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* add olorun. * update --------- Co-authored-by: Dmytro Kalitin <[email protected]> Co-authored-by: imring <[email protected]>
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package ororon | ||
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import ( | ||
"fmt" | ||
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"github.com/genshinsim/gcsim/internal/frames" | ||
"github.com/genshinsim/gcsim/pkg/core/action" | ||
"github.com/genshinsim/gcsim/pkg/core/attacks" | ||
"github.com/genshinsim/gcsim/pkg/core/attributes" | ||
"github.com/genshinsim/gcsim/pkg/core/combat" | ||
"github.com/genshinsim/gcsim/pkg/core/geometry" | ||
) | ||
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var aimedFrames [][]int | ||
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var aimedHitmarks = []int{15, 86} | ||
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func init() { | ||
aimedFrames = make([][]int, 3) | ||
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// Aimed Shot | ||
aimedFrames[0] = frames.InitAbilSlice(23) | ||
aimedFrames[0][action.ActionDash] = aimedHitmarks[0] | ||
aimedFrames[0][action.ActionJump] = aimedHitmarks[0] | ||
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// Fully-Charged Aimed Shot | ||
aimedFrames[1] = frames.InitAbilSlice(85) | ||
aimedFrames[1][action.ActionDash] = aimedHitmarks[1] | ||
aimedFrames[1][action.ActionJump] = aimedHitmarks[1] | ||
} | ||
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func (c *char) Aimed(p map[string]int) (action.Info, error) { | ||
hold, ok := p["hold"] | ||
if !ok { | ||
hold = attacks.AimParamLv1 | ||
} | ||
switch hold { | ||
case attacks.AimParamPhys: | ||
case attacks.AimParamLv1: | ||
default: | ||
return action.Info{}, fmt.Errorf("invalid hold param supplied, got %v", hold) | ||
} | ||
travel, ok := p["travel"] | ||
if !ok { | ||
travel = 10 | ||
} | ||
weakspot := p["weakspot"] | ||
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ai := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: "Fully-Charged Aimed Shot", | ||
AttackTag: attacks.AttackTagExtra, | ||
ICDTag: attacks.ICDTagNone, | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypePierce, | ||
Element: attributes.Electro, | ||
Durability: 25, | ||
Mult: fullaim[c.TalentLvlAttack()], | ||
HitWeakPoint: weakspot == 1, | ||
HitlagHaltFrames: 0.12 * 60, | ||
HitlagFactor: 0.01, | ||
HitlagOnHeadshotOnly: true, | ||
IsDeployable: true, | ||
} | ||
if hold < attacks.AimParamLv1 { | ||
ai.Abil = "Aimed Shot" | ||
ai.Element = attributes.Physical | ||
ai.Mult = aim[c.TalentLvlAttack()] | ||
} | ||
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c.Core.QueueAttack( | ||
ai, | ||
combat.NewBoxHit( | ||
c.Core.Combat.Player(), | ||
c.Core.Combat.PrimaryTarget(), | ||
geometry.Point{Y: -0.5}, | ||
0.1, | ||
1, | ||
), | ||
aimedHitmarks[hold], | ||
aimedHitmarks[hold]+travel, | ||
) | ||
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return action.Info{ | ||
Frames: frames.NewAbilFunc(aimedFrames[hold]), | ||
AnimationLength: aimedFrames[hold][action.InvalidAction], | ||
CanQueueAfter: aimedHitmarks[hold], | ||
State: action.AimState, | ||
}, nil | ||
} |
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package ororon | ||
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import ( | ||
"slices" | ||
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"github.com/genshinsim/gcsim/pkg/core/attacks" | ||
"github.com/genshinsim/gcsim/pkg/core/attributes" | ||
"github.com/genshinsim/gcsim/pkg/core/combat" | ||
"github.com/genshinsim/gcsim/pkg/core/event" | ||
"github.com/genshinsim/gcsim/pkg/core/geometry" | ||
"github.com/genshinsim/gcsim/pkg/core/targets" | ||
"github.com/genshinsim/gcsim/pkg/enemy" | ||
) | ||
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const a1NSBurstKey = "ororon-a1-ns-burst" | ||
const a1ElectroHydroKey = "ororon-a1-electro-hydro" | ||
const a1ECTriggerKey = "ororon-a1-ec" | ||
const a1NSTriggerKey = "ororon-a1-ns" | ||
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const a1OnSkillKey = "ororon-a1" | ||
const a1GainIcdKey = "ororon-a1-gain-icd" | ||
const a1DamageIcdKey = "ororon-a1-dmg-icd" | ||
const a1Abil = "Hypersense" | ||
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const a4Key = "ororon-a4" | ||
const a4IcdKey = "ororon-a4-icd" | ||
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func (c *char) a1Init() { | ||
if c.Base.Ascension < 1 { | ||
return | ||
} | ||
c.Core.Events.Subscribe(event.OnNightsoulBurst, func(args ...interface{}) bool { | ||
c.nightsoulState.GeneratePoints(40) | ||
return false | ||
}, a1NSBurstKey) | ||
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c.Core.Events.Subscribe(event.OnEnemyHit, func(args ...interface{}) bool { | ||
atk := args[1].(*combat.AttackEvent) | ||
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// ignores ororon himself | ||
if atk.Info.ActorIndex == c.Index { | ||
return false | ||
} | ||
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switch atk.Info.Element { | ||
case attributes.Hydro: | ||
case attributes.Electro: | ||
default: | ||
return false | ||
} | ||
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if !c.StatusIsActive(a1OnSkillKey) { | ||
return false | ||
} | ||
if c.StatusIsActive(a1GainIcdKey) { | ||
return false | ||
} | ||
c.AddStatus(a1GainIcdKey, 0.3*60, true) | ||
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c.nightsoulState.GeneratePoints(5) | ||
c.SetTag(a1ElectroHydroKey, c.Tag(a1ElectroHydroKey)+1) | ||
if c.Tag(a1ElectroHydroKey) >= 10 { | ||
c.DeleteStatus(a1OnSkillKey) | ||
} | ||
return false | ||
}, a1ElectroHydroKey) | ||
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c.Core.Events.Subscribe(event.OnElectroCharged, func(args ...interface{}) bool { | ||
atk := args[1].(*combat.AttackEvent) | ||
if _, ok := args[0].(*enemy.Enemy); !ok { | ||
return false | ||
} | ||
c.a1NightSoulAttack(atk) | ||
return false | ||
}, a1ECTriggerKey) | ||
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c.Core.Events.Subscribe(event.OnEnemyDamage, func(args ...interface{}) bool { | ||
atk := args[1].(*combat.AttackEvent) | ||
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if atk.Info.ActorIndex == c.Index { | ||
return false | ||
} | ||
if !slices.Contains(atk.Info.AdditionalTags, attacks.AdditionalTagNightsoul) { | ||
return false | ||
} | ||
c.a1NightSoulAttack(atk) | ||
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return false | ||
}, a1NSTriggerKey) | ||
} | ||
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func (c *char) a1NightSoulAttack(atk *combat.AttackEvent) { | ||
if c.nightsoulState.Points() < 10 { | ||
return | ||
} | ||
if c.StatusIsActive(a1DamageIcdKey) { | ||
return | ||
} | ||
c.AddStatus(a1DamageIcdKey, 1.8*60, true) | ||
if !c.nightsoulState.HasBlessing() { | ||
c.a1EnterBlessing() | ||
} | ||
c.nightsoulState.ConsumePoints(10) | ||
c.hypersense(1.6, a1Abil, atk.Pattern.Shape.Pos()) | ||
} | ||
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func (c *char) hypersense(mult float64, abil string, initialTargetPos geometry.Point) { | ||
ai := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: abil, | ||
AttackTag: attacks.AttackTagNone, | ||
AdditionalTags: []attacks.AdditionalTag{attacks.AdditionalTagNightsoul}, | ||
ICDTag: attacks.ICDTagNone, | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypeDefault, | ||
Element: attributes.Electro, | ||
Durability: 25, | ||
Mult: mult, | ||
HitlagFactor: 0.01, | ||
CanBeDefenseHalted: true, | ||
} | ||
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enemies := c.Core.Combat.EnemiesWithinArea(combat.NewCircleHitOnTarget(initialTargetPos, nil, 15), nil) | ||
for i := 0; len(enemies) < 4 && i < len(enemies); i++ { | ||
c.Core.QueueAttack( | ||
ai, | ||
combat.NewBoxHitOnTarget( | ||
enemies[i].Pos(), | ||
nil, | ||
0.2, | ||
0.2, | ||
), | ||
12, | ||
12, | ||
) | ||
} | ||
c.c6onHypersense() | ||
} | ||
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func (c *char) a1EnterBlessing() { | ||
c.nightsoulState.EnterBlessing(c.nightsoulState.Points()) | ||
c.QueueCharTask(c.nightsoulState.ExitBlessing, 6*60) | ||
} | ||
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func (c *char) a1OnSkill() { | ||
if c.Base.Ascension < 1 { | ||
return | ||
} | ||
c.AddStatus(a1OnSkillKey, 15*60, true) | ||
c.SetTag(a1OnSkillKey, 0) | ||
} | ||
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func (c *char) a4Init() { | ||
if c.Base.Ascension < 4 { | ||
return | ||
} | ||
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c.Core.Events.Subscribe(event.OnEnemyHit, func(args ...interface{}) bool { | ||
atk := args[1].(*combat.AttackEvent) | ||
active := c.Core.Player.ActiveChar() | ||
if atk.Info.ActorIndex != active.Index { | ||
return false | ||
} | ||
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switch atk.Info.AttackTag { | ||
case attacks.AttackTagNormal: | ||
case attacks.AttackTagExtra: | ||
case attacks.AttackTagPlunge: | ||
default: | ||
return false | ||
} | ||
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if !c.StatusIsActive(a4Key) { | ||
return false | ||
} | ||
if c.StatusIsActive(a4IcdKey) { | ||
return false | ||
} | ||
c.AddStatus(a4IcdKey, 60, true) | ||
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active.AddEnergy(a4Key, 3) | ||
if active.Index != c.Index { | ||
c.AddEnergy(a4Key, 3) | ||
} | ||
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c.SetTag(a4Key, c.Tag(a4Key)+1) | ||
if c.Tag(a4Key) >= 3 { | ||
c.DeleteStatus(a4Key) | ||
} | ||
return false | ||
}, a4Key) | ||
} | ||
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func (c *char) makeA4cb() func(combat.AttackCB) { | ||
if c.Base.Ascension < 4 { | ||
return nil | ||
} | ||
return func(a combat.AttackCB) { | ||
if a.Target.Type() != targets.TargettableEnemy { | ||
return | ||
} | ||
c.AddStatus(a4Key, 15*60, true) | ||
c.SetTag(a4Key, 0) | ||
} | ||
} |
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@@ -0,0 +1,67 @@ | ||
package ororon | ||
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import ( | ||
"fmt" | ||
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"github.com/genshinsim/gcsim/internal/frames" | ||
"github.com/genshinsim/gcsim/pkg/core/action" | ||
"github.com/genshinsim/gcsim/pkg/core/attacks" | ||
"github.com/genshinsim/gcsim/pkg/core/attributes" | ||
"github.com/genshinsim/gcsim/pkg/core/combat" | ||
"github.com/genshinsim/gcsim/pkg/core/geometry" | ||
) | ||
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var attackFrames [][]int | ||
var attackHitmarks = []int{12, 10, 20} | ||
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const normalHitNum = 3 | ||
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func init() { | ||
attackFrames = make([][]int, normalHitNum) | ||
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attackFrames[0] = frames.InitNormalCancelSlice(attackHitmarks[0], 32) // N1 -> Walk | ||
attackFrames[0][action.ActionAttack] = 24 | ||
attackFrames[0][action.ActionAim] = 19 | ||
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attackFrames[1] = frames.InitNormalCancelSlice(attackHitmarks[1], 53) // N2 -> Walk | ||
attackFrames[1][action.ActionAttack] = 27 | ||
attackFrames[1][action.ActionAim] = 19 | ||
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attackFrames[2] = frames.InitNormalCancelSlice(attackHitmarks[2], 70) // N3 -> N1 | ||
attackFrames[2][action.ActionWalk] = 61 | ||
} | ||
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func (c *char) Attack(p map[string]int) (action.Info, error) { | ||
travel, ok := p["travel"] | ||
if !ok { | ||
travel = 10 | ||
} | ||
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ai := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: fmt.Sprintf("Normal %v", c.NormalCounter), | ||
AttackTag: attacks.AttackTagNormal, | ||
ICDTag: attacks.ICDTagNormalAttack, | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypePierce, | ||
Element: attributes.Physical, | ||
Durability: 25, | ||
Mult: attack[c.NormalCounter][c.TalentLvlAttack()], | ||
} | ||
ap := combat.NewBoxHit(c.Core.Combat.Player(), c.Core.Combat.PrimaryTarget(), geometry.Point{Y: -0.5}, 0.1, 1) | ||
c.Core.QueueAttack( | ||
ai, | ||
ap, | ||
attackHitmarks[c.NormalCounter], | ||
attackHitmarks[c.NormalCounter]+travel, | ||
) | ||
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defer c.AdvanceNormalIndex() | ||
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return action.Info{ | ||
Frames: frames.NewAttackFunc(c.Character, attackFrames), | ||
AnimationLength: attackFrames[c.NormalCounter][action.InvalidAction], | ||
CanQueueAfter: attackHitmarks[c.NormalCounter], | ||
State: action.NormalAttackState, | ||
}, nil | ||
} |
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