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attack.go
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attack.go
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package eula
import (
"fmt"
"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"
)
var (
attackFrames [][]int
attackHitmarks = [][]int{{30}, {19}, {25, 42}, {17}, {29, 56}}
attackHitlagHaltFrame = [][]float64{{0.09}, {.12}, {0, .09}, {.09}, {0, .12}}
attackDefHalt = [][]bool{{true}, {true}, {false, true}, {true}, {false, true}}
attackHitboxes = [][]float64{{2}, {2}, {2}, {2}, {2, 3}}
attackOffsets = []float64{0.5, 0.5, 0.5, 0, 0}
attackFanAngles = []float64{270, 270, 360, 270, 360}
)
const normalHitNum = 5
func init() {
attackFrames = make([][]int, normalHitNum)
attackFrames[0] = frames.InitNormalCancelSlice(attackHitmarks[0][0], 34)
attackFrames[1] = frames.InitNormalCancelSlice(attackHitmarks[1][0], 36)
attackFrames[2] = frames.InitNormalCancelSlice(attackHitmarks[2][1], 56)
attackFrames[3] = frames.InitNormalCancelSlice(attackHitmarks[3][0], 44)
attackFrames[4] = frames.InitNormalCancelSlice(attackHitmarks[4][1], 105)
}
func (c *char) Attack(p map[string]int) action.ActionInfo {
for i, mult := range auto[c.NormalCounter] {
ai := combat.AttackInfo{
ActorIndex: c.Index,
Abil: fmt.Sprintf("Normal %v", c.NormalCounter),
AttackTag: attacks.AttackTagNormal,
ICDTag: attacks.ICDTagNormalAttack,
ICDGroup: attacks.ICDGroupDefault,
StrikeType: attacks.StrikeTypeBlunt,
Element: attributes.Physical,
Durability: 25,
Mult: mult[c.TalentLvlAttack()],
HitlagFactor: 0.01,
HitlagHaltFrames: attackHitlagHaltFrame[c.NormalCounter][i] * 60,
CanBeDefenseHalted: attackDefHalt[c.NormalCounter][i],
}
ap := combat.NewCircleHitOnTargetFanAngle(
c.Core.Combat.Player(),
geometry.Point{Y: attackOffsets[c.NormalCounter]},
attackHitboxes[c.NormalCounter][0],
attackFanAngles[c.NormalCounter],
)
if c.NormalCounter == 4 {
ap = combat.NewBoxHitOnTarget(
c.Core.Combat.Player(),
geometry.Point{Y: attackOffsets[c.NormalCounter]},
attackHitboxes[c.NormalCounter][0],
attackHitboxes[c.NormalCounter][1],
)
}
c.QueueCharTask(func() {
c.Core.QueueAttack(ai, ap, 0, 0, c.burstStackCB)
}, attackHitmarks[c.NormalCounter][i])
}
defer c.AdvanceNormalIndex()
return action.ActionInfo{
Frames: frames.NewAttackFunc(c.Character, attackFrames),
AnimationLength: attackFrames[c.NormalCounter][action.InvalidAction],
CanQueueAfter: attackHitmarks[c.NormalCounter][len(attackHitmarks[c.NormalCounter])-1],
State: action.NormalAttackState,
}
}