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character plunge frames/attack implementation - airborne from xianyun #2016

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merged 78 commits into from
Mar 10, 2024

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Charlie-Zheng
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@Charlie-Zheng Charlie-Zheng commented Mar 3, 2024

  • albedo
  • alhaitham
  • ayaka
  • ayato
  • barbara
  • bennett
  • charlotte
  • cyno (out/in q state)
  • dehya
  • diluc
  • dori
  • eula
  • freminet
  • furina
  • gaming not in this pr
  • heizou
  • hu tao (out/in e state)
  • itto
  • kaveh
  • kazuha
  • keqing
  • klee
  • lynette
  • navia
  • noelle
  • raiden (out/in q state)
  • sucrose
  • wriothesley
  • xiangling
  • xianyun
  • xiao (out/in q state)
  • yae
  • yanfei

@srliao srliao changed the title Xianyun dev other chars 2 character plunge frames/attack implementation - airborne from xianyun Mar 4, 2024
srliao
srliao previously approved these changes Mar 4, 2024
internal/characters/bennett/plunge.go Outdated Show resolved Hide resolved
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@srliao
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srliao commented Mar 4, 2024

In addition to my comment re setting status, every jump action should also probably return an error (and therefore ending the sim) if already airborne (i.e. jump, jump should crash the sim).

This is because if we don't simulate slow falling to ground, then you can't jump again while in mid air

@srliao srliao dismissed their stale review March 4, 2024 16:41

should be request change not approved

@Charlie-Zheng
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Charlie-Zheng commented Mar 7, 2024

In addition to my comment re setting status, every jump action should also probably return an error (and therefore ending the sim) if already airborne (i.e. jump, jump should crash the sim).

This is because if we don't simulate slow falling to ground, then you can't jump again while in mid air

Hmm I thought this would be like globally applied to all characters (no actions except plunge can be done while airborne), and it's up to the individual characters to override allowing actions while airborne (like Kazuha/Xiao E being able to be tapped while airborne)

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srliao commented Mar 7, 2024

In addition to my comment re setting status, every jump action should also probably return an error (and therefore ending the sim) if already airborne (i.e. jump, jump should crash the sim).

This is because if we don't simulate slow falling to ground, then you can't jump again while in mid air

retracted. already handled here. i forgot

if h.airborne != Grounded && t != action.ActionLowPlunge && t != action.ActionHighPlunge {
return ErrInvalidAirborneAction
}

- adjust hitmark value representation
- fix attack offsets
- fix low plunge in q abil name
- update documentation
- remove unnecessary char key in error msg
- fix low plunge -> jump frames
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
@k0l11 k0l11 force-pushed the xianyun-dev-other-chars-2 branch from 2a21d55 to 57d2cb8 Compare March 10, 2024 16:41
k0l11 added 15 commits March 10, 2024 17:47
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- frame adjustments
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- fix CanQueueAfter
- use hitmarks directly in frame arrays
- update documentation
- remove unnecessary char key in error msg
- fix hutao e not infusing plunge
- adjust hitmark value representation
- fix CanQueueAfter
- fix lp/hp abil names in E
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- fix lp/hp -> charge frames
- remove c6 comment copied from furina
- remove unnecessary infusion handling
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- fix skill collision dmg not being infused
- attention: breaking change for kazuha high_plunge collide param
- simplify skill plunge glide error check
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- adjust lp -> q frames
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- adjust lp hitmark
- fix missing lp -> dash frames
- use hitmarks directly in frame arrays
- update documentation
- remove unnecessary char key in error msg
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
- fix CanQueueAfter
- remove unnecessary burst status check
- use hitmarks directly in frame arrays
- fix attack offsets
- update documentation
- remove unnecessary char key in error msg
@k0l11 k0l11 force-pushed the xianyun-dev-other-chars-2 branch from 30e92a4 to 8cb9ca2 Compare March 10, 2024 18:52
@k0l11 k0l11 marked this pull request as ready for review March 10, 2024 20:55
@k0l11 k0l11 merged commit 237b5ad into genshinsim:main Mar 10, 2024
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3 participants