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package chasca | ||
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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 | ||
var multitargetFrames [][]int | ||
var c6MultitargetFrames [][]int | ||
var c6FatalRoundsFrames [][]int | ||
var aimedHitmarks = []int{15, 86} | ||
var multitargetHitmarks = []int{3, 6, 9, 12, 15, 18} | ||
var firstBulletLoadFrames = 33 | ||
var additionalBulletLoadFrames = 20 | ||
var c6firstBulletLoadFrames = 20 | ||
var c6AdditionalBulletLoadFrames = 14 | ||
var fatalBulletLoadFrames = 2 | ||
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||
func init() { | ||
aimedFrames = make([][]int, 2) | ||
// Aimed Shot | ||
aimedFrames[0] = frames.InitAbilSlice(26) | ||
aimedFrames[0][action.ActionDash] = aimedHitmarks[0] | ||
aimedFrames[0][action.ActionJump] = aimedHitmarks[0] | ||
// Fully-Charged Aimed Shot | ||
aimedFrames[1] = frames.InitAbilSlice(96) | ||
aimedFrames[1][action.ActionDash] = aimedHitmarks[1] | ||
aimedFrames[1][action.ActionJump] = aimedHitmarks[1] | ||
multitargetFrames = make([][]int, 6) | ||
multitargetFrames[0] = frames.InitAbilSlice(firstBulletLoadFrames) | ||
multitargetFrames[0][action.ActionAim] = multitargetHitmarks[0] | ||
multitargetFrames[1] = frames.InitAbilSlice(additionalBulletLoadFrames + firstBulletLoadFrames) | ||
multitargetFrames[1][action.ActionAim] = multitargetHitmarks[1] | ||
multitargetFrames[2] = frames.InitAbilSlice(additionalBulletLoadFrames*2 + firstBulletLoadFrames) | ||
multitargetFrames[2][action.ActionAim] = multitargetHitmarks[2] | ||
multitargetFrames[3] = frames.InitAbilSlice(additionalBulletLoadFrames*3 + firstBulletLoadFrames) | ||
multitargetFrames[3][action.ActionAim] = multitargetHitmarks[3] | ||
multitargetFrames[4] = frames.InitAbilSlice(additionalBulletLoadFrames*4 + firstBulletLoadFrames) | ||
multitargetFrames[4][action.ActionAim] = multitargetHitmarks[4] | ||
multitargetFrames[5] = frames.InitAbilSlice(additionalBulletLoadFrames*5 + firstBulletLoadFrames) | ||
multitargetFrames[5][action.ActionAim] = multitargetHitmarks[5] | ||
c6MultitargetFrames = make([][]int, 6) | ||
c6MultitargetFrames[0] = frames.InitAbilSlice(c6firstBulletLoadFrames) | ||
c6MultitargetFrames[0][action.ActionAim] = multitargetHitmarks[0] | ||
c6MultitargetFrames[1] = frames.InitAbilSlice(c6AdditionalBulletLoadFrames + c6firstBulletLoadFrames) | ||
c6MultitargetFrames[1][action.ActionAim] = multitargetHitmarks[1] | ||
c6MultitargetFrames[2] = frames.InitAbilSlice(c6AdditionalBulletLoadFrames*2 + c6firstBulletLoadFrames) | ||
c6MultitargetFrames[2][action.ActionAim] = multitargetHitmarks[2] | ||
c6MultitargetFrames[3] = frames.InitAbilSlice(c6AdditionalBulletLoadFrames*3 + c6firstBulletLoadFrames) | ||
c6MultitargetFrames[3][action.ActionAim] = multitargetHitmarks[3] | ||
c6MultitargetFrames[4] = frames.InitAbilSlice(c6AdditionalBulletLoadFrames*4 + c6firstBulletLoadFrames) | ||
c6MultitargetFrames[4][action.ActionAim] = multitargetHitmarks[4] | ||
c6MultitargetFrames[5] = frames.InitAbilSlice(c6AdditionalBulletLoadFrames*5 + c6firstBulletLoadFrames) | ||
c6MultitargetFrames[5][action.ActionAim] = multitargetHitmarks[5] | ||
c6FatalRoundsFrames = make([][]int, 6) | ||
c6FatalRoundsFrames[0] = frames.InitAbilSlice(fatalBulletLoadFrames * 1) | ||
c6FatalRoundsFrames[0][action.ActionAim] = multitargetHitmarks[0] | ||
c6FatalRoundsFrames[1] = frames.InitAbilSlice(fatalBulletLoadFrames * 2) | ||
c6FatalRoundsFrames[1][action.ActionAim] = multitargetHitmarks[1] | ||
c6FatalRoundsFrames[2] = frames.InitAbilSlice(fatalBulletLoadFrames * 3) | ||
c6FatalRoundsFrames[2][action.ActionAim] = multitargetHitmarks[2] | ||
c6FatalRoundsFrames[3] = frames.InitAbilSlice(fatalBulletLoadFrames * 4) | ||
c6FatalRoundsFrames[3][action.ActionAim] = multitargetHitmarks[3] | ||
c6FatalRoundsFrames[4] = frames.InitAbilSlice(fatalBulletLoadFrames * 5) | ||
c6FatalRoundsFrames[4][action.ActionAim] = multitargetHitmarks[4] | ||
c6FatalRoundsFrames[5] = frames.InitAbilSlice(fatalBulletLoadFrames * 6) | ||
c6FatalRoundsFrames[5][action.ActionAim] = multitargetHitmarks[5] | ||
} | ||
func (c *char) Aimed(p map[string]int) (action.Info, error) { | ||
if c.nightsoulState.HasBlessing() { | ||
return c.MultitargetFireHold(p) | ||
} | ||
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"] | ||
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.Anemo, | ||
Durability: 25, | ||
Mult: aim[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()] | ||
} | ||
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, | ||
) | ||
return action.Info{ | ||
Frames: frames.NewAbilFunc(aimedFrames[hold]), | ||
AnimationLength: aimedFrames[hold][action.InvalidAction], | ||
CanQueueAfter: aimedHitmarks[hold], | ||
State: action.AimState, | ||
}, nil | ||
} | ||
func (c *char) MultitargetFireHold(p map[string]int) (action.Info, error) { | ||
hold, ok := p["hold"] | ||
if !ok { | ||
hold = 6 // Default 6 bullet | ||
} | ||
if hold < 1 || hold > 6 { | ||
return action.Info{}, fmt.Errorf("invalid hold param supplied, got %v", hold) | ||
} | ||
c.loadShadowhuntShells(hold) | ||
for i := len(c.shadowhuntShells) - 1; i >= 0; i-- { | ||
element := c.shadowhuntShells[i] | ||
ai := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: "Shining Shadowhunt Shell", | ||
AttackTag: attacks.AttackTagExtra, | ||
ICDTag: attacks.ICDTagChascaShot, | ||
ICDGroup: attacks.ICDGroupChascaShot, | ||
StrikeType: attacks.StrikeTypeDefault, | ||
Element: element, | ||
Durability: 25, | ||
Mult: skillShiningShadowhunt[c.TalentLvlSkill()], | ||
} | ||
if element != attributes.Anemo && c.Base.Cons >= 2 && !c.StatusIsActive(c2icd) { | ||
c2ai := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: "C2 Shining Shadowhunt Shell", | ||
AttackTag: attacks.AttackTagExtra, | ||
ICDTag: attacks.ICDTagChascaShot, | ||
ICDGroup: attacks.ICDGroupChascaShot, | ||
StrikeType: attacks.StrikeTypeDefault, | ||
Element: element, | ||
Durability: 25, | ||
Mult: 400 / 100, | ||
} | ||
ap := combat.NewBoxHitOnTarget(c.Core.Combat.PrimaryTarget(), nil, 5, 5) | ||
c.Core.QueueAttack(c2ai, ap, 0, 2) | ||
c.AddStatus(c2icd, -1, false) | ||
} | ||
if element == attributes.Anemo { | ||
ai.Abil = "Shadowhunt Shell" | ||
ai.Element = attributes.Anemo | ||
ai.Mult = skillShadowhunt[c.TalentLvlSkill()] | ||
} | ||
ap := combat.NewBoxHitOnTarget(c.Core.Combat.PrimaryTarget(), nil, 1, 1) | ||
c.Core.QueueAttack(ai, ap, 0, firstBulletLoadFrames+additionalBulletLoadFrames*(hold-1)+(-i*4), c.particleCB) // -i since start from the end of the list | ||
c.c6() | ||
} | ||
c.DeleteStatus(c2icd) | ||
if c.Base.Cons < 6 { | ||
return action.Info{ | ||
Frames: frames.NewAbilFunc(multitargetFrames[hold-1]), | ||
AnimationLength: multitargetFrames[hold-1][action.InvalidAction], | ||
CanQueueAfter: multitargetFrames[hold-1][action.ActionSkill], | ||
State: action.ChargeAttackState, | ||
}, nil | ||
} | ||
return action.Info{ | ||
Frames: frames.NewAbilFunc(c6MultitargetFrames[hold-1]), | ||
AnimationLength: c6MultitargetFrames[hold-1][action.InvalidAction], | ||
CanQueueAfter: c6MultitargetFrames[hold-1][action.ActionBurst], | ||
State: action.ChargeAttackState, | ||
}, nil | ||
} |
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@@ -0,0 +1,107 @@ | ||
package chasca | ||
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import ( | ||
"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/glog" | ||
"github.com/genshinsim/gcsim/pkg/core/player/character" | ||
"github.com/genshinsim/gcsim/pkg/modifier" | ||
) | ||
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func (c *char) a1() { | ||
if c.Base.Ascension < 1 { | ||
return | ||
} | ||
chance := 0.0 | ||
if c.Base.Cons >= 1 { | ||
chance = 0.333 | ||
} | ||
if len(c.shadowhuntShells) >= 3 { | ||
uniqueCount := len(c.uniqueConversionElements) | ||
switch uniqueCount { | ||
case 1: | ||
chance += 0.333 | ||
case 2: | ||
chance += 0.667 | ||
default: | ||
chance += 1.0 | ||
} | ||
} | ||
if c.Core.Rand.Float64() < chance { | ||
if len(c.conversionElements) > 0 { | ||
randomIndex := c.Core.Rand.Intn(len(c.conversionElements)) | ||
c.shadowhuntShells[2] = c.conversionElements[randomIndex] | ||
if c.Base.Cons >= 1 { | ||
c1RandomIndex := c.Core.Rand.Intn(len(c.conversionElements)) | ||
c.shadowhuntShells[1] = c.conversionElements[c1RandomIndex] | ||
} | ||
} else { | ||
c.Core.Log.NewEvent("chasca a1: conversionElements is empty", glog.LogWarnings, -1) | ||
} | ||
} | ||
} | ||
func (c *char) a1Amount() float64 { | ||
a1Boost := 0.0 | ||
if c.Base.Ascension < 1 { | ||
return a1Boost | ||
} | ||
uniqueCount := len(c.uniqueConversionElements) + c.c2stacks() | ||
switch uniqueCount { | ||
case 1: | ||
a1Boost = 0.15 | ||
case 2: | ||
a1Boost = 0.35 | ||
default: | ||
a1Boost = 0.65 | ||
} | ||
mDmg := make([]float64, attributes.EndStatType) | ||
mDmg[attributes.DmgP] = a1Boost | ||
c.AddAttackMod(character.AttackMod{ | ||
Base: modifier.NewBase("chasca-a1-dmg-bonus", -1), | ||
Amount: func(atk *combat.AttackEvent, t combat.Target) ([]float64, bool) { | ||
if atk.Info.Abil != "Shining Shadowhunt Shell" { | ||
return nil, false | ||
} | ||
return mDmg, true | ||
}, | ||
}) | ||
return a1Boost | ||
} | ||
func (c *char) a4() { | ||
if c.Base.Ascension < 4 { | ||
return | ||
} | ||
c.Core.Events.Subscribe(event.OnNightsoulBurst, func(args ...interface{}) bool { | ||
element := attributes.Anemo | ||
for _, char := range c.Core.Player.Chars() { | ||
switch char.Base.Element { | ||
case attributes.Pyro, attributes.Hydro, attributes.Cryo, attributes.Electro: | ||
element = char.Base.Element | ||
} | ||
} | ||
if element == attributes.Anemo { | ||
c.a4Dmg = 1.5 * skillShadowhunt[c.TalentLvlSkill()] | ||
} else { | ||
c.a4Dmg = 1.5 * skillShiningShadowhunt[c.TalentLvlSkill()] | ||
} | ||
ai := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: "Burning Shadowhunt Shot", | ||
AttackTag: attacks.AttackTagExtra, | ||
ICDTag: attacks.ICDTagNone, | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypeDefault, | ||
Element: element, | ||
Durability: 25, | ||
Mult: c.a4Dmg, | ||
} | ||
target := c.Core.Combat.ClosestEnemyWithinArea(combat.NewCircleHitOnTarget(c.Core.Combat.Player(), nil, 15), nil) | ||
if target != nil { | ||
ap := combat.NewCircleHitOnTarget(target, nil, 1) | ||
c.Core.QueueAttack(ai, ap, 0, 1) | ||
} | ||
return false | ||
}, "chasca-a4") | ||
} |
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