::*,
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level::*,
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loot_stash::*,
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macros::AttributeAssociation,
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movement::Movement,
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npc_name::NPCName,
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npc_type::*,
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statistic_types::*,
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statistics::*,
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};
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use serde::{Deserialize, Serialize};
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|
|
|
@ -1,6 +1,5 @@
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pub mod abilities;
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pub mod components;
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pub mod mechanics;
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pub mod objects;
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pub mod lightning;
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|
|
|
@ -2,11 +2,30 @@ use anyhow::Result;
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use assetpath::AssetPath;
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use cgmath::{vec2, Vector2};
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use engine::prelude::*;
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use rpg_components::components::{crafting_materials::CraftingMaterials, statistics::Statistics};
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use rpg_components::{
|
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ability_type::AbilityType,
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components::{
|
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ability_slots::AbilitySlots,
|
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attributes::Attributes,
|
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character_status::CharacterStatus,
|
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crafting_materials::CraftingMaterials,
|
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inventory::Inventory,
|
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item_slots::ItemSlotContainer,
|
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level::{Level, LevelUpEvent},
|
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statistics::Statistics,
|
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},
|
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config::{
|
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attributes::AttributeSettings,
|
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experience::ExperienceSettings,
|
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save_game::{save_game_dir, SaveGame},
|
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},
|
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damage_type::DamageType,
|
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items::{ItemSystem, Rarities},
|
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};
|
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|
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use super::super::prelude::*;
|
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|
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use crate::{game::configloader::*, GameHandle};
|
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use crate::GameHandle;
|
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|
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use std::{sync::Arc, time::Duration};
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|
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|
@ -246,19 +265,59 @@ impl Hero {
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let direction = location.direction();
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if let Some(ability_book) = abilities.book_mut(index) {
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if ability_book.validate_use(
|
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time,
|
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animation,
|
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draw,
|
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animation_info,
|
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character_status,
|
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location,
|
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)? {
|
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if !animation_info.is_locked()
|
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&& ability_book.validate_use(time, character_status, location)?
|
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{
|
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unsafe {
|
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multi_mut.clear_all_usages();
|
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}
|
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|
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ability_book.execute(multi_mut, hero, direction, game_handle, entities, events)?;
|
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{
|
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// TODO: further separation of animation types (bows, ...)
|
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let animation_type =
|
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match ability_book.ability().data().settings.parameter.damage_type {
|
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DamageType::Physical => AnimationType::Attack,
|
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_ => AnimationType::Cast,
|
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};
|
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|
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animation_info.set_animation(
|
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animation,
|
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draw,
|
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Some(animation_type),
|
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time,
|
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true,
|
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false,
|
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)?;
|
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}
|
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|
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match ability_book
|
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.ability()
|
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.data()
|
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.settings
|
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.parameter
|
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.ability_type
|
||||
{
|
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AbilityType::Projectile => Projectile::execute(
|
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ability_book.ability().data(),
|
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hero,
|
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multi_mut,
|
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direction,
|
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&ability_book,
|
||||
game_handle,
|
||||
entities,
|
||||
events,
|
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)?,
|
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AbilityType::SelfCast => SelfCast::execute(
|
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ability_book.ability().data(),
|
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hero,
|
||||
multi_mut,
|
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direction,
|
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&ability_book,
|
||||
game_handle,
|
||||
entities,
|
||||
events,
|
||||
)?,
|
||||
};
|
||||
}
|
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}
|
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|
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|
@ -280,7 +339,8 @@ impl Hero {
|
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pub fn save(&self, scene: &Scene) -> Result<()> {
|
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let mut save_game = SaveGame::default();
|
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|
||||
save_game.file_name = AssetPath::from((save_game_dir(), format!("{}.savegame", self.name)));
|
||||
save_game.file_name =
|
||||
AssetPath::from((save_game_dir("gavania"), format!("{}.savegame", self.name)));
|
||||
|
||||
let entity = scene.entity(self.entity)?;
|
||||
|
||||
|
@ -341,15 +401,17 @@ impl Hero {
|
|||
let mut multi_mut = entity_object.multi_mut();
|
||||
|
||||
let draw = multi_mut.get::<Draw>().unwrap();
|
||||
let game = game_handle.upgrade();
|
||||
|
||||
let mut items = match hero_create_type {
|
||||
HeroCreateType::SaveGame(save_game) => ItemSlotContainer::load(
|
||||
save_game,
|
||||
game_handle,
|
||||
game.item_settings.clone(),
|
||||
draw,
|
||||
multi_mut.get::<ItemSlotContainer>()?.item_meshes().clone(),
|
||||
&game.item_system(),
|
||||
)?,
|
||||
HeroCreateType::New(_) => ItemSlotContainer::empty(game_handle, draw)?,
|
||||
HeroCreateType::New(_) => ItemSlotContainer::empty(game.item_settings.clone(), draw)?,
|
||||
};
|
||||
|
||||
items.set_item_change_callback(draw, multi_mut.get::<Location>()?)?;
|
||||
|
@ -371,10 +433,14 @@ impl Hero {
|
|||
hero_create_type: &HeroCreateType,
|
||||
game_handle: GameHandle,
|
||||
) -> Result<AbilitySlots> {
|
||||
let game = game_handle.upgrade();
|
||||
|
||||
match hero_create_type {
|
||||
HeroCreateType::SaveGame(save_game) => AbilitySlots::load(save_game, game_handle),
|
||||
HeroCreateType::SaveGame(save_game) => {
|
||||
AbilitySlots::load(game.item_system(), save_game)
|
||||
}
|
||||
HeroCreateType::New(_) => {
|
||||
let mut abilities = AbilitySlots::empty(game_handle.clone());
|
||||
let mut abilities = AbilitySlots::empty(game.item_system());
|
||||
|
||||
let book = game_handle.upgrade().item_system().ability_book(
|
||||
"Basic Attack",
|
||||
|
|
|
@ -4,12 +4,23 @@ use std::{
|
|||
};
|
||||
|
||||
use crate::game::content::prelude::*;
|
||||
use crate::{game::game::GameHandle, Rarities};
|
||||
use crate::game::game::GameHandle;
|
||||
|
||||
use anyhow::Result;
|
||||
use assetpath::AssetPath;
|
||||
use cgmath::{vec3, Deg, InnerSpace, Vector3, Zero};
|
||||
use engine::prelude::*;
|
||||
use rpg_components::{
|
||||
components::{
|
||||
ability_slots::AbilitySlots,
|
||||
attributes::Attributes,
|
||||
character_status::CharacterStatus,
|
||||
level::Level,
|
||||
npc_type::{NPCBoss, NPCElite, NPCNormal, NPCType},
|
||||
statistics::Statistics,
|
||||
},
|
||||
items::Rarities,
|
||||
};
|
||||
|
||||
const NPC_BASE_STATS: u32 = 2;
|
||||
|
||||
|
@ -339,8 +350,9 @@ impl NPCFactory {
|
|||
let ai = SimpleAI::new(6.0, 9.0, entity_object.as_entity());
|
||||
|
||||
// abilities
|
||||
let abilities =
|
||||
AbilitySlots::load_for_npc(level.level(), npc_settings, game_handle.clone())?;
|
||||
// TODO
|
||||
// let abilities =
|
||||
// AbilitySlots::load_for_npc(level.level(), npc_settings, game_handle.clone())?;
|
||||
|
||||
// ========== insert components ==========
|
||||
entity_object.insert_component(movement);
|
||||
|
@ -348,7 +360,7 @@ impl NPCFactory {
|
|||
entity_object.insert_component(stats);
|
||||
entity_object.insert_component(character_status);
|
||||
entity_object.insert_component(level);
|
||||
entity_object.insert_component(abilities);
|
||||
// entity_object.insert_component(abilities);
|
||||
entity_object.insert_component(npc_name);
|
||||
|
||||
entity_object.insert_component(ai);
|
||||
|
|
|
@ -1,10 +1,7 @@
|
|||
pub use super::objects::hero::{Hero, MainUser};
|
||||
|
||||
pub use super::abilities::prelude::*;
|
||||
pub use super::mechanics::prelude::*;
|
||||
|
||||
pub use super::components::*;
|
||||
|
||||
pub use super::lightning::{Lightning, LightningMarker};
|
||||
pub use super::objects::hero::{Hero, MainUser};
|
||||
pub use super::objects::{
|
||||
entity_manager::EntityManager,
|
||||
entity_tags::EntityTags,
|
||||
|
@ -13,5 +10,3 @@ pub use super::objects::{
|
|||
},
|
||||
npc::{NPCAbilitySlot, NPCFactory, NPCSettings},
|
||||
};
|
||||
|
||||
pub use super::lightning::{Lightning, LightningMarker};
|
||||
|
|
|
@ -7,6 +7,11 @@ use assetpath::AssetPath;
|
|||
|
||||
use anyhow::Result;
|
||||
use lua_wrapper::LuaFunction;
|
||||
use rpg_components::config::abilities::AbilitySettings;
|
||||
use rpg_components::config::attributes::AttributeSettings;
|
||||
use rpg_components::config::experience::ExperienceSettings;
|
||||
use rpg_components::config::items::ItemSettings;
|
||||
use rpg_components::items::ItemSystem;
|
||||
|
||||
// std
|
||||
use std::collections::HashMap;
|
||||
|
|
|
@ -47,42 +47,6 @@ macro_rules! load {
|
|||
};
|
||||
}
|
||||
|
||||
macro_rules! load_npc {
|
||||
($me: ident, $save_game:ident, $level:ident, $($index:literal,)+) => {
|
||||
paste::expr! {
|
||||
$(
|
||||
if $save_game.[<ability_ $index>].used {
|
||||
let item_system = $me.game_handle.upgrade().item_system();
|
||||
|
||||
let ability = &$save_game.[<ability_ $index>];
|
||||
|
||||
let mut addons = Vec::new();
|
||||
|
||||
for addon in ability.addons.iter() {
|
||||
let mut split = addon.split('|');
|
||||
|
||||
let rarity = Rarities::from_str(&split.nth(0).unwrap())?;
|
||||
let addon_type = AbilityAddonTypes::from_str(&split.nth(0).unwrap())?;
|
||||
|
||||
addons.push(Some(item_system.addon(rarity, addon_type)));
|
||||
}
|
||||
|
||||
let ability_level = ($level as f32 * ability.level).ceil() as u32;
|
||||
|
||||
let book = item_system.ability_book(
|
||||
&ability.name,
|
||||
ability.rarity,
|
||||
addons,
|
||||
ability_level,
|
||||
);
|
||||
|
||||
$me.abilities[$index] = Some(book);
|
||||
}
|
||||
)+
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
macro_rules! store {
|
||||
($me: ident, $save_game:ident, $($index:literal,)+) => {
|
||||
paste::expr! {
|
||||
|
|
|
@ -5,17 +5,17 @@ use crate::items::{ItemAffix, Rarities};
|
|||
use std::env::var;
|
||||
|
||||
#[cfg(target_os = "windows")]
|
||||
pub fn save_game_dir() -> String {
|
||||
pub fn save_game_dir(game: &str) -> String {
|
||||
let b = var("LOCALAPPDATA").expect("couldn't get local appdata variable");
|
||||
|
||||
format!("{}\\gavania\\saves\\", b)
|
||||
format!("{b}\\{game}\\saves\\")
|
||||
}
|
||||
|
||||
#[cfg(target_os = "linux")]
|
||||
pub fn save_game_dir() -> String {
|
||||
pub fn save_game_dir(game: &str) -> String {
|
||||
let b = var("HOME").expect("couldn't get HOME variable");
|
||||
|
||||
format!("{}/.local/share/gavania/saves/", b)
|
||||
format!("{b}/.local/share/{game}/saves/")
|
||||
}
|
||||
|
||||
create_settings_section!(
|
||||
|
|
|
@ -120,10 +120,6 @@ impl AbilityBook {
|
|||
) -> Result<bool> {
|
||||
// don't allow anything while being animation locked
|
||||
|
||||
// if animation_info.is_locked() {
|
||||
// return Ok(false);
|
||||
// }
|
||||
|
||||
if let Some(cast_information) = &self.last_cast {
|
||||
let total_cool_down = Duration::from_secs_f32({
|
||||
let d: Duration = self.ability.data().settings.parameter.cool_down.into();
|
||||
|
|
Loading…
Reference in a new issue