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60 changes: 60 additions & 0 deletions internal/characters/varesa/asc.go
Original file line number Diff line number Diff line change
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package varesa

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/core/stacks"
"github.com/genshinsim/gcsim/pkg/modifier"
)

const a1Status = "rainbow-crash"

func (c *char) a1() {
if c.Base.Ascension < 1 {
return
}
c.AddStatus(a1Status, 5*60, true)
}

func (c *char) a1PlungeBuff() float64 {
if c.Base.Ascension < 1 {
return 0.0
}
if !c.StatusIsActive(a1Status) {
return 0.0
}
if c.Base.Cons >= 1 || c.nightsoulState.HasBlessing() {
return 1.8
}
return 0.5
}

func (c *char) a1Cancel(_ combat.AttackCB) {
if c.Base.Ascension < 1 {
return
}
c.DeleteAttackMod(a1Status)
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}

func (c *char) a4() {
if c.Base.Ascension < 4 {
return
}

m := make([]float64, attributes.EndStatType)
c.AddStatMod(character.StatMod{
Base: modifier.NewBase("varesa-a4", -1),
Amount: func() ([]float64, bool) {
m[attributes.ATKP] = 0.35 * float64(c.a4Stacks.Count())
return m, true
},
})

c.a4Stacks = stacks.NewMultipleRefreshNoRemove(2, c.QueueCharTask, &c.Core.F)
c.Core.Events.Subscribe(event.OnNightsoulBurst, func(args ...interface{}) bool {
c.a4Stacks.Add(12 * 60)
return false
}, "varesa-a4")
}
142 changes: 142 additions & 0 deletions internal/characters/varesa/attack.go
Original file line number Diff line number Diff line change
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package varesa

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"
)

// TODO: hitboxes
var (
attackFrames [][]int
attackHitmarks = []int{28, 7, 33}
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attackHitlagHaltFrame = []float64{0, 0, 0.03}
attackHitlagFactor = []float64{0, 0, 0.01}
attackHitboxes = [][]float64{{2, 3}, {2, 3}, {2.2}}
attackOffsets = []float64{-0.2, -0.2, 1.1}

fieryAttackFrames [][]int
fieryAttackHitmarks = []int{18, 29, 37}
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fieryAttackHitboxes = [][]float64{{2, 3}, {2, 3}, {2.5, 3}}
)

const normalHitNum = 3

func init() {
attackFrames = make([][]int, normalHitNum)

attackFrames[0] = frames.InitNormalCancelSlice(attackHitmarks[0], 49) // N1 -> Walk
attackFrames[0][action.ActionAttack] = 33
attackFrames[0][action.ActionCharge] = 23

attackFrames[1] = frames.InitNormalCancelSlice(attackHitmarks[1], 30) // N2 -> N3
attackFrames[1][action.ActionCharge] = 17
attackFrames[1][action.ActionWalk] = 28

attackFrames[2] = frames.InitNormalCancelSlice(attackHitmarks[2], 59) // N3 -> Walk
attackFrames[2][action.ActionAttack] = 45
attackFrames[2][action.ActionCharge] = 32

fieryAttackFrames = make([][]int, normalHitNum)

fieryAttackFrames[0] = frames.InitNormalCancelSlice(fieryAttackHitmarks[0], 39) // N1 -> Walk
fieryAttackFrames[0][action.ActionAttack] = 29
fieryAttackFrames[0][action.ActionCharge] = 31

fieryAttackFrames[1] = frames.InitNormalCancelSlice(fieryAttackHitmarks[1], 47) // N2 -> Walk
fieryAttackFrames[1][action.ActionAttack] = 39
fieryAttackFrames[1][action.ActionCharge] = 25

fieryAttackFrames[2] = frames.InitNormalCancelSlice(fieryAttackHitmarks[2], 63) // N3 -> N4/Walk
fieryAttackFrames[2][action.ActionCharge] = 37
}

func (c *char) Attack(p map[string]int) (action.Info, error) {
// OnRemoved is sometimes called after the next action is executed. so we need to exit nightsoul here too
c.clearNightsoulCB(action.NormalAttackState)

if c.StatusIsActive(skillStatus) {
// TODO: or c.Core.Player.Exec(action.ActionCharge, c.Base.Key, nil)
return c.ChargeAttack(p)
}
if c.nightsoulState.HasBlessing() {
return c.fieryAttack(), nil
}

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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.Electro,
Durability: 25,
Mult: attack[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 == 0 || c.NormalCounter == 1 {
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.Info{
Frames: frames.NewAttackFunc(c.Character, attackFrames),
AnimationLength: attackFrames[c.NormalCounter][action.InvalidAction],
CanQueueAfter: attackHitmarks[c.NormalCounter],
State: action.NormalAttackState,
}, nil
}

func (c *char) fieryAttack() action.Info {
ai := combat.AttackInfo{
ActorIndex: c.Index,
Abil: fmt.Sprintf("Fiery Passion %v", c.NormalCounter),
AttackTag: attacks.AttackTagNormal,
ICDTag: attacks.ICDTagNormalAttack,
ICDGroup: attacks.ICDGroupDefault,
StrikeType: attacks.StrikeTypeDefault,
Element: attributes.Electro,
Durability: 25,
Mult: fieryAttack[c.NormalCounter][c.TalentLvlAttack()],
HitlagFactor: 0.01,
HitlagHaltFrames: 0.03 * 60,
CanBeDefenseHalted: true,
}

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ap := combat.NewBoxHitOnTarget(
c.Core.Combat.Player(),
nil,
fieryAttackHitboxes[c.NormalCounter][0],
fieryAttackHitboxes[c.NormalCounter][1],
)
c.Core.QueueAttack(ai, ap, fieryAttackHitmarks[c.NormalCounter], fieryAttackHitmarks[c.NormalCounter])

defer c.AdvanceNormalIndex()

return action.Info{
Frames: frames.NewAttackFunc(c.Character, fieryAttackFrames),
AnimationLength: fieryAttackFrames[c.NormalCounter][action.InvalidAction],
CanQueueAfter: fieryAttackHitmarks[c.NormalCounter],
State: action.NormalAttackState,
}
}
129 changes: 129 additions & 0 deletions internal/characters/varesa/burst.go
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package varesa

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"
)

// TODO: update hitlags/hitboxes
var (
burstFrames []int
volcanicFrames []int
)

const (
burstHitmark = 88
burstEnergyFrame = 9

kablamHitmark = 42
kablamCost = 30
kablamAbil = "Volcano Kablam"
)

func init() {
burstFrames = frames.InitAbilSlice(122) // Q -> Jump
burstFrames[action.ActionAttack] = 93
burstFrames[action.ActionSkill] = 90
burstFrames[action.ActionDash] = 93
burstFrames[action.ActionWalk] = 101
burstFrames[action.ActionSwap] = 90

volcanicFrames = frames.InitAbilSlice(47) // Q -> Walk
volcanicFrames[action.ActionAttack] = 46
volcanicFrames[action.ActionSkill] = 45
volcanicFrames[action.ActionDash] = 43
volcanicFrames[action.ActionSwap] = 42
}

func (c *char) Burst(p map[string]int) (action.Info, error) {
c.c4Burst()

if c.StatusIsActive(apexState) {
return c.volcanicKablam(), nil
}

ai := combat.AttackInfo{
ActorIndex: c.Index,
Abil: "Flying Kick",
AttackTag: attacks.AttackTagElementalBurst,
AdditionalTags: []attacks.AdditionalTag{attacks.AdditionalTagNightsoul},
ICDTag: attacks.ICDTagNone,
ICDGroup: attacks.ICDGroupDefault,
StrikeType: attacks.StrikeTypeDefault,
Element: attributes.Electro,
Durability: 25,
Mult: kick[c.TalentLvlBurst()],
HitlagFactor: 0.1,
}

c.QueueCharTask(func() {
c.nightsoulState.GeneratePoints(c.nightsoulState.MaxPoints)
c.generatePlungeNightsoul()
}, 3)

if c.nightsoulState.HasBlessing() {
ai.Abil = "Fiery Passion Flying Kick"
ai.Mult = fieryKick[c.TalentLvlBurst()]
}

c.Core.QueueAttack(
ai,
combat.NewCircleHit(c.Core.Combat.Player(), c.Core.Combat.PrimaryTarget(), nil, 6),
burstHitmark,
burstHitmark,
)

c.ConsumeEnergy(burstEnergyFrame)
c.SetCD(action.ActionBurst, 18*60)

return action.Info{
Frames: frames.NewAbilFunc(burstFrames),
AnimationLength: burstFrames[action.InvalidAction],
CanQueueAfter: burstFrames[action.ActionSwap],
State: action.BurstState,
}, nil
}

func (c *char) volcanicKablam() action.Info {
ai := combat.AttackInfo{
ActorIndex: c.Index,
Abil: kablamAbil,
AdditionalTags: []attacks.AdditionalTag{attacks.AdditionalTagNightsoul},
AttackTag: attacks.AttackTagPlunge,
ICDTag: attacks.ICDTagVaresaCombatCycle,
ICDGroup: attacks.ICDGroupDefault,
StrikeType: attacks.StrikeTypeDefault,
Element: attributes.Electro,
Durability: 25,
Mult: kablam[c.TalentLvlBurst()],
HitlagFactor: 0.1,
}

if c.Base.Cons >= 1 {
c.a1()
}

c.Core.Tasks.Add(func() {
c.Core.QueueAttack(
ai,
combat.NewCircleHit(c.Core.Combat.Player(), c.Core.Combat.PrimaryTarget(), nil, 6),
0,
0,
)
c.DeleteStatus(apexState)
}, kablamHitmark)

c.AddEnergy("varesa-kablam", -kablamCost)
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c.SetCD(action.ActionBurst, 1*60)

return action.Info{
Frames: frames.NewAbilFunc(volcanicFrames),
AnimationLength: volcanicFrames[action.InvalidAction],
CanQueueAfter: volcanicFrames[action.ActionSwap],
State: action.BurstState, // TODO: or plunge state?
OnRemoved: c.clearNightsoulCB,
}
}
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