1use std::f32::consts::PI;
2
3use super::{
4 super::{Animation, vek::*},
5 BipedSmallSkeleton, SkeletonAttr, biped_small_alpha_axe, biped_small_alpha_dagger,
6 biped_small_alpha_spear, biped_small_wield_spear, init_biped_small_alpha,
7};
8use common::states::utils::StageSection;
9
10pub struct ComboAnimation;
11impl Animation for ComboAnimation {
12 type Dependency<'a> = (Option<&'a str>, StageSection, usize, Vec3<f32>, f32, f32);
13 type Skeleton = BipedSmallSkeleton;
14
15 #[cfg(feature = "use-dyn-lib")]
16 const UPDATE_FN: &'static [u8] = b"biped_small_combo\0";
17
18 #[cfg_attr(feature = "be-dyn-lib", unsafe(export_name = "biped_small_combo"))]
19 fn update_skeleton_inner(
20 skeleton: &Self::Skeleton,
21 (ability_id, stage_section, current_strike, velocity, _global_time, _timer): Self::Dependency<'_>,
22 anim_time: f32,
23 rate: &mut f32,
24 s_a: &SkeletonAttr,
25 ) -> Self::Skeleton {
26 *rate = 1.0;
27 let mut next = (*skeleton).clone();
28
29 next.main.position = Vec3::new(0.0, 0.0, 0.0);
30 next.main.orientation = Quaternion::rotation_z(0.0);
31 next.second.position = Vec3::new(0.0, 0.0, 0.0);
32 next.second.orientation = Quaternion::rotation_z(0.0);
33 let multi_strike_pullback = 1.0
34 - if matches!(stage_section, StageSection::Recover) {
35 anim_time.powi(4)
36 } else {
37 0.0
38 };
39
40 for strike in 0..=current_strike {
41 match ability_id {
42 Some(
43 "common.abilities.custom.bushly.singlestrike"
44 | "common.abilities.custom.irrwurz.singlestrike"
45 | "common.abilities.custom.husk.singlestrike"
46 | "common.abilities.custom.husk.triplestrike"
47 | "common.abilities.custom.dwarves.iron_dwarf.singlestrike"
48 | "common.abilities.custom.dwarves.iron_dwarf.triplestrike",
49 ) => {
50 let (move1, move2) = if strike == current_strike {
51 match stage_section {
52 StageSection::Buildup => {
53 (((anim_time.max(0.4) - 0.4) * 1.5).powf(0.5), 0.0)
54 },
55 StageSection::Action => (1.0, (anim_time.min(0.4) * 2.5).powi(2)),
56 StageSection::Recover => (1.0, 1.0),
57 _ => (0.0, 0.0),
58 }
59 } else {
60 (1.0, 1.0)
61 };
62 let move1 = move1 * multi_strike_pullback;
63 let move2 = move2 * multi_strike_pullback;
64 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
65 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
66 next.main.position = Vec3::new(0.0, 0.0, 0.0);
67 next.main.orientation = Quaternion::rotation_x(0.0);
68 next.hand_l.orientation = Quaternion::rotation_x(0.0);
69 next.hand_r.orientation = Quaternion::rotation_x(0.0);
70
71 match strike {
72 0..=2 => {
73 next.chest.orientation = Quaternion::rotation_x(move2 * -1.0)
74 * Quaternion::rotation_z(move1 * 1.2 + move2 * -1.8);
75 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
76 next.hand_l.orientation = Quaternion::rotation_x(1.2);
77 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
78 next.hand_r.orientation = Quaternion::rotation_x(1.2);
79 },
80 _ => {},
81 }
82 },
83 Some("common.abilities.custom.cactid.singlestrike") => {
84 let (move1, move2) = if strike == current_strike {
85 match stage_section {
86 StageSection::Buildup => {
87 (((anim_time.max(0.4) - 0.4) * 1.5).powf(0.5), 0.0)
88 },
89 StageSection::Action => (1.0, (anim_time.min(0.4) * 2.5).powi(2)),
90 StageSection::Recover => (1.0, 1.0),
91 _ => (0.0, 0.0),
92 }
93 } else {
94 (1.0, 1.0)
95 };
96 let move1 = move1 * multi_strike_pullback;
97 let move2 = move2 * multi_strike_pullback;
98 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
99 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, s_a.grip.2);
100 next.main.position = Vec3::new(0.0, 0.0, 0.0);
101 next.main.orientation = Quaternion::rotation_x(0.0);
102 next.hand_l.orientation = Quaternion::rotation_x(0.0);
103 next.hand_r.orientation = Quaternion::rotation_x(0.0);
104 next.head.orientation = Quaternion::rotation_z(move2 * 1.0);
105
106 next.chest.orientation = Quaternion::rotation_x(move2 * -1.0)
107 * Quaternion::rotation_z(move1 * -1.2 + move2 * 1.8);
108 next.hand_l.position = Vec3::new(-s_a.hand.0, s_a.hand.1, s_a.hand.2);
109 next.hand_l.orientation = Quaternion::rotation_x(1.2);
110 next.hand_r.position = Vec3::new(s_a.hand.0, s_a.hand.1, s_a.hand.2);
111 next.hand_r.orientation = Quaternion::rotation_x(1.2);
112 },
113 Some(
114 "common.abilities.axesimple.doublestrike"
115 | "common.abilities.custom.goblin_thug.doublestrike"
116 | "common.abilities.custom.green_legoom.doublestrike"
117 | "common.abilities.custom.red_legoom.doublestrike"
118 | "common.abilities.vampire.bloodservant.doublestrike"
119 | "common.abilities.custom.boreal_warrior.hammer.singlestrike",
120 ) => {
121 let anim_time = anim_time.min(1.0);
122 let (move1base, move2base, move3) = match stage_section {
123 StageSection::Buildup => (anim_time.sqrt(), 0.0, 0.0),
124 StageSection::Action => (1.0, anim_time.powi(4), 0.0),
125 StageSection::Recover => (1.0, 1.0, anim_time),
126 _ => (0.0, 0.0, 0.0),
127 };
128 let pullback = 1.0 - move3;
129 let move1abs = move1base * pullback;
130 let move2abs = move2base * pullback;
131
132 init_biped_small_alpha(&mut next, s_a);
133 biped_small_alpha_axe(&mut next, s_a, move1abs, move2abs);
134 },
135 Some("common.abilities.custom.ashen_warrior.axe.doublestrike") => {
136 let anim_time = anim_time.min(1.0);
137 let (move1base, move2base) = if strike == current_strike {
138 match stage_section {
139 StageSection::Buildup => (anim_time.sqrt(), 0.0),
140 StageSection::Action => (1.0, anim_time.powi(4)),
141 StageSection::Recover => (1.0, 1.0),
142 _ => (0.0, 0.0),
143 }
144 } else {
145 (1.0, 1.0)
146 };
147 let move1 = move1base * multi_strike_pullback;
148 let move2 = move2base * multi_strike_pullback;
149
150 match strike {
151 0 => {
152 next.main.position = Vec3::new(-8.0, 2.0, 0.0);
153 next.main.orientation = Quaternion::rotation_x(0.0);
154 next.second.position = Vec3::new(8.0, 2.0, 0.0);
155 next.second.orientation = Quaternion::rotation_x(0.0);
156 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, 2.0);
157 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
158 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, 2.0);
159 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
160
161 next.chest.orientation.rotate_z(PI / 4.0 * move1);
162 next.pants.orientation.rotate_z(-PI / 8.0 * move1);
163 next.hand_l.position += Vec3::new(0.0, 0.0, 2.0) * move1;
164 next.hand_l.orientation.rotate_y(-PI / 8.0 * move1);
165 next.main.orientation.rotate_y(-PI / 8.0 * move1);
166 next.control_r.orientation.rotate_y(-PI / 8.0 * move1);
167
168 next.chest.orientation.rotate_z(-PI / 2.5 * move2);
169 next.pants.orientation.rotate_z(PI / 8.0 * move2);
170 next.hand_l.position += Vec3::new(0.0, 5.0, -3.0) * move2;
171 next.hand_l.orientation.rotate_x(-PI / 3.0 * move2);
172 next.hand_l.orientation.rotate_y(-PI / 4.0 * move2);
173 next.hand_l.orientation.rotate_z(-PI / 4.0 * move2);
174 next.main.position += Vec3::new(0.0, 5.0, -3.0) * move2;
175 next.main.orientation.rotate_x(-PI / 3.0 * move2);
176 next.main.orientation.rotate_y(-PI / 4.0 * move2);
177 next.main.orientation.rotate_z(-PI / 4.0 * move2);
178 },
179 1 => {
180 next.chest.orientation.rotate_z(-PI / 5.0 * move1);
181 next.control_r.orientation.rotate_y(PI / 4.0 * move1);
182
183 next.chest.orientation.rotate_z(PI / 2.0 * move2);
184 next.hand_l.position += Vec3::new(0.0, -4.0, 0.0) * move2;
185 next.hand_l.orientation.rotate_x(PI / 6.0 * move2);
186 next.hand_l.orientation.rotate_y(PI / 8.0 * move2);
187 next.hand_l.orientation.rotate_z(PI / 8.0 * move2);
188 next.main.position += Vec3::new(0.0, -4.0, 0.0) * move2;
189 next.main.orientation.rotate_x(PI / 6.0 * move2);
190 next.main.orientation.rotate_y(PI / 8.0 * move2);
191 next.main.orientation.rotate_z(PI / 8.0 * move2);
192 next.control_r.orientation.rotate_x(-PI / 4.0 * move2);
193 next.control_r.orientation.rotate_y(PI / 8.0 * move2);
194 next.control_r.orientation.rotate_z(PI / 8.0 * move2);
195 },
196 _ => {},
197 }
198 },
199 Some("common.abilities.custom.ashen_warrior.axe.knockback_combo") => {
200 let anim_time = anim_time.min(1.0);
201 let (move1base, move2base, move3base) = if strike == current_strike {
202 match stage_section {
203 StageSection::Buildup => (anim_time, 0.0, 0.0),
204 StageSection::Action => (1.0, anim_time, 0.0),
205 StageSection::Recover => (1.0, 1.0, anim_time),
206 _ => (0.0, 0.0, 0.0),
207 }
208 } else {
209 (1.0, 1.0, 1.0)
210 };
211 let multi_strike_pullback = 1.0 - move3base;
212 let move1 = move1base * multi_strike_pullback;
213 let move2 = move2base * multi_strike_pullback;
214
215 match strike {
216 0 => {
217 next.main.position = Vec3::new(-8.0, 2.0, 0.0);
218 next.main.orientation = Quaternion::rotation_x(0.0);
219 next.second.position = Vec3::new(8.0, 2.0, 0.0);
220 next.second.orientation = Quaternion::rotation_x(0.0);
221 next.hand_l.position = Vec3::new(s_a.grip.0 * 4.0, 0.0, 2.0);
222 next.hand_l.orientation = Quaternion::rotation_x(PI / 2.0);
223 next.hand_r.position = Vec3::new(-s_a.grip.0 * 4.0, 0.0, 2.0);
224 next.hand_r.orientation = Quaternion::rotation_x(PI / 2.0);
225
226 next.hand_l.position += Vec3::new(-6.0, 0.0, -4.0) * move1;
227 next.hand_l.orientation.rotate_y(PI / 1.3 * move1);
228 next.main.position += Vec3::new(0.0, 0.0, 4.0) * move1;
229 next.main.orientation.rotate_y(PI / 1.3 * move1);
230 next.control_r.position += Vec3::new(15.0, 0.0, -5.0) * move1;
231 next.control_r.orientation.rotate_y(-PI / 1.3 * move1);
232 next.chest.orientation.rotate_x(-PI / 12.0 * move1);
233 next.pants.orientation.rotate_x(PI / 12.0 * move1);
234
235 next.control_r.orientation.rotate_x(PI / 2.0 * move2);
236 next.control_r.orientation.rotate_y(PI / 2.0 * move2);
237 next.control_r.orientation.rotate_z(-PI / 4.0 * move2);
238 next.hand_l.orientation.rotate_x(PI / 2.0 * move2);
239 next.hand_l.orientation.rotate_y(-PI / 2.0 * move2);
240 next.hand_l.orientation.rotate_z(PI / 4.0 * move2);
241 next.main.orientation.rotate_x(PI / 2.0 * move2);
242 next.main.orientation.rotate_y(-PI / 2.0 * move2);
243 next.main.orientation.rotate_z(PI / 4.0 * move2);
244 next.chest.orientation.rotate_x(PI / 8.0 * move2);
245 next.pants.orientation.rotate_x(-PI / 8.0 * move2);
246 },
247 1 => {
248 let rotate_about =
249 |bone: &mut Transform<f32, f32, f32>,
250 pivot: Vec3<f32>,
251 rotation: Quaternion<f32>| {
252 bone.orientation = bone.orientation * rotation;
253 bone.position = rotation * (bone.position - pivot) + pivot;
254 };
255
256 next.chest.orientation.rotate_x(PI * move1base);
257 rotate_about(
258 &mut next.foot_l,
259 next.chest.position,
260 Quaternion::rotation_x(PI * move1base),
261 );
262 rotate_about(
263 &mut next.foot_r,
264 next.chest.position,
265 Quaternion::rotation_x(PI * move1base),
266 );
267 next.pants.orientation.rotate_x(PI / 4.0 * move1);
268 next.foot_l.orientation.rotate_x(PI / 4.0 * move1);
269 next.foot_r.orientation.rotate_x(PI / 4.0 * move1);
270 next.control_r.orientation.rotate_y(-PI / 2.0 * move1);
271 next.hand_l.orientation.rotate_y(-PI / 2.0 * move1);
272 next.main.orientation.rotate_y(-PI / 2.0 * move1);
273
274 next.chest.orientation.rotate_z(2.0 * PI * move2base);
275 next.foot_l.orientation.rotate_z(2.0 * PI * move2base);
276 next.foot_r.orientation.rotate_z(2.0 * PI * move2base);
277 next.pants.orientation.rotate_x(-PI / 4.0 * move2);
278 next.foot_l.orientation.rotate_x(-PI / 4.0 * move2);
279 next.foot_r.orientation.rotate_x(-PI / 4.0 * move2);
280
281 next.chest.orientation.rotate_x(PI * move3base);
282 rotate_about(
283 &mut next.foot_l,
284 next.chest.position,
285 Quaternion::rotation_x(PI * move3base),
286 );
287 rotate_about(
288 &mut next.foot_r,
289 next.chest.position,
290 Quaternion::rotation_x(PI * move3base),
291 );
292 },
293 _ => {},
294 }
295 },
296 Some("common.abilities.custom.boreal_warrior.bow.doublestrike") => {
297 let anim_time = anim_time.min(1.0);
298 let (move1base, move2base) = if strike == current_strike {
299 match stage_section {
300 StageSection::Buildup => (anim_time.sqrt(), 0.0),
301 StageSection::Action => (1.0, anim_time.powi(4)),
302 StageSection::Recover => (1.0, 1.0),
303 _ => (0.0, 0.0),
304 }
305 } else {
306 (1.0, 1.0)
307 };
308 let move1 = move1base * multi_strike_pullback;
309 let move2 = move2base * multi_strike_pullback;
310
311 match strike {
312 0 => {
313 init_biped_small_alpha(&mut next, s_a);
314
315 next.control.position += Vec3::new(0.0, 8.0, 0.0);
316 next.control.orientation.rotate_x(-PI / 8.0);
317 next.hand_l.position += Vec3::new(-6.0, -4.0, -4.0);
318 next.hand_l.orientation.rotate_x(PI / 2.0);
319 next.hand_l.orientation.rotate_z(-PI / 8.0);
320 next.hand_r.position += Vec3::new(4.0, -4.0, -6.0);
321 next.hand_r.orientation.rotate_x(PI / 2.0);
322 next.hand_r.orientation.rotate_z(PI / 9.0);
323
324 next.chest.orientation.rotate_z(PI / 4.0 * move1);
325 next.control.position += Vec3::new(0.0, (PI * move1).cos(), 0.0);
326 next.control.orientation.rotate_y(-PI / 8.0 * move1);
327 next.control.orientation.rotate_x(-PI / 8.0 * move1.powi(2));
328
329 next.control
330 .orientation
331 .rotate_y(-PI / 3.0 * f32::from(move2 != 0.0));
332 next.chest.orientation.rotate_z(-PI / 2.5 * move2);
333 },
334 1 => {
335 next.chest.orientation.rotate_z(-PI / 5.0 * move1);
336 next.control.position += Vec3::new(0.0, (PI * move1).cos(), 0.0);
337 next.control.orientation.rotate_y(PI / 2.0 * move1);
338
339 next.control
340 .orientation
341 .rotate_y(PI / 3.0 * f32::from(move2 != 0.0));
342 next.chest.orientation.rotate_z(PI / 2.0 * move2);
343 },
344 _ => {},
345 }
346 },
347 Some(
348 "common.abilities.daggersimple.singlestrike"
349 | "common.abilities.vampire.bloodmoon_heiress.singlestrike",
350 ) => {
351 let anim_time = anim_time.min(1.0);
352 let (move1base, move2base, move3) = match stage_section {
353 StageSection::Buildup => (anim_time.sqrt(), 0.0, 0.0),
354 StageSection::Action => (1.0, anim_time.powi(4), 0.0),
355 StageSection::Recover => (1.0, 1.0, anim_time),
356 _ => (0.0, 0.0, 0.0),
357 };
358 let pullback = 1.0 - move3;
359 let move1abs = move1base * pullback;
360 let move2abs = move2base * pullback;
361
362 init_biped_small_alpha(&mut next, s_a);
363 biped_small_alpha_dagger(&mut next, s_a, move1abs, move2abs);
364 },
365 Some(
366 "common.abilities.spear.doublestrike"
367 | "common.abilities.custom.purple_legoom.doublestrike",
368 ) => {
369 let anim_time = anim_time.min(1.0);
370 let speed = Vec2::<f32>::from(velocity).magnitude();
371 let speednorm = speed / 9.4;
372 let speednormcancel = 1.0 - speednorm;
373
374 let (move1base, move2base, move3) = match stage_section {
375 StageSection::Buildup => (anim_time.sqrt(), 0.0, 0.0),
376 StageSection::Action => (1.0, anim_time.powi(4), 0.0),
377 StageSection::Recover => (1.0, 1.0, anim_time),
378 _ => (0.0, 0.0, 0.0),
379 };
380 let pullback = 1.0 - move3;
381 let move1abs = move1base * pullback;
382 let move2abs = move2base * pullback;
383
384 init_biped_small_alpha(&mut next, s_a);
385 biped_small_alpha_spear(
386 &mut next,
387 s_a,
388 move1abs,
389 move2abs,
390 anim_time,
391 speednormcancel,
392 );
393 },
394 Some("common.abilities.haniwa.guard.backpedal") => {
395 init_biped_small_alpha(&mut next, s_a);
396 biped_small_wield_spear(&mut next, s_a, anim_time, 0.0, 0.0);
397
398 let (move1, move2, move3) = match stage_section {
399 StageSection::Buildup => (anim_time.powf(0.25), 0.0, 0.0),
400 StageSection::Action => (1.0, anim_time, 0.0),
401 StageSection::Recover => (1.0, 1.0, anim_time.powf(0.25)),
402 _ => (0.0, 0.0, 0.0),
403 };
404 let pullback = 1.0 - move3;
405 let move1 = move1 * pullback;
406 let move2 = move2 * pullback;
407
408 biped_small_alpha_spear(&mut next, s_a, move1, move2, anim_time, 0.0);
409 },
410 _ => {},
411 }
412 }
413 next
414 }
415}