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attack.go
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attack.go
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package layla
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{13, 12, 31}
attackHitlagHaltFrame = []float64{.03, .03, .06}
attackHitboxes = [][]float64{{1.5}, {2.2, 3}, {3, 4.5}}
attackOffsets = []float64{0.5, -0.6, 0}
)
const normalHitNum = 3
func init() {
attackFrames = make([][]int, normalHitNum)
attackFrames[0] = frames.InitNormalCancelSlice(attackHitmarks[0], 33) // N1 -> W
attackFrames[0][action.ActionAttack] = 19
attackFrames[0][action.ActionCharge] = 31
attackFrames[1] = frames.InitNormalCancelSlice(attackHitmarks[1], 50) // N2 -> W
attackFrames[1][action.ActionAttack] = 36
attackFrames[1][action.ActionCharge] = 37
attackFrames[2] = frames.InitNormalCancelSlice(attackHitmarks[2], 74) // N3 -> W
attackFrames[2][action.ActionAttack] = 65
attackFrames[2][action.ActionCharge] = 500 // N3 -> CA, TODO: this action is illegal; need better way to handle it
}
func (c *char) Attack(p map[string]int) action.ActionInfo {
ai := combat.AttackInfo{
ActorIndex: c.Index,
Abil: fmt.Sprintf("Normal %v", c.NormalCounter),
AttackTag: attacks.AttackTagNormal,
ICDTag: attacks.ICDTagNormalAttack,
ICDGroup: attacks.ICDGroupDefault,
StrikeType: attacks.StrikeTypeSlash,
Element: attributes.Physical,
Durability: 25,
Mult: auto[c.NormalCounter][c.TalentLvlAttack()],
HitlagFactor: 0.01,
HitlagHaltFrames: attackHitlagHaltFrame[c.NormalCounter] * 60,
CanBeDefenseHalted: true,
}
ap := combat.NewCircleHitOnTarget(
c.Core.Combat.Player(),
geometry.Point{Y: attackOffsets[c.NormalCounter]},
attackHitboxes[c.NormalCounter][0],
)
if c.NormalCounter == 1 || c.NormalCounter == 2 {
ap = combat.NewBoxHitOnTarget(
c.Core.Combat.Player(),
geometry.Point{Y: attackOffsets[c.NormalCounter]},
attackHitboxes[c.NormalCounter][0],
attackHitboxes[c.NormalCounter][1],
)
}
c.Core.QueueAttack(ai, ap, attackHitmarks[c.NormalCounter], attackHitmarks[c.NormalCounter])
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,
}
}