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package mavuika | ||
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import ( | ||
"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/player/character" | ||
"github.com/genshinsim/gcsim/pkg/modifier" | ||
) | ||
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const ( | ||
a1Key = "mavuika-a1" | ||
) | ||
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func (c *char) a1() { | ||
if c.Base.Ascension < 1 { | ||
return | ||
} | ||
m := make([]float64, attributes.EndStatType) | ||
m[attributes.ATKP] = 0.35 | ||
c.Core.Events.Subscribe(event.OnNightsoulBurst, func(args ...interface{}) bool { | ||
c.AddStatMod(character.StatMod{ | ||
Base: modifier.NewBaseWithHitlag(a1Key, 10*60), | ||
Amount: func() ([]float64, bool) { | ||
return m, true | ||
}, | ||
}) | ||
return false | ||
}, a1Key) | ||
} | ||
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func (c *char) a4Init() { | ||
if c.Base.Ascension < 4 { | ||
return | ||
} | ||
c.a4buff = make([]float64, attributes.EndStatType) | ||
} | ||
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func (c *char) a4() { | ||
if c.Base.Ascension < 4 { | ||
return | ||
} | ||
started := c.Core.F | ||
for _, char := range c.Core.Player.Chars() { | ||
this := char | ||
this.AddAttackMod(character.AttackMod{ | ||
Base: modifier.NewBase("mavuika-a4", 20*60), | ||
Amount: func(_ *combat.AttackEvent, _ combat.Target) ([]float64, bool) { | ||
// char must be active | ||
if c.Core.Player.Active() != this.Index { | ||
return nil, false | ||
} | ||
dmg := c.burstStacks * 0.0025 | ||
dmg *= 1.0 - float64(c.Core.F-started)*c.c4DecayRate() | ||
c.a4buff[attributes.DmgP] = dmg | ||
return c.a4buff, true | ||
}, | ||
}) | ||
} | ||
} |
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package mavuika | ||
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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 ( | ||
attackFrames [][]int | ||
attackHitmarks = [][]int{{22}, {24, 26}, {22, 24, 26}, {41}} | ||
attackPoiseDMG = []float64{93.33, 92.72, 115.14, 143.17} | ||
attackHitlagHaltFrame = []float64{0.09, 0.10, 0.08, .12} | ||
attackHitboxes = []float64{2.2, 2.3, 1.8, 3} | ||
attackOffsets = []float64{0.5, -1.3, 0.5, -0.8} | ||
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bikeAttackFrames [][]int | ||
bikeAttackHitmarks = []int{22, 26, 26, 30, 41} | ||
bikeAttackPoiseDMG = []float64{76.6, 79.1, 93.6, 93.2, 121.7} | ||
bikeAttackHitlagHaltFrame = []float64{0.09, 0.08, 0.04, 0.03, 0.0} | ||
bikeAttackHitboxes = [][]float64{{3.7}, {4}, {3.7}, {5.5, 4.5}, {4.7}} | ||
bikeAttackOffsets = []float64{0.5, -1.3, 0.5, -0.8, 1} | ||
) | ||
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const normalHitNum = 4 | ||
const bikeHitNum = 5 | ||
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func init() { | ||
attackFrames = make([][]int, normalHitNum) | ||
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attackFrames[0] = frames.InitNormalCancelSlice(attackHitmarks[0][0], 31) // N1 -> N2 | ||
attackFrames[1] = frames.InitNormalCancelSlice(attackHitmarks[1][1], 34) // N2 -> N3 | ||
attackFrames[2] = frames.InitNormalCancelSlice(attackHitmarks[2][2], 43) // N3 -> N4 | ||
attackFrames[3] = frames.InitNormalCancelSlice(attackHitmarks[3][0], 85) // N4 -> N1 | ||
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bikeAttackFrames = make([][]int, bikeHitNum) | ||
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bikeAttackFrames[0] = frames.InitNormalCancelSlice(bikeAttackHitmarks[0], 31) // N1 -> N2 | ||
bikeAttackFrames[1] = frames.InitNormalCancelSlice(bikeAttackHitmarks[1], 34) // N2 -> N3 | ||
bikeAttackFrames[2] = frames.InitNormalCancelSlice(bikeAttackHitmarks[2], 43) // N3 -> N4 | ||
bikeAttackFrames[3] = frames.InitNormalCancelSlice(bikeAttackHitmarks[3], 30) // N4 -> N5 | ||
bikeAttackFrames[4] = frames.InitNormalCancelSlice(bikeAttackHitmarks[4], 85) // N5 -> N1 | ||
} | ||
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func (c *char) Attack(p map[string]int) (action.Info, error) { | ||
if c.armamentState == bike && c.nightsoulState.HasBlessing() { | ||
return c.bikeAttack(), nil | ||
} | ||
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, | ||
PoiseDMG: attackPoiseDMG[c.NormalCounter], | ||
Element: attributes.Physical, | ||
Durability: 25, | ||
Mult: attack[c.NormalCounter][c.TalentLvlAttack()], | ||
HitlagFactor: 0.01, | ||
HitlagHaltFrames: attackHitlagHaltFrame[c.NormalCounter] * 60, | ||
} | ||
ap := combat.NewCircleHitOnTarget( | ||
c.Core.Combat.Player(), | ||
geometry.Point{Y: attackOffsets[c.NormalCounter]}, | ||
attackHitboxes[c.NormalCounter], | ||
) | ||
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for _, delay := range attackHitmarks[c.NormalCounter] { | ||
c.Core.QueueAttack(ai, ap, delay, delay) | ||
} | ||
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defer c.AdvanceNormalIndex() | ||
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return action.Info{ | ||
Frames: frames.NewAttackFunc(c.Character, attackFrames), | ||
AnimationLength: attackFrames[c.NormalCounter][action.InvalidAction], | ||
CanQueueAfter: attackHitmarks[c.NormalCounter][len(attackHitmarks[c.NormalCounter])-1], | ||
State: action.NormalAttackState, | ||
}, nil | ||
} | ||
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func (c *char) bikeAttack() action.Info { | ||
delay := bikeAttackHitmarks[c.NormalCounter] | ||
ai := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: fmt.Sprintf("Flamestrider Normal %v", c.NormalCounter), | ||
AttackTag: attacks.AttackTagNormal, | ||
AdditionalTags: []attacks.AdditionalTag{attacks.AdditionalTagNightsoul}, | ||
ICDTag: attacks.ICDTagMavuikaFlamestrider, | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypeBlunt, | ||
PoiseDMG: bikeAttackPoiseDMG[c.NormalCounter], | ||
Element: attributes.Pyro, | ||
Durability: 25, | ||
Mult: skillAttack[c.NormalCounter][c.TalentLvlAttack()], | ||
HitlagFactor: 0.01, | ||
HitlagHaltFrames: bikeAttackHitlagHaltFrame[c.NormalCounter] * 60, | ||
IgnoreInfusion: true, | ||
} | ||
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ap := combat.NewCircleHitOnTarget( | ||
c.Core.Combat.Player(), | ||
geometry.Point{Y: bikeAttackOffsets[c.NormalCounter]}, | ||
bikeAttackHitboxes[c.NormalCounter][0], | ||
) | ||
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if c.NormalCounter == 3 { | ||
ap = combat.NewBoxHitOnTarget( | ||
c.Core.Combat.Player(), | ||
geometry.Point{Y: bikeAttackOffsets[c.NormalCounter]}, | ||
bikeAttackHitboxes[c.NormalCounter][0], | ||
bikeAttackHitboxes[c.NormalCounter][1], | ||
) | ||
} | ||
c.QueueCharTask(func() { | ||
ai.FlatDmg = c.burstBuffNA() + c.c2BikeNA() | ||
c.Core.QueueAttack(ai, ap, 0, 0) | ||
c.reduceNightsoulPoints(1) | ||
}, delay) | ||
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defer c.AdvanceNormalIndex() | ||
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return action.Info{ | ||
Frames: frames.NewAttackFunc(c.Character, bikeAttackFrames), | ||
AnimationLength: bikeAttackFrames[c.NormalCounter][action.InvalidAction], | ||
CanQueueAfter: bikeAttackHitmarks[c.NormalCounter], | ||
State: action.NormalAttackState, | ||
} | ||
} |
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@@ -0,0 +1,139 @@ | ||
package mavuika | ||
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import ( | ||
"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/event" | ||
"github.com/genshinsim/gcsim/pkg/core/geometry" | ||
"github.com/genshinsim/gcsim/pkg/enemy" | ||
) | ||
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const ( | ||
burstKey = "mavuika-burst" | ||
energyNAICDKey = "mavuika-fighting-spirit-na-icd" | ||
burstDuration = 7.0 * 60 | ||
burstHitmark = 118 | ||
) | ||
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var ( | ||
burstFrames []int | ||
) | ||
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func (c *char) nightsoulConsumptionMul() float64 { | ||
if c.StatusIsActive(burstKey) { | ||
return 0.0 | ||
} | ||
return 1.0 | ||
} | ||
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func init() { | ||
burstFrames = frames.InitAbilSlice(123) // Q -> N1 | ||
burstFrames[action.ActionCharge] = 135 | ||
burstFrames[action.ActionSwap] = burstHitmark | ||
} | ||
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func (c *char) Burst(p map[string]int) (action.Info, error) { | ||
c.burstStacks = c.fightingSpirit | ||
c.armamentState = bike | ||
c.fightingSpirit = 0 | ||
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c.QueueCharTask(func() { | ||
c.enterNightsoulOrRegenerate(10) | ||
c.AddStatus(burstKey, burstDuration, true) | ||
}, 95) | ||
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c.QueueCharTask(func() { | ||
c.a4() | ||
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ai := combat.AttackInfo{ | ||
ActorIndex: c.Index, | ||
Abil: "Sunfell Slice", | ||
AttackTag: attacks.AttackTagElementalBurst, | ||
ICDTag: attacks.ICDTagNone, | ||
AdditionalTags: []attacks.AdditionalTag{attacks.AdditionalTagNightsoul}, | ||
ICDGroup: attacks.ICDGroupDefault, | ||
StrikeType: attacks.StrikeTypeBlunt, | ||
PoiseDMG: 150, | ||
Element: attributes.Pyro, | ||
Durability: 25, | ||
Mult: burst[c.TalentLvlBurst()], | ||
FlatDmg: c.burstBuffSunfell() + c.c2BikeQ(), | ||
} | ||
ap := combat.NewCircleHitOnTarget( | ||
c.Core.Combat.Player(), | ||
geometry.Point{Y: 1.0}, | ||
6, | ||
) | ||
c.Core.QueueAttack(ai, ap, 0, 0) | ||
}, burstHitmark) | ||
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c.SetCDWithDelay(action.ActionBurst, 18*60, 0) | ||
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return action.Info{ | ||
Frames: frames.NewAbilFunc(burstFrames), | ||
AnimationLength: burstFrames[action.InvalidAction], | ||
CanQueueAfter: burstFrames[action.ActionSwap], // earliest cancel | ||
State: action.BurstState, | ||
}, nil | ||
} | ||
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func (c *char) burstBuffCA() float64 { | ||
if !c.StatusIsActive(burstKey) { | ||
return 0.0 | ||
} | ||
return c.burstStacks * burstCABonus[c.TalentLvlBurst()] * c.TotalAtk() | ||
} | ||
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func (c *char) burstBuffNA() float64 { | ||
if !c.StatusIsActive(burstKey) { | ||
return 0.0 | ||
} | ||
return c.burstStacks * burstNABonus[c.TalentLvlBurst()] * c.TotalAtk() | ||
} | ||
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func (c *char) burstBuffSunfell() float64 { | ||
if !c.StatusIsActive(burstKey) { | ||
return 0.0 | ||
} | ||
return c.burstStacks * burstQBonus[c.TalentLvlBurst()] * c.TotalAtk() | ||
} | ||
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func (c *char) gainFightingSpirit(val float64) { | ||
c.fightingSpirit += val * c.c1FightingSpiritEff() | ||
if c.fightingSpirit > 200 { | ||
c.fightingSpirit = 200 | ||
} | ||
c.c1OnFightingSpirit() | ||
} | ||
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func (c *char) burstInit() { | ||
c.fightingSpirit = 200 | ||
c.Core.Events.Subscribe(event.OnNightsoulConsume, func(args ...interface{}) bool { | ||
amount := args[1].(float64) | ||
if amount < 0.0000001 { | ||
return false | ||
} | ||
c.gainFightingSpirit(amount) | ||
return false | ||
}, "mavuika-fighting-spirit-ns") | ||
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c.Core.Events.Subscribe(event.OnEnemyDamage, func(args ...interface{}) bool { | ||
ae := args[1].(*combat.AttackEvent) | ||
_, ok := args[0].(*enemy.Enemy) | ||
if !ok { | ||
return false | ||
} | ||
if ae.Info.AttackTag != attacks.AttackTagNormal { | ||
return false | ||
} | ||
if c.StatusIsActive(energyNAICDKey) { | ||
return false | ||
} | ||
c.AddStatus(energyNAICDKey, 0.1*60, true) | ||
c.gainFightingSpirit(1.5) | ||
return false | ||
}, "mavuika-fighting-spirit-na") | ||
} |
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