make small changes to design. Implement crits.
This commit is contained in:
+67
-64
@@ -11,25 +11,12 @@
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@@ -68,7 +55,10 @@
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@@ -76,6 +66,8 @@
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@@ -449,7 +451,8 @@
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<MESSAGE value="update some strings" />
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opacity: 0.72;
|
||||
opacity: 0.74;
|
||||
transition-property: opacity, scale;
|
||||
transition-duration: 300ms;
|
||||
transition-duration: 220ms;
|
||||
}
|
||||
|
||||
.enemy-anticipating {
|
||||
border-color: var(--kp-accent);
|
||||
translate: -8px 0;
|
||||
scale: 0.94 1.06;
|
||||
background-color: var(--kp-action-hover);
|
||||
transition-property: translate, scale, border-color, background-color;
|
||||
transition-duration: 170ms;
|
||||
}
|
||||
|
||||
.enemy-acting {
|
||||
@@ -1156,6 +1219,33 @@
|
||||
transition-duration: 120ms;
|
||||
}
|
||||
|
||||
.status-state-segfault,
|
||||
.status-state-deadlock {
|
||||
opacity: 0.68;
|
||||
border-color: var(--kp-lang-haskell);
|
||||
transition-property: opacity, border-color;
|
||||
transition-duration: 300ms;
|
||||
}
|
||||
|
||||
.status-state-race {
|
||||
border-color: var(--kp-warning);
|
||||
translate: 1px 0;
|
||||
transition-property: translate, border-color;
|
||||
transition-duration: 120ms;
|
||||
}
|
||||
|
||||
.status-state-deprecated,
|
||||
.status-state-dependency-error {
|
||||
border-color: var(--kp-text-dim);
|
||||
opacity: 0.76;
|
||||
}
|
||||
|
||||
.status-state-upgrading {
|
||||
border-color: var(--kp-beneficial);
|
||||
border-right-color: var(--kp-beneficial);
|
||||
border-right-width: 3px;
|
||||
}
|
||||
|
||||
.phase-pulse {
|
||||
background-color: var(--kp-warning);
|
||||
transition-property: background-color;
|
||||
@@ -1197,10 +1287,14 @@
|
||||
}
|
||||
|
||||
.reduced-motion .float-number,
|
||||
.reduced-motion .impact-marker,
|
||||
.reduced-motion .feedback-card-ghost,
|
||||
.reduced-motion .damage-vignette,
|
||||
.reduced-motion .feedback-hit,
|
||||
.reduced-motion .feedback-crit,
|
||||
.reduced-motion .feedback-clang,
|
||||
.reduced-motion .feedback-killed,
|
||||
.reduced-motion .enemy-anticipating,
|
||||
.reduced-motion .enemy-acting,
|
||||
.reduced-motion .phase-pulse,
|
||||
.reduced-motion .cycles-spent-beat,
|
||||
|
||||
@@ -14,7 +14,7 @@ namespace KernelPanic.Combat
|
||||
private readonly bool _canCrit;
|
||||
private readonly bool _allEnemies;
|
||||
|
||||
public DealDamageEffect(int minAmount, int maxAmount, Language language, bool trueDamage = false, bool canCrit = false, bool allEnemies = false)
|
||||
public DealDamageEffect(int minAmount, int maxAmount, Language language, bool trueDamage = false, bool canCrit = true, bool allEnemies = false)
|
||||
{
|
||||
_minAmount = minAmount;
|
||||
_maxAmount = maxAmount;
|
||||
@@ -78,6 +78,12 @@ namespace KernelPanic.Combat
|
||||
public void Execute(CombatContext context)
|
||||
{
|
||||
int amount = UpgradeMath.ScaleShield(UpgradeMath.ApplySourceFlatBonus(_amount, context), context.Card);
|
||||
if (!context.CombatManager.CanPlayerReceiveCardShield(context.Card))
|
||||
{
|
||||
context.CombatManager.ReportEffectResult($"shield blocked: {amount}");
|
||||
return;
|
||||
}
|
||||
|
||||
context.Source.Shield += amount;
|
||||
context.CombatManager.ReportEffectResult($"gained {amount} shield");
|
||||
}
|
||||
@@ -98,6 +104,12 @@ namespace KernelPanic.Combat
|
||||
{
|
||||
int amount = _baseAmount + (context.Card != null && context.Card.WasFirstCardThisTurn ? _firstCardBonus : 0);
|
||||
amount = UpgradeMath.ScaleShield(UpgradeMath.ApplySourceFlatBonus(amount, context), context.Card);
|
||||
if (!context.CombatManager.CanPlayerReceiveCardShield(context.Card))
|
||||
{
|
||||
context.CombatManager.ReportEffectResult($"shield blocked: {amount}");
|
||||
return;
|
||||
}
|
||||
|
||||
context.Source.Shield += amount;
|
||||
context.CombatManager.ReportEffectResult($"gained {amount} shield");
|
||||
}
|
||||
@@ -129,7 +141,7 @@ namespace KernelPanic.Combat
|
||||
int roll = RandomRoll.RollRange(1, 100, new RollContext(context.Source));
|
||||
int damageAmount = UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_damageAmount, context), context.Card);
|
||||
int amount = roll <= _successPercent ? damageAmount : 0;
|
||||
context.DamagePipeline.DealDamage(new DamageRequest(context.Source, target, amount, _language, false, false));
|
||||
context.DamagePipeline.DealDamage(new DamageRequest(context.Source, target, amount, _language, false, true));
|
||||
context.CombatManager.ReportEffectResult(amount == 0 ? "typeof -> NaN (0)" : $"typeof -> {amount}");
|
||||
}
|
||||
}
|
||||
@@ -176,6 +188,13 @@ namespace KernelPanic.Combat
|
||||
{
|
||||
if (_targetSelf)
|
||||
{
|
||||
if (StatusEffectController.GetDescriptor(_statusType).IsBeneficial
|
||||
&& !context.CombatManager.CanPlayerReceiveCardBuff(context.Card))
|
||||
{
|
||||
context.CombatManager.ReportEffectResult($"{_statusType} blocked");
|
||||
return;
|
||||
}
|
||||
|
||||
context.StatusEffects.Apply(context.Source, _statusType, UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_stacks, context), context.Card), _duration, context.Source, _skipNextTick);
|
||||
return;
|
||||
}
|
||||
@@ -473,10 +492,16 @@ namespace KernelPanic.Combat
|
||||
|
||||
int amount = UpgradeMath.ScaleAmount(UpgradeMath.ApplySourceFlatBonus(_amount, context), context.Card);
|
||||
int survivable = target.CurrentUptime + target.Shield;
|
||||
context.DamagePipeline.DealDamage(new DamageRequest(context.Source, target, amount, _language, false, false));
|
||||
int overkill = UnityEngine.Mathf.Max(0, amount - survivable);
|
||||
DamageResult result = context.DamagePipeline.DealDamage(new DamageRequest(context.Source, target, amount, _language, false, true));
|
||||
int overkill = UnityEngine.Mathf.Max(0, result.IncomingAmount - survivable);
|
||||
if (overkill > 0)
|
||||
{
|
||||
if (!context.CombatManager.CanPlayerReceiveCardShield(context.Card))
|
||||
{
|
||||
context.CombatManager.ReportEffectResult($"overkill shield blocked: {overkill}");
|
||||
continue;
|
||||
}
|
||||
|
||||
context.Source.Shield += overkill;
|
||||
context.CombatManager.ReportEffectResult($"overkill -> {overkill} shield");
|
||||
}
|
||||
|
||||
@@ -895,6 +895,48 @@ namespace KernelPanic.Combat
|
||||
return string.Equals(runConfig?.Distro?.Id, id, StringComparison.OrdinalIgnoreCase);
|
||||
}
|
||||
|
||||
public bool CanPlayerReceiveCardShield(CardInstance card)
|
||||
{
|
||||
return CanPlayerReceiveCardBuff(card);
|
||||
}
|
||||
|
||||
public bool CanPlayerReceiveCardHeal(CardInstance card)
|
||||
{
|
||||
return CanPlayerReceiveCardBuff(card);
|
||||
}
|
||||
|
||||
public bool CanPlayerReceiveCardBuff(CardInstance card)
|
||||
{
|
||||
return !IsDistro("mint") || IsCurrentDistroExclusiveCard(card);
|
||||
}
|
||||
|
||||
private bool IsCurrentDistroExclusiveCard(CardInstance card)
|
||||
{
|
||||
CardDefinition definition = card?.Definition;
|
||||
IReadOnlyList<CardDefinition> exclusiveCards = runConfig?.Distro?.ExclusiveCards;
|
||||
if (definition == null || exclusiveCards == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (int i = 0; i < exclusiveCards.Count; i++)
|
||||
{
|
||||
CardDefinition exclusive = exclusiveCards[i];
|
||||
if (exclusive == null)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ReferenceEquals(exclusive, definition)
|
||||
|| string.Equals(exclusive.Id, definition.Id, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private CombatContext BuildContext(CardInstance card, IReadOnlyList<CombatantState> targets)
|
||||
{
|
||||
return new CombatContext(card, playerState, targets, this, damagePipeline, statusEffects, deckController, handController, enemies);
|
||||
@@ -1151,7 +1193,7 @@ namespace KernelPanic.Combat
|
||||
List<CombatantState> targets = LivingEnemyStates();
|
||||
for (int i = 0; i < targets.Count; i++)
|
||||
{
|
||||
damagePipeline.DealDamage(new DamageRequest(playerState, targets[i], amount, language, false, false));
|
||||
damagePipeline.DealDamage(new DamageRequest(playerState, targets[i], amount, language, false, true));
|
||||
}
|
||||
|
||||
Log($"{label}: dealt {amount} to all enemies");
|
||||
|
||||
@@ -31,14 +31,24 @@ namespace KernelPanic.Combat
|
||||
|
||||
public readonly struct DamageResult
|
||||
{
|
||||
public DamageResult(int finalAmount, bool targetDefeated)
|
||||
public DamageResult(int finalAmount, bool targetDefeated, bool wasCritical = false, int absorbedAmount = 0, int shieldDamage = 0, int uptimeDamage = 0, int incomingAmount = 0)
|
||||
{
|
||||
FinalAmount = finalAmount;
|
||||
TargetDefeated = targetDefeated;
|
||||
WasCritical = wasCritical;
|
||||
AbsorbedAmount = absorbedAmount;
|
||||
ShieldDamage = shieldDamage;
|
||||
UptimeDamage = uptimeDamage;
|
||||
IncomingAmount = incomingAmount;
|
||||
}
|
||||
|
||||
public int FinalAmount { get; }
|
||||
public bool TargetDefeated { get; }
|
||||
public bool WasCritical { get; }
|
||||
public int AbsorbedAmount { get; }
|
||||
public int ShieldDamage { get; }
|
||||
public int UptimeDamage { get; }
|
||||
public int IncomingAmount { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -55,11 +65,11 @@ namespace KernelPanic.Combat
|
||||
|
||||
int amount = Mathf.Max(0, request.Amount);
|
||||
amount = ApplyMultipliers(amount, request);
|
||||
amount = ApplyCrit(amount, request);
|
||||
amount = ApplyCrit(amount, request, out bool wasCritical);
|
||||
amount = ApplyResistancesAndWeaknesses(amount, request);
|
||||
|
||||
int finalAmount = ApplyShieldAndUptime(amount, request);
|
||||
GameEvents.RaiseDamageDealt(new DamageDealtEvent(request.Source, request.Target, finalAmount, request.Language));
|
||||
int finalAmount = ApplyShieldAndUptime(amount, request, out int absorbedAmount, out int shieldDamage, out int uptimeDamage);
|
||||
GameEvents.RaiseDamageDealt(new DamageDealtEvent(request.Source, request.Target, finalAmount, request.Language, amount, absorbedAmount, wasCritical, shieldDamage, uptimeDamage));
|
||||
|
||||
bool defeated = false;
|
||||
if (request.Target.CurrentUptime <= 0 && !request.Target.IsDefeated)
|
||||
@@ -69,7 +79,7 @@ namespace KernelPanic.Combat
|
||||
GameEvents.RaiseCombatantDefeated(new CombatantDefeatedEvent(request.Target));
|
||||
}
|
||||
|
||||
return new DamageResult(finalAmount, defeated);
|
||||
return new DamageResult(finalAmount, defeated, wasCritical, absorbedAmount, shieldDamage, uptimeDamage, amount);
|
||||
}
|
||||
|
||||
private static int ApplyMultipliers(int amount, DamageRequest request)
|
||||
@@ -85,15 +95,16 @@ namespace KernelPanic.Combat
|
||||
return Mathf.RoundToInt(amount * (multiplier / 100f));
|
||||
}
|
||||
|
||||
private static int ApplyCrit(int amount, DamageRequest request)
|
||||
private static int ApplyCrit(int amount, DamageRequest request, out bool wasCritical)
|
||||
{
|
||||
if (request.Source != null && request.Source.forceMaxRolls)
|
||||
wasCritical = false;
|
||||
if (!request.CanCrit || amount <= 0 || request.Source != null && request.Source.forceMaxRolls)
|
||||
{
|
||||
return amount;
|
||||
}
|
||||
|
||||
// TODO: Add crit calculation and crit modifiers.
|
||||
return amount;
|
||||
wasCritical = RandomRoll.RollRange(1, 100, new RollContext(request.Source)) <= 25;
|
||||
return wasCritical ? Mathf.CeilToInt(amount * 1.5f) : amount;
|
||||
}
|
||||
|
||||
private static int ApplyResistancesAndWeaknesses(int amount, DamageRequest request)
|
||||
@@ -104,11 +115,11 @@ namespace KernelPanic.Combat
|
||||
return amount;
|
||||
}
|
||||
|
||||
private static int ApplyShieldAndUptime(int amount, DamageRequest request)
|
||||
private static int ApplyShieldAndUptime(int amount, DamageRequest request, out int absorbedAmount, out int shieldDamage, out int uptimeDamage)
|
||||
{
|
||||
CombatantState target = request.Target;
|
||||
int remaining = amount;
|
||||
int shieldDamage = 0;
|
||||
shieldDamage = 0;
|
||||
|
||||
if (!request.TrueDamage && target.Shield > 0)
|
||||
{
|
||||
@@ -117,8 +128,9 @@ namespace KernelPanic.Combat
|
||||
remaining -= shieldDamage;
|
||||
}
|
||||
|
||||
int uptimeDamage = Mathf.Min(target.CurrentUptime, remaining);
|
||||
uptimeDamage = Mathf.Min(target.CurrentUptime, remaining);
|
||||
target.CurrentUptime = Mathf.Max(0, target.CurrentUptime - uptimeDamage);
|
||||
absorbedAmount = Mathf.Max(0, amount - shieldDamage - uptimeDamage);
|
||||
return shieldDamage + uptimeDamage;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -157,17 +157,39 @@ namespace KernelPanic.Core
|
||||
public readonly struct DamageDealtEvent
|
||||
{
|
||||
public DamageDealtEvent(CombatantState source, CombatantState target, int amount, Language language)
|
||||
: this(source, target, amount, language, amount, 0, false)
|
||||
{
|
||||
}
|
||||
|
||||
public DamageDealtEvent(CombatantState source, CombatantState target, int amount, Language language, int incomingAmount, int absorbedAmount, bool wasCritical)
|
||||
: this(source, target, amount, language, incomingAmount, absorbedAmount, wasCritical, 0, amount)
|
||||
{
|
||||
}
|
||||
|
||||
public DamageDealtEvent(CombatantState source, CombatantState target, int amount, Language language, int incomingAmount, int absorbedAmount, bool wasCritical, int shieldDamage, int uptimeDamage)
|
||||
{
|
||||
Source = source;
|
||||
Target = target;
|
||||
Amount = amount;
|
||||
Language = language;
|
||||
IncomingAmount = incomingAmount;
|
||||
AbsorbedAmount = absorbedAmount;
|
||||
WasCritical = wasCritical;
|
||||
ShieldDamage = shieldDamage;
|
||||
UptimeDamage = uptimeDamage;
|
||||
}
|
||||
|
||||
public CombatantState Source { get; }
|
||||
public CombatantState Target { get; }
|
||||
public int Amount { get; }
|
||||
public Language Language { get; }
|
||||
public int IncomingAmount { get; }
|
||||
public int AbsorbedAmount { get; }
|
||||
public bool WasCritical { get; }
|
||||
public int ShieldDamage { get; }
|
||||
public int UptimeDamage { get; }
|
||||
public bool WasFullyBlocked => IncomingAmount > 0 && UptimeDamage <= 0;
|
||||
public bool WasMitigated => ShieldDamage > 0 || AbsorbedAmount > 0 || WasFullyBlocked;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -60,7 +60,11 @@ namespace KernelPanic.UI
|
||||
private readonly Dictionary<CardInstance, VisualElement> stackChipElements = new();
|
||||
private readonly Dictionary<CombatantState, int> previousUptime = new();
|
||||
private readonly Dictionary<CombatantState, int> previousShield = new();
|
||||
private readonly Dictionary<VisualElement, int> feedbackBeatVersions = new();
|
||||
private readonly HashSet<CardInstance> knownHandCards = new();
|
||||
private int queueCascadeIndex;
|
||||
private int feedbackCascadeIndex;
|
||||
private int feedbackBeatVersion;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
@@ -100,6 +104,8 @@ namespace KernelPanic.UI
|
||||
GameEvents.EnemyWouldAct += HandleEnemyWouldAct;
|
||||
GameEvents.PlayerDamaged += HandlePlayerDamaged;
|
||||
GameEvents.StatusApplied += HandleStatusApplied;
|
||||
GameEvents.StatusExpired += HandleStatusEnded;
|
||||
GameEvents.StatusCleansed += HandleStatusEnded;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
@@ -148,6 +154,8 @@ namespace KernelPanic.UI
|
||||
GameEvents.EnemyWouldAct -= HandleEnemyWouldAct;
|
||||
GameEvents.PlayerDamaged -= HandlePlayerDamaged;
|
||||
GameEvents.StatusApplied -= HandleStatusApplied;
|
||||
GameEvents.StatusExpired -= HandleStatusEnded;
|
||||
GameEvents.StatusCleansed -= HandleStatusEnded;
|
||||
}
|
||||
|
||||
private bool TryBuildRunConfig(out RunConfig config)
|
||||
@@ -412,6 +420,7 @@ namespace KernelPanic.UI
|
||||
|
||||
CombatantState state = combatManager.PlayerState;
|
||||
DetectBeneficialResourceFeedback(state, playerPanel);
|
||||
ApplyStatusStateClasses(playerPanel, state);
|
||||
playerPanel.Add(MeterBlock("uptime", state.CurrentUptime, state.MaxUptime, MeterTone.Uptime));
|
||||
playerPanel.Add(MeterBlock("shield", state.Shield, Mathf.Max(1, state.Shield), state.Shield > 0 ? MeterTone.Beneficial : MeterTone.Muted));
|
||||
playerPanel.Add(CycleBlock(state.Cycles, state.MaxCycles));
|
||||
@@ -459,6 +468,7 @@ namespace KernelPanic.UI
|
||||
card.Add(name);
|
||||
combatantElements[enemy.State] = card;
|
||||
DetectBeneficialResourceFeedback(enemy.State, card);
|
||||
ApplyStatusStateClasses(card, enemy.State);
|
||||
card.Add(MeterBlock("uptime", enemy.CurrentUptime, enemy.MaxUptime, MeterTone.Uptime));
|
||||
if (enemy.State.Shield > 0)
|
||||
{
|
||||
@@ -1047,9 +1057,14 @@ namespace KernelPanic.UI
|
||||
|
||||
if (payload.Track == ResolutionTrack.InterpreterQueue)
|
||||
{
|
||||
VisualElement chip = queueChipElements.TryGetValue(payload.Card, out VisualElement queuedChip) ? queuedChip : interpreterStrip;
|
||||
PlayElementBeat(chip, "queue-chip-resolve", 260);
|
||||
FlyCardGhost(payload.Card, chip, turnResourceGrid, "feedback-card-discard");
|
||||
int delay = UIPreferences.ReducedMotion ? 0 : Mathf.Min(queueCascadeIndex * 120, 600);
|
||||
queueCascadeIndex++;
|
||||
ScheduleFeedback(() =>
|
||||
{
|
||||
VisualElement chip = queueChipElements.TryGetValue(payload.Card, out VisualElement queuedChip) ? queuedChip : interpreterStrip;
|
||||
PlayElementBeat(chip, "queue-chip-resolve", 260);
|
||||
FlyCardGhost(payload.Card, chip, turnResourceGrid, "feedback-card-discard");
|
||||
}, delay);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1063,63 +1078,86 @@ namespace KernelPanic.UI
|
||||
|
||||
private void HandlePhaseChanged(PhaseChangedEvent payload)
|
||||
{
|
||||
if (payload.NextPhase == TurnPhase.Interpret)
|
||||
{
|
||||
queueCascadeIndex = 0;
|
||||
}
|
||||
|
||||
feedbackCascadeIndex = 0;
|
||||
ScheduleFeedback(() => PlayElementBeat(phaseLabel, "phase-pulse", 260), 0);
|
||||
}
|
||||
|
||||
private void HandleDamageDealt(DamageDealtEvent payload)
|
||||
{
|
||||
ScheduleFeedback(() =>
|
||||
bool isPlayer = payload.Target == combatManager.PlayerState;
|
||||
VisualElement target = CombatantElement(payload.Target);
|
||||
ScheduleCombatBeat(beatIndex =>
|
||||
{
|
||||
bool isPlayer = payload.Target == combatManager.PlayerState;
|
||||
VisualElement target = CombatantElement(payload.Target);
|
||||
string text = payload.Amount <= 0 ? "blocked" : $"-{Mathf.RoundToInt(payload.Amount)}";
|
||||
string tone = payload.Amount <= 0 ? "float-muted" : "float-damage";
|
||||
if (payload.Amount >= 8)
|
||||
string text = payload.WasFullyBlocked ? "clang" : payload.UptimeDamage <= 0 ? "blocked" : $"-{Mathf.RoundToInt(payload.UptimeDamage)}";
|
||||
string tone = payload.WasFullyBlocked || payload.WasMitigated ? "float-muted" : "float-damage";
|
||||
string beatClass = payload.WasFullyBlocked || payload.WasMitigated ? "feedback-clang" : payload.WasCritical ? "feedback-crit" : "feedback-hit";
|
||||
int beatDuration = payload.WasCritical ? 360 : payload.WasMitigated ? 260 : 240;
|
||||
|
||||
if (payload.WasCritical || payload.UptimeDamage >= 8)
|
||||
{
|
||||
tone += " float-large";
|
||||
}
|
||||
|
||||
SpawnFloatingText(target, text, tone);
|
||||
PlayElementBeat(target, payload.Amount <= 0 ? "feedback-block" : "feedback-hit", 240);
|
||||
if (isPlayer && payload.Amount > 0)
|
||||
SpawnFloatingText(target, text, tone, beatIndex);
|
||||
SpawnImpactMarker(target, payload.WasCritical, payload.WasMitigated, beatIndex);
|
||||
PlayElementBeat(target, beatClass, beatDuration);
|
||||
if (isPlayer && payload.UptimeDamage > 0)
|
||||
{
|
||||
FlashDamageVignette();
|
||||
FlashDamageVignette(payload.WasCritical);
|
||||
}
|
||||
}, 0);
|
||||
});
|
||||
}
|
||||
|
||||
private void HandleCombatantDefeated(CombatantDefeatedEvent payload)
|
||||
{
|
||||
ScheduleFeedback(() =>
|
||||
VisualElement target = CombatantElement(payload.Combatant);
|
||||
Rect targetBounds = target?.worldBound ?? Rect.zero;
|
||||
ScheduleCombatBeat(() =>
|
||||
{
|
||||
VisualElement target = CombatantElement(payload.Combatant);
|
||||
SpawnFloatingText(target, "killed", "float-kill float-large");
|
||||
SpawnDeathGhost(target);
|
||||
PlayElementBeat(target, "feedback-killed", 260);
|
||||
}, 0);
|
||||
SpawnFloatingText(target, "killed", "float-kill float-large", 0);
|
||||
SpawnDeathGhost(targetBounds);
|
||||
if (target != enemyRow)
|
||||
{
|
||||
PlayElementBeat(target, "feedback-killed", 420);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private void HandleEnemyWouldAct(EnemyWouldActEvent payload)
|
||||
{
|
||||
ScheduleFeedback(() => PlayElementBeat(CombatantElement(payload.Enemy?.State), "enemy-acting", 260), 0);
|
||||
ScheduleCombatBeat(() => PlayElementBeat(CombatantElement(payload.Enemy?.State), "enemy-anticipating", 340));
|
||||
}
|
||||
|
||||
private void HandlePlayerDamaged(PlayerDamagedEvent payload)
|
||||
{
|
||||
if (payload.Amount > 0)
|
||||
{
|
||||
ScheduleFeedback(FlashDamageVignette, 0);
|
||||
}
|
||||
// DamageDealt carries richer mitigation data and owns the visual hit beat.
|
||||
}
|
||||
|
||||
private void HandleStatusApplied(StatusAppliedEvent payload)
|
||||
{
|
||||
ScheduleFeedback(() =>
|
||||
ScheduleCombatBeat(() =>
|
||||
{
|
||||
StatusDescriptor descriptor = StatusEffectController.GetDescriptor(payload.StatusType);
|
||||
SpawnFloatingText(CombatantElement(payload.Target), $"{descriptor.IconKey} x{payload.Stacks}", descriptor.IsBeneficial ? "float-heal" : "float-status");
|
||||
PlayElementBeat(CombatantElement(payload.Target), descriptor.IsBeneficial ? "feedback-boost" : "feedback-status", 220);
|
||||
}, 0);
|
||||
VisualElement target = CombatantElement(payload.Target);
|
||||
ApplyStatusStateClass(target, payload.StatusType, true);
|
||||
SpawnFloatingText(target, $"{descriptor.IconKey} x{payload.Stacks}", descriptor.IsBeneficial ? "float-heal" : "float-status");
|
||||
PlayElementBeat(target, descriptor.IsBeneficial ? "feedback-boost" : "feedback-status", 220);
|
||||
});
|
||||
}
|
||||
|
||||
private void HandleStatusEnded(StatusExpiredEvent payload)
|
||||
{
|
||||
ApplyStatusStateClass(CombatantElement(payload.Target), payload.StatusType, false);
|
||||
}
|
||||
|
||||
private void HandleStatusEnded(StatusCleansedEvent payload)
|
||||
{
|
||||
ApplyStatusStateClass(CombatantElement(payload.Target), payload.StatusType, false);
|
||||
}
|
||||
|
||||
private void DetectBeneficialResourceFeedback(CombatantState state, VisualElement element)
|
||||
@@ -1181,12 +1219,31 @@ namespace KernelPanic.UI
|
||||
return;
|
||||
}
|
||||
|
||||
element.RemoveFromClassList(className);
|
||||
element.AddToClassList(className);
|
||||
ScheduleFeedback(() => element.RemoveFromClassList(className), UIPreferences.ReducedMotion ? 80 : durationMs);
|
||||
int version = ++feedbackBeatVersion;
|
||||
feedbackBeatVersions[element] = version;
|
||||
RemoveFeedbackBeatClasses(element);
|
||||
ScheduleFeedback(() =>
|
||||
{
|
||||
if (!feedbackBeatVersions.TryGetValue(element, out int currentVersion) || currentVersion != version)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
element.AddToClassList(className);
|
||||
ScheduleFeedback(() =>
|
||||
{
|
||||
if (!feedbackBeatVersions.TryGetValue(element, out int removeVersion) || removeVersion != version)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
element.RemoveFromClassList(className);
|
||||
feedbackBeatVersions.Remove(element);
|
||||
}, UIPreferences.ReducedMotion ? 80 : durationMs);
|
||||
}, 0);
|
||||
}
|
||||
|
||||
private void SpawnFloatingText(VisualElement anchor, string text, string className)
|
||||
private void SpawnFloatingText(VisualElement anchor, string text, string className, int cascadeOffset = 0)
|
||||
{
|
||||
if (feedbackLayer == null || anchor == null)
|
||||
{
|
||||
@@ -1209,8 +1266,10 @@ namespace KernelPanic.UI
|
||||
}
|
||||
}
|
||||
|
||||
label.style.left = anchorRect.center.x - rootRect.x - 30f;
|
||||
label.style.top = anchorRect.center.y - rootRect.y - 16f;
|
||||
float offsetX = (((cascadeOffset % 5) - 2) * 14f);
|
||||
float offsetY = ((cascadeOffset % 3) * 5f);
|
||||
label.style.left = anchorRect.center.x - rootRect.x - 30f + offsetX;
|
||||
label.style.top = anchorRect.center.y - rootRect.y - 16f + offsetY;
|
||||
feedbackLayer.Add(label);
|
||||
|
||||
if (UIPreferences.ReducedMotion)
|
||||
@@ -1222,12 +1281,44 @@ namespace KernelPanic.UI
|
||||
|
||||
ScheduleFeedback(() =>
|
||||
{
|
||||
label.style.top = anchorRect.center.y - rootRect.y - 42f;
|
||||
label.style.top = anchorRect.center.y - rootRect.y - 42f + offsetY;
|
||||
label.style.opacity = 0f;
|
||||
}, 20);
|
||||
ScheduleFeedback(() => label.RemoveFromHierarchy(), 520);
|
||||
}
|
||||
|
||||
private void SpawnImpactMarker(VisualElement anchor, bool critical, bool mitigated, int cascadeOffset)
|
||||
{
|
||||
if (feedbackLayer == null || anchor == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Rect anchorRect = anchor.worldBound;
|
||||
Rect rootRect = root.worldBound;
|
||||
Label marker = new(critical ? "crit" : mitigated ? "clang" : "hit");
|
||||
marker.AddToClassList("impact-marker");
|
||||
marker.AddToClassList(critical ? "impact-marker-crit" : mitigated ? "impact-marker-clang" : "impact-marker-hit");
|
||||
|
||||
float lane = (cascadeOffset % 4) * 18f;
|
||||
marker.style.left = anchorRect.xMax - rootRect.x - 54f;
|
||||
marker.style.top = anchorRect.y - rootRect.y + 8f + lane;
|
||||
feedbackLayer.Add(marker);
|
||||
|
||||
if (UIPreferences.ReducedMotion)
|
||||
{
|
||||
ScheduleFeedback(() => marker.RemoveFromHierarchy(), 260);
|
||||
return;
|
||||
}
|
||||
|
||||
ScheduleFeedback(() =>
|
||||
{
|
||||
marker.style.left = anchorRect.xMax - rootRect.x - 34f;
|
||||
marker.style.opacity = 0f;
|
||||
}, 20);
|
||||
ScheduleFeedback(() => marker.RemoveFromHierarchy(), 420);
|
||||
}
|
||||
|
||||
private void FlyCardGhost(CardInstance card, VisualElement source, VisualElement destination, string className)
|
||||
{
|
||||
if (feedbackLayer == null || card == null)
|
||||
@@ -1265,22 +1356,23 @@ namespace KernelPanic.UI
|
||||
ScheduleFeedback(() => ghost.RemoveFromHierarchy(), 360);
|
||||
}
|
||||
|
||||
private void SpawnDeathGhost(VisualElement source)
|
||||
private void SpawnDeathGhost(Rect sourceRect)
|
||||
{
|
||||
if (feedbackLayer == null || source == null)
|
||||
if (feedbackLayer == null || sourceRect.width <= 0f || sourceRect.height <= 0f)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Rect rootRect = root.worldBound;
|
||||
Rect sourceRect = source.worldBound;
|
||||
float ghostWidth = Mathf.Min(sourceRect.width, 156f);
|
||||
float ghostHeight = Mathf.Min(sourceRect.height, 132f);
|
||||
VisualElement ghost = new();
|
||||
ghost.AddToClassList("death-ghost");
|
||||
ghost.style.position = Position.Absolute;
|
||||
ghost.style.left = sourceRect.x - rootRect.x;
|
||||
ghost.style.top = sourceRect.y - rootRect.y;
|
||||
ghost.style.width = sourceRect.width;
|
||||
ghost.style.height = sourceRect.height;
|
||||
ghost.style.left = sourceRect.center.x - rootRect.x - (ghostWidth * 0.5f);
|
||||
ghost.style.top = sourceRect.center.y - rootRect.y - (ghostHeight * 0.5f);
|
||||
ghost.style.width = ghostWidth;
|
||||
ghost.style.height = ghostHeight;
|
||||
feedbackLayer.Add(ghost);
|
||||
|
||||
if (UIPreferences.ReducedMotion)
|
||||
@@ -1297,14 +1389,52 @@ namespace KernelPanic.UI
|
||||
ScheduleFeedback(() => ghost.RemoveFromHierarchy(), 360);
|
||||
}
|
||||
|
||||
private void FlashDamageVignette()
|
||||
private void FlashDamageVignette(bool critical)
|
||||
{
|
||||
if (damageVignette == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
PlayElementBeat(damageVignette, "damage-vignette-on", UIPreferences.ReducedMotion ? 120 : 240);
|
||||
PlayElementBeat(damageVignette, critical ? "damage-vignette-crit" : "damage-vignette-on", UIPreferences.ReducedMotion ? 120 : critical ? 320 : 240);
|
||||
}
|
||||
|
||||
private static void RemoveFeedbackBeatClasses(VisualElement element)
|
||||
{
|
||||
element.RemoveFromClassList("feedback-hit");
|
||||
element.RemoveFromClassList("feedback-crit");
|
||||
element.RemoveFromClassList("feedback-clang");
|
||||
element.RemoveFromClassList("feedback-block");
|
||||
element.RemoveFromClassList("feedback-status");
|
||||
element.RemoveFromClassList("feedback-boost");
|
||||
element.RemoveFromClassList("feedback-killed");
|
||||
element.RemoveFromClassList("enemy-anticipating");
|
||||
element.RemoveFromClassList("enemy-acting");
|
||||
element.RemoveFromClassList("phase-pulse");
|
||||
element.RemoveFromClassList("cycles-spent-beat");
|
||||
element.RemoveFromClassList("feedback-denied");
|
||||
element.RemoveFromClassList("queue-chip-resolve");
|
||||
element.RemoveFromClassList("stack-chip-resolve");
|
||||
element.RemoveFromClassList("hand-card-drawn");
|
||||
element.RemoveFromClassList("damage-vignette-on");
|
||||
element.RemoveFromClassList("damage-vignette-crit");
|
||||
}
|
||||
|
||||
private void ScheduleCombatBeat(Action action, int holdMs = 0)
|
||||
{
|
||||
ScheduleCombatBeat(_ => action?.Invoke(), holdMs);
|
||||
}
|
||||
|
||||
private void ScheduleCombatBeat(Action<int> action, int holdMs = 0)
|
||||
{
|
||||
if (action == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int beatIndex = feedbackCascadeIndex++;
|
||||
int delay = UIPreferences.ReducedMotion ? 0 : Mathf.Min(beatIndex * 120, 840);
|
||||
ScheduleFeedback(() => action(beatIndex), delay + (UIPreferences.ReducedMotion ? 0 : holdMs));
|
||||
}
|
||||
|
||||
private void ScheduleFeedback(Action action, int delayMs)
|
||||
@@ -1317,6 +1447,47 @@ namespace KernelPanic.UI
|
||||
root.schedule.Execute(action).StartingIn(Mathf.Max(0, delayMs));
|
||||
}
|
||||
|
||||
private static void ApplyStatusStateClasses(VisualElement element, CombatantState state)
|
||||
{
|
||||
if (element == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RemoveStatusStateClasses(element);
|
||||
if (state == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < state.Statuses.Count; i++)
|
||||
{
|
||||
ApplyStatusStateClass(element, state.Statuses[i].Type, true);
|
||||
}
|
||||
}
|
||||
|
||||
private static void ApplyStatusStateClass(VisualElement element, StatusType statusType, bool enabled)
|
||||
{
|
||||
string className = StatusStateClass(statusType);
|
||||
if (element == null || string.IsNullOrEmpty(className))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
element.EnableInClassList(className, enabled);
|
||||
}
|
||||
|
||||
private static void RemoveStatusStateClasses(VisualElement element)
|
||||
{
|
||||
ApplyStatusStateClass(element, StatusType.MemoryLeak, false);
|
||||
ApplyStatusStateClass(element, StatusType.Segfault, false);
|
||||
ApplyStatusStateClass(element, StatusType.RaceCondition, false);
|
||||
ApplyStatusStateClass(element, StatusType.Deprecated, false);
|
||||
ApplyStatusStateClass(element, StatusType.DependencyError, false);
|
||||
ApplyStatusStateClass(element, StatusType.Deadlock, false);
|
||||
ApplyStatusStateClass(element, StatusType.UnattendedUpgrades, false);
|
||||
}
|
||||
|
||||
private void HandleCombatLog(string message)
|
||||
{
|
||||
if (logLabel != null)
|
||||
@@ -1517,6 +1688,21 @@ namespace KernelPanic.UI
|
||||
};
|
||||
}
|
||||
|
||||
private static string StatusStateClass(StatusType statusType)
|
||||
{
|
||||
return statusType switch
|
||||
{
|
||||
StatusType.MemoryLeak => "status-state-leaking",
|
||||
StatusType.Segfault => "status-state-segfault",
|
||||
StatusType.RaceCondition => "status-state-race",
|
||||
StatusType.Deprecated => "status-state-deprecated",
|
||||
StatusType.DependencyError => "status-state-dependency-error",
|
||||
StatusType.Deadlock => "status-state-deadlock",
|
||||
StatusType.UnattendedUpgrades => "status-state-upgrading",
|
||||
_ => string.Empty
|
||||
};
|
||||
}
|
||||
|
||||
private static string OfferKindText(RepositoryOfferKind kind)
|
||||
{
|
||||
return kind switch
|
||||
|
||||
Reference in New Issue
Block a user