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attack.go
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attack.go
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package kokomi
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"
)
var attackFrames [][]int
var attackHitmarks = []int{4, 12, 28}
const normalHitNum = 3
func init() {
attackFrames = make([][]int, normalHitNum)
attackFrames[0] = frames.InitNormalCancelSlice(attackHitmarks[0], 30)
attackFrames[0][action.ActionAttack] = 14
attackFrames[0][action.ActionCharge] = 19
attackFrames[1] = frames.InitNormalCancelSlice(attackHitmarks[1], 34)
attackFrames[1][action.ActionAttack] = 30
attackFrames[2] = frames.InitNormalCancelSlice(attackHitmarks[2], 65)
attackFrames[2][action.ActionCharge] = 60
attackFrames[2][action.ActionWalk] = 60
}
// Standard attack damage function
// Has "travel" parameter, used to set the number of frames that the projectile is in the air (default = 10)
func (c *char) Attack(p map[string]int) action.ActionInfo {
travel, ok := p["travel"]
if !ok {
travel = 10
}
ai := combat.AttackInfo{
ActorIndex: c.Index,
Abil: fmt.Sprintf("Normal %v", c.NormalCounter),
AttackTag: attacks.AttackTagNormal,
ICDTag: attacks.ICDTagNormalAttack,
ICDGroup: attacks.ICDGroupDefault,
StrikeType: attacks.StrikeTypeDefault,
Element: attributes.Hydro,
Durability: 25,
Mult: attack[c.NormalCounter][c.TalentLvlAttack()],
}
ai.FlatDmg = c.burstDmgBonus(ai.AttackTag)
radius := 0.7
if c.Core.Status.Duration(burstKey) > 0 {
radius = 1.2
}
// TODO: Assume that this is not dynamic (snapshot on projectile release)
c.Core.QueueAttack(
ai,
combat.NewCircleHit(c.Core.Combat.Player(), c.Core.Combat.PrimaryTarget(), nil, radius),
attackHitmarks[c.NormalCounter],
attackHitmarks[c.NormalCounter]+travel,
c.makeBurstHealCB(),
c.makeC4CB(),
)
if c.NormalCounter == c.NormalHitNum-1 {
c.c1(attackHitmarks[c.NormalCounter], travel)
}
defer c.AdvanceNormalIndex()
return action.ActionInfo{
Frames: frames.NewAttackFunc(c.Character, attackFrames),
AnimationLength: attackFrames[c.NormalCounter][action.InvalidAction],
CanQueueAfter: attackHitmarks[c.NormalCounter],
State: action.NormalAttackState,
}
}