Schwert und Schild kampfsystem weiter ausgebaut

This commit is contained in:
2026-10-04 10:59:27 +02:00
parent b7def4f2e7
commit 17efa86f34
26 changed files with 829 additions and 227 deletions

View File

@@ -87,7 +87,7 @@ public class AnimPlayer {
}
if (skinning != null && !skinning.isEnabled()) skinning.setEnabled(true);
if ((currentClip != null || pendingClip != null) && transition > 0f) {
if (!pendingReversed && (currentClip != null || pendingClip != null) && transition > 0f) {
com.jme3.anim.Armature arm = skinning != null ? skinning.getArmature() : null;
AnimClip freeze = buildFreezeClip(arm);
if (freeze != null) {
@@ -182,6 +182,9 @@ public class AnimPlayer {
currentClip = clipName;
pendingClip = null;
blendSpace = null;
// Speed immer auf 1 zurücksetzen – ClipAction-Instanz wird wiederverwendet
// und könnte noch speed=-1 vom letzten reversed-Play haben.
if (currentAction != null) { currentAction.setSpeed(1f); }
double len = currentAction != null ? currentAction.getLength() : -1;
if (pendingReversed && currentAction != null && len > 0.01) {
currentAction.setSpeed(-1f);
@@ -206,24 +209,25 @@ public class AnimPlayer {
private void finishBlend() {
String clip = pendingClip;
float elapsed = blendElapsed;
pendingClip = null;
blendSpace = null;
if (clip == null) return;
try {
if (composer.hasAction("__blend__")) composer.removeAction("__blend__");
} catch (Exception ignored) {}
try {
// setCurrentAction vor removeAction: kein 1-Frame-Gap ohne aktive Action
currentAction = composer.setCurrentAction(clip);
currentClip = clip;
try {
if (composer.hasAction("__blend__")) composer.removeAction("__blend__");
} catch (Exception ignored) {}
double len = currentAction != null ? currentAction.getLength() : 0.0;
if (pendingReversed && currentAction != null && len > 0.01) {
currentAction.setSpeed(-1f);
composer.getLayer(AnimComposer.DEFAULT_LAYER).setTime((float) len);
pendingReversed = false;
} else if (len > 0.01 && (elapsed > 0 || pendingStartOffset > 0)) {
// Clip startet dort, wo der Übergang endete (kein sichtbarer Sprung).
float t = (pendingStartOffset + elapsed) % (float) len;
} else if (len > 0.01 && (blendDuration > 0 || pendingStartOffset > 0)) {
// blendDuration statt blendElapsed: blendElapsed hat bereits das aktuelle tpf
// eingerechnet, die Sub-Action im AnimComposer aber noch nicht → 1-Frame exakt.
float t = (pendingStartOffset + blendDuration) % (float) len;
composer.getLayer(AnimComposer.DEFAULT_LAYER).setTime(t);
pendingStartOffset = 0f;
}

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@@ -42,20 +42,20 @@ public enum AnimationAction {
// ── Schwert ───────────────────────────────────────────────────────────────
SWORD_IDLE_BORED, SWORD_IDLE_BORED_2, SWORD_IDLE_BORED_3, SWORD_DEATH, SWORD_DEATH_2,
SWORD_ATTACK_1, SWORD_ATTACK_2, SWORD_ATTACK_3, SWORD_HEAVY_ATTACK,SWORD_COUNTERATTACK, SWORD_IDLE_IMPACT,
SWORD_ATTACK_1, SWORD_ATTACK_2, SWORD_ATTACK_3, SWORD_HEAVY_ATTACK, SWORD_PARADE, SWORD_IDLE_IMPACT,
SWORD_IDLE, SWORD_WALK, SWORD_RUN, SWORD_JUMP, SWORD_RUNNING_JUMP,
SWORD_BLOCK, SWORD_IDLE_TO_BLOCK, SWORD_BLOCK_IMPACT, SWORD_BLOCK_MOVE, SWORD_BLOCK_MOVE_BACKWARD, SWORD_BLOCK_STRAFE_LEFT, SWORD_BLOCK_STRAFE_RIGHT,
// ── Axt ───────────────────────────────────────────────────────────────────
AXE_DRAW, AXE_SHEATHE, AXE_BLOCK,
AXE_ATTACK_1, AXE_ATTACK_2, AXE_ATTACK_3, AXE_HEAVY_ATTACK,
AXE_IDLE_TO_BLOCK, AXE_COUNTERATTACK, AXE_BLOCK_IMPACT, AXE_IDLE_IMPACT,
AXE_IDLE_TO_BLOCK, AXE_PARADE, AXE_BLOCK_IMPACT, AXE_IDLE_IMPACT,
AXE_IDLE, AXE_WALK, AXE_RUN,
// ── Zweihänder ────────────────────────────────────────────────────────────
TWO_HAND_DRAW, TWO_HAND_SHEATHE, TWO_HAND_BLOCK,
TWO_HAND_ATTACK_1, TWO_HAND_ATTACK_2, TWO_HAND_ATTACK_3, TWO_HAND_HEAVY_ATTACK,
TWO_HAND_IDLE_TO_BLOCK, TWO_HAND_COUNTERATTACK, TWO_HAND_BLOCK_IMPACT, TWO_HAND_IDLE_IMPACT,
TWO_HAND_IDLE_TO_BLOCK, TWO_HAND_PARADE, TWO_HAND_BLOCK_IMPACT, TWO_HAND_IDLE_IMPACT,
TWO_HAND_IDLE, TWO_HAND_WALK, TWO_HAND_RUN,
// ── Bogen ─────────────────────────────────────────────────────────────────
@@ -119,7 +119,7 @@ public enum AnimationAction {
case SWORD_ATTACK_3 -> TextRegistry.resolve(null, key, "Angriff 3 – Kritisch (Schwert)");
case SWORD_HEAVY_ATTACK -> TextRegistry.resolve(null, key, "Schwerer Angriff (Schwert)");
case SWORD_IDLE_TO_BLOCK -> TextRegistry.resolve(null, key, "Idle → Block (Schwert)");
case SWORD_COUNTERATTACK -> TextRegistry.resolve(null, key, "Konter (Schwert)");
case SWORD_PARADE -> TextRegistry.resolve(null, key, "Parade (Schwert)");
case SWORD_BLOCK_IMPACT -> TextRegistry.resolve(null, key, "Block-Treffer (Schwert)");
case SWORD_IDLE_IMPACT -> TextRegistry.resolve(null, key, "Treffer (Schwert)");
case SWORD_IDLE -> TextRegistry.resolve(null, key, "Stehen (Schwert)");
@@ -138,7 +138,7 @@ public enum AnimationAction {
case AXE_ATTACK_3 -> TextRegistry.resolve(null, key, "Angriff 3 – Kritisch (Axt)");
case AXE_HEAVY_ATTACK -> TextRegistry.resolve(null, key, "Schwerer Angriff (Axt)");
case AXE_IDLE_TO_BLOCK -> TextRegistry.resolve(null, key, "Idle → Block (Axt)");
case AXE_COUNTERATTACK -> TextRegistry.resolve(null, key, "Konter (Axt)");
case AXE_PARADE -> TextRegistry.resolve(null, key, "Parade (Axt)");
case AXE_BLOCK_IMPACT -> TextRegistry.resolve(null, key, "Block-Treffer (Axt)");
case AXE_IDLE_IMPACT -> TextRegistry.resolve(null, key, "Treffer (Axt)");
case AXE_IDLE -> TextRegistry.resolve(null, key, "Stehen (Axt)");
@@ -153,7 +153,7 @@ public enum AnimationAction {
case TWO_HAND_ATTACK_3 -> TextRegistry.resolve(null, key, "Angriff 3 – Kritisch (Zweihänder)");
case TWO_HAND_HEAVY_ATTACK -> TextRegistry.resolve(null, key, "Schwerer Angriff (Zweihänder)");
case TWO_HAND_IDLE_TO_BLOCK -> TextRegistry.resolve(null, key, "Idle → Block (Zweihänder)");
case TWO_HAND_COUNTERATTACK -> TextRegistry.resolve(null, key, "Konter (Zweihänder)");
case TWO_HAND_PARADE -> TextRegistry.resolve(null, key, "Parade (Zweihänder)");
case TWO_HAND_BLOCK_IMPACT -> TextRegistry.resolve(null, key, "Block-Treffer (Zweihänder)");
case TWO_HAND_IDLE_IMPACT -> TextRegistry.resolve(null, key, "Treffer (Zweihänder)");
case TWO_HAND_IDLE -> TextRegistry.resolve(null, key, "Stehen (Zweihänder)");

View File

@@ -0,0 +1,89 @@
package de.blight.game.combat;
import com.jme3.anim.AnimComposer;
import com.jme3.math.Vector3f;
import de.blight.game.animation.AnimationAction;
/**
* Abstrakte Basisklasse für alle Kampfstile.
*
* Enthält:
* – das {@link AnimReceiver}-Interface zum einheitlichen Empfangen von
* Kampf-Animationen (Stagger, Impact) auf Spieler- UND NPC-Seite
* – gemeinsame Hilfsmethoden (Clip-Länge lesen, Klingen-Treffertest)
* – gemeinsame Konstanten (Treffer-Radius, Impact-Speeds)
*
* Konkrete Kampfstile (z. B. {@code swordshield.SwordShieldCombat}) erben
* von dieser Klasse und ergänzen stil-spezifische Animations-Auflösung.
*/
public abstract class CombatStyleBase {
// ── Gemeinsame Konstanten ─────────────────────────────────────────────────
/** Abspielgeschwindigkeit für normalen Treffer-Impact. */
public static final float IMPACT_SPEED_NORMAL = 1.0f;
/** Abspielgeschwindigkeit nach Konterparade (Slow-Motion-Reaktion). */
public static final float IMPACT_SPEED_PARRIED = 0.5f;
/** Körperradius eines NPCs für die Klingen-Kapsel-Trefferprüfung. */
public static final float HIT_RADIUS = 0.5f;
// ── AnimReceiver-Interface ────────────────────────────────────────────────
/**
* Einheitliche Schnittstelle für Entitäten, die eine blockierende
* Kampfanimation empfangen können – implementiert von
* {@code PlayerInputControl} (Held) und NPC-Adaptern in
* {@code WorldNpcsState}.
*
* Eine „blockierende" Animation sperrt die Entität für die Dauer des
* Clips von weiteren eigenen Aktionen (Bewegung, Angriff usw.).
*
* @see CombatStyleBase#readActualClipLength(AnimComposer, float)
*/
public interface AnimReceiver {
/**
* Spielt {@code action} ab und sperrt die Entität für die Clip-Dauer.
*
* @param action die abzuspielende Animation
* @param speed Abspielgeschwindigkeit (1.0 = normal, 0.5 = Konterparade)
* @param onDone optionaler Callback wenn die Animation endet (darf null sein)
*/
void receiveBlockingAnim(AnimationAction action, float speed, Runnable onDone);
}
// ── Hilfsmethoden ─────────────────────────────────────────────────────────
/**
* Liest die tatsächliche Clip-Länge aus dem AnimComposer des DEFAULT_LAYER.
* Muss <em>nach</em> dem Starten der Animation aufgerufen werden, damit
* die korrekte Länge im Composer steht.
*
* @param ac AnimComposer der Entität (darf null sein)
* @param fallback Rückgabewert wenn Länge nicht ermittelbar
* @return tatsächliche Clip-Länge oder {@code fallback}
*/
public static float readActualClipLength(AnimComposer ac, float fallback) {
if (ac == null) { return fallback; }
var layer = ac.getLayer(AnimComposer.DEFAULT_LAYER);
if (layer == null) { return fallback; }
var a = layer.getCurrentAction();
return (a != null && a.getLength() > 0.01) ? (float) a.getLength() : fallback;
}
/**
* Quadratischer Abstand von Punkt {@code p} zum Segment {@code a→b}.
* Wird für die Klingen-Kapsel-Trefferprüfung in allen Kampfstilen genutzt.
*/
public static float segmentDistSq(Vector3f p, Vector3f a, Vector3f b) {
float abX = b.x - a.x, abY = b.y - a.y, abZ = b.z - a.z;
float lenSq = abX*abX + abY*abY + abZ*abZ;
float t = lenSq > 0.0001f
? Math.max(0f, Math.min(1f, ((p.x-a.x)*abX + (p.y-a.y)*abY + (p.z-a.z)*abZ) / lenSq))
: 0f;
float cx = p.x - (a.x + t*abX);
float cy = p.y - (a.y + t*abY);
float cz = p.z - (a.z + t*abZ);
return cx*cx + cy*cy + cz*cz;
}
}

View File

@@ -18,4 +18,14 @@ public interface MeleeAttackCallback {
*/
void onMeleeAttack(int attackId, Vector3f gripPos, Vector3f bladeDir,
float bladeLength, int baseDamage, float critMultiplier);
/**
* Wird beim START eines normalen (nicht-schweren) Angriffs aufgerufen,
* damit NPCs die Konterparade-Entscheidung sofort treffen und die
* Parade-Animation frühzeitig starten können.
*
* @param attackId Gleiche ID wie beim nachfolgenden onMeleeAttack
* @param isHeavy true = schwerer Angriff (kein Konterparade-Kandidat)
*/
default void onAttackStart(int attackId, boolean isHeavy) {}
}

View File

@@ -94,11 +94,12 @@ public final class WeaponCombatState {
/**
* Entscheidet nach dem aktuellen Angriffsschritt ob die Kombo verlängert wird.
* Gibt den nächsten Schritt (1 oder 2) zurück, oder -1 wenn keine Verlängerung.
* Gleiche 5-stufige Sequenz wie beim Spieler: 0→1→2→3→4 (gerade=ATK1, ungerade=ATK2, 4=Finisher).
* Gibt den nächsten Schritt zurück, oder -1 wenn keine Verlängerung.
*/
public int nextComboStep(java.util.Random rng) {
if (phase != Phase.ATTACKING || isHeavy || comboStep >= 2) { return -1; }
float chance = comboStep == 0 ? COMBO_P1 : COMBO_P2;
if (phase != Phase.ATTACKING || isHeavy || comboStep >= 4) { return -1; }
float chance = (comboStep % 2 == 0) ? COMBO_P1 : COMBO_P2;
return rng.nextFloat() < chance ? comboStep + 1 : -1;
}

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@@ -0,0 +1,84 @@
package de.blight.game.combat.swordshield;
import de.blight.common.model.ItemSubCategory;
import de.blight.game.animation.AnimationAction;
import de.blight.game.combat.CombatStyleBase;
/**
* Gemeinsame Kampflogik für den Schwert-und-Schild-Stil.
*
* Wird von <em>beiden</em> Seiten genutzt:
* – {@code PlayerInputControl} (Held)
* – {@code WorldNpcsState} (Gegner-KI)
*
* Alle Animations-Auflösungen (welche Animation für welches Ereignis?) und
* alle Reaktions-Anwendungen (Impact, Stagger, Konterparade) sind hier
* zentralisiert. Bug-Fixes gelten damit automatisch für Held und NPC.
*
* Neue Kampfstile erben von {@link CombatStyleBase} und folgen demselben
* Muster in einem eigenen Unter-Package.
*/
public final class SwordShieldCombat extends CombatStyleBase {
private SwordShieldCombat() {}
// ── Animations-Auflösung ──────────────────────────────────────────────────
/**
* Impact-Animation in Idle/Kampf-Haltung (Entität wurde getroffen).
* Identisch für Spieler und NPC – weapon type der GETROFFENEN Entität.
*/
public static AnimationAction resolveIdleImpactAction(ItemSubCategory weaponType) {
if (weaponType == null) { return AnimationAction.SWORD_IDLE_IMPACT; }
return switch (weaponType) {
case AXE -> AnimationAction.AXE_IDLE_IMPACT;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_IDLE_IMPACT;
default -> AnimationAction.SWORD_IDLE_IMPACT;
};
}
/**
* Block-Impact-Animation (Entität hat einen Treffer abgeblockt).
* Identisch für Spieler und NPC.
*/
public static AnimationAction resolveBlockImpactAction(ItemSubCategory weaponType) {
if (weaponType == null) { return AnimationAction.SWORD_BLOCK_IMPACT; }
return switch (weaponType) {
case AXE -> AnimationAction.AXE_BLOCK_IMPACT;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_BLOCK_IMPACT;
default -> AnimationAction.SWORD_BLOCK_IMPACT;
};
}
/**
* Konterangriff-Animation nach erfolgreicher Parade.
* Identisch für Spieler und NPC.
*/
public static AnimationAction resolveParadeAction(ItemSubCategory weaponType) {
if (weaponType == null) { return AnimationAction.SWORD_PARADE; }
return switch (weaponType) {
case AXE -> AnimationAction.AXE_PARADE;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_PARADE;
default -> AnimationAction.SWORD_PARADE;
};
}
// ── Reaktionen anwenden ───────────────────────────────────────────────────
/**
* Normaler Treffer-Impact (Entität wurde getroffen, kein Block).
* Für Held: {@code PlayerInputControl} implementiert {@link AnimReceiver}.
* Für NPC: {@code WorldNpcsState.npcAnimReceiver(s)} liefert den Adapter.
*/
public static void applyNormalImpact(AnimReceiver receiver, ItemSubCategory weaponType) {
receiver.receiveBlockingAnim(resolveIdleImpactAction(weaponType), IMPACT_SPEED_NORMAL, null);
}
/**
* Konterparade-Impact (Angreifer wird durch Parade gestoppt – Slow Motion).
* Wird aufgerufen auf dem ANGREIFER, nicht auf dem Parierenden.
*/
public static void applyParriedImpact(AnimReceiver receiver, ItemSubCategory weaponType) {
receiver.receiveBlockingAnim(resolveIdleImpactAction(weaponType), IMPACT_SPEED_PARRIED, null);
}
}

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@@ -30,8 +30,10 @@ import de.blight.game.animation.AnimationAction;
import de.blight.game.animation.AnimationLibrary;
import de.blight.game.animation.RetargetingSystem;
import de.blight.game.config.KeyBindings;
import de.blight.game.combat.CombatStyleBase;
import de.blight.game.combat.MeleeAttackCallback;
import de.blight.game.combat.WeaponCombatState;
import de.blight.game.combat.swordshield.SwordShieldCombat;
import de.blight.game.navigation.CharacterNavigator;
import de.blight.game.state.TerrainChunkState;
@@ -44,7 +46,7 @@ import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
public class PlayerInputControl {
public class PlayerInputControl implements CombatStyleBase.AnimReceiver {
private static final Logger log = LoggerFactory.getLogger(PlayerInputControl.class);
@@ -133,8 +135,11 @@ public class PlayerInputControl {
private ItemSubCategory drawnWeaponType = null;
private boolean isAiming = false;
private boolean rightMouseHeld = false;
private boolean attackBuffered = false; // LMB während Block → nach Block-Exit sofort angreifen
private float prevBlockAnimTime = 0f; // Vorzustand für Loop-Erkennung in ENTERING
private BlockPhase blockPhase = BlockPhase.NONE;
private float blockPhaseTimer = 0f;
private float blockTapTimer = 0f;
/** Gemeinsamer Zustandsautomat (Tap/Hold-Erkennung, parryArmed). */
private final WeaponCombatState weaponCombat = new WeaponCombatState();
private boolean combatAnimActive = false;
@@ -156,6 +161,12 @@ public class PlayerInputControl {
private float heavyLungeStartRemaining = 0f;
/** combatAnimRemaining-Wert, ab dem die Lunge endet (Landung). */
private float heavyLungeEndRemaining = 0f;
// ── Spieler-Rückstoß (wenn getroffen oder Block absorbiert) ───────────────
private float playerKnockbackDirX = 0f;
private float playerKnockbackDirZ = 0f;
private float playerKnockbackTimer = 0f;
private static final float PLAYER_KNOCKBACK_MPS = 1.2f;
private static final float PLAYER_KNOCKBACK_TIME = 0.18f;
/** Gesamtdauer der aktuellen Kampfanim — für Kombo-Fenster-Timing (öffnet bei 50%). */
private float combatAnimDuration = 0f;
private final List<MeleeAttackCallback> meleeCallbacks = new ArrayList<>();
@@ -167,6 +178,8 @@ public class PlayerInputControl {
private int currentAttackId = -1;
private boolean hitWindowActive = false;
private float hitWindowCritMult = 1.0f;
private float hitWindowStart = HIT_WINDOW_START;
private float hitWindowEnd = HIT_WINDOW_END;
// Angriffs-Sound via Waffen-Geschwindigkeit
private static final float ATTACK_SOUND_VELOCITY = 3.5f;
// Attacken mit Backswing → Sound erst nach Mindest-Fortschritt erlauben
@@ -282,6 +295,13 @@ public class PlayerInputControl {
/** Autopilot: wenn gesetzt, geht der Charakter automatisch in diese (normalisierte) Richtung. */
private Vector3f autopilotDir = null;
/** Position des nächsten angreifenden NPCs – für Lungen-Richtung bei schwerem Angriff. */
private Vector3f nearestAttackingNpcPos = null;
public void setNearestAttackingNpcPos(Vector3f pos) {
this.nearestAttackingNpcPos = pos != null ? pos.clone() : null;
}
// ── Schleichen / Ducken ───────────────────────────────────────────────────
private enum SneakPhase { NONE, DOWN, ACTIVE, UP }
private SneakPhase sneakPhase = SneakPhase.NONE;
@@ -326,7 +346,8 @@ public class PlayerInputControl {
case ACT_SHEATH -> { if (isPressed && weaponDrawn && !blockingAnimActive && !drawAnimActive) sheathCurrentWeapon(); }
case ACT_COMBAT_ATK -> {
if (isPressed) {
if (!weaponDrawn || blockingAnimActive || drawAnimActive || isBlocking()) break;
if (!weaponDrawn || blockingAnimActive || drawAnimActive) break;
if (isBlocking()) { attackBuffered = true; break; }
// Immer Hold-Timer starten – auch mitten in einer Kombo
attackHoldPending = true;
attackHoldTimer = 0f;
@@ -471,6 +492,7 @@ public class PlayerInputControl {
if (physicsChar != null) physicsChar.setWalkDirection(Vector3f.ZERO);
stopWading();
rightMouseHeld = false;
attackBuffered = false;
blockPhase = BlockPhase.NONE;
weaponCombat.phase = WeaponCombatState.Phase.IDLE;
weaponCombat.parryArmed = false;
@@ -519,19 +541,70 @@ public class PlayerInputControl {
* Sekunden und ruft danach {@code onComplete} auf (im Update-Thread).
* Bei {@code duration <= 0} wird die echte Clip-Länge aus dem AnimComposer abgefragt.
*/
/** Implementierung von {@link de.blight.game.combat.CombatStyleBase.AnimReceiver}. */
@Override
public void receiveBlockingAnim(AnimationAction action, float speed, Runnable onDone) {
requestAnimation(action, 0f, speed, onDone);
}
public void requestAnimation(AnimationAction action, float duration, Runnable onComplete) {
requestAnimation(action, duration, 1f, onComplete);
}
public void requestAnimation(AnimationAction action, float duration, float speed, Runnable onComplete) {
if (playerDead) { return; }
// Laufende Kampf-Animation sofort abbrechen – sonst blockiert blockingAnimActive den
// combatAnimActive-Timer nicht (blockingAnimActive-Return kommt früher in controlUpdate).
if (combatAnimActive) {
combatAnimActive = false;
hitWindowActive = false;
hitWindowStart = HIT_WINDOW_START;
hitWindowEnd = HIT_WINDOW_END;
heavyLungeVel = null;
heavyLungeStartRemaining = 0f;
heavyLungeEndRemaining = 0f;
combatAnimCallback = null;
combatAnimSkipComboWindow = false;
comboWindowActive = false;
comboStep = 0;
}
autopilotDir = null;
forward = backward = left = right = false;
if (physicsChar != null) physicsChar.setWalkDirection(Vector3f.ZERO);
// Blend-Übergänge für blockierende Animationen (Impact, Stagger) verbieten:
// ein noch aktiver nextTransitionLength aus einem Kombo-Schlag würde eine BlendAction
// erzeugen deren getLength() 0 zurückgibt → Fallback-Timer zu lang → Animation loopt.
nextTransitionLength = -1.0;
playAction(action);
currentAnim = action;
// Clip-Länge zuverlässig aus dem AnimClip lesen (nicht von der live BlendAction)
if (duration <= 0f) {
duration = resolveClipLength(action, 1.5f);
}
if (speed != 1f && animComposer != null) {
var layer = animComposer.getLayer(AnimComposer.DEFAULT_LAYER);
if (layer != null) {
var a = layer.getCurrentAction();
if (a != null) { a.setSpeed(speed); }
}
duration = duration / speed; // Timer an Speed anpassen
}
// Rückstoß weg vom angreifenden NPC
if (nearestAttackingNpcPos != null && physicsChar != null) {
Vector3f myPos = physicsChar.getPhysicsLocation();
float dx = myPos.x - nearestAttackingNpcPos.x;
float dz = myPos.z - nearestAttackingNpcPos.z;
float len = (float) Math.sqrt(dx * dx + dz * dz);
if (len > 0.001f) {
playerKnockbackDirX = dx / len;
playerKnockbackDirZ = dz / len;
playerKnockbackTimer = PLAYER_KNOCKBACK_TIME;
}
}
blockingAnimActive = true;
blockingAnimRemaining = duration;
blockingAnimTotal = duration;
blockingAnimRemaining = Math.max(0.1f, duration - 0.05f);
blockingAnimTotal = blockingAnimRemaining;
blockingAnimCallback = onComplete;
autopilotDir = null;
forward = backward = left = right = false;
if (physicsChar != null) physicsChar.setWalkDirection(Vector3f.ZERO);
playAction(action);
currentAnim = action;
}
/** Liefert die Länge des Clips für {@code action} in Sekunden, oder {@code fallback} wenn nicht ermittelbar. */
@@ -872,13 +945,41 @@ public class PlayerInputControl {
// Blockierende Einmal-Animation (lie_down, lie_up …)
if (blockingAnimActive) {
blockingAnimRemaining -= tpf;
physicsChar.setWalkDirection(Vector3f.ZERO);
if (playerKnockbackTimer > 0f) {
playerKnockbackTimer -= tpf;
float ratio = Math.max(0f, playerKnockbackTimer / PLAYER_KNOCKBACK_TIME);
float spd = PLAYER_KNOCKBACK_MPS / CharacterNavigator.RUN_SPEED_MPS * MOVE_SPEED;
physicsChar.setWalkDirection(scratchWalk.set(
playerKnockbackDirX * spd * ratio, 0f, playerKnockbackDirZ * spd * ratio));
} else {
physicsChar.setWalkDirection(Vector3f.ZERO);
}
if (blockingAnimRemaining <= 0f && !playerDead) {
blockingAnimActive = false;
Runnable cb = blockingAnimCallback;
blockingAnimCallback = null;
if (cb != null) cb.run();
// Block-Puffer nach Impact/Stagger: RMB wurde während der Anim gehalten
if (!combatAnimActive && rightMouseHeld && blockPhase == BlockPhase.NONE) {
blockTapTimer = 0f;
weaponCombat.parryArmed = false;
startBlockEnter();
}
} else if (playerDead && blockingAnimRemaining <= 0f && blockingAnimRemaining > -500f) {
// Todesanim abgelaufen → auf letztem Frame einfrieren
if (animComposer != null) {
var layer = animComposer.getLayer(AnimComposer.DEFAULT_LAYER);
if (layer != null) {
com.jme3.anim.tween.action.Action a = layer.getCurrentAction();
if (a != null && a.getSpeed() != 0f) {
a.setSpeed(0f);
layer.setTime(Math.max(0f, (float) a.getLength() - 0.01f));
}
}
}
blockingAnimRemaining = -1000f;
return;
} else {
return;
}
@@ -942,8 +1043,7 @@ public class PlayerInputControl {
currentWaterDepth = (waterDepthQuery != null) ? waterDepthQuery.apply(charPos.x, charPos.z) : 0f;
boolean inDeepWater = currentWaterDepth > WATER_WADING_DEPTH;
// Schon ab WAITING Gehgeschwindigkeit erzwingen, damit beim Blockstart kein Sprint-Frame entsteht
boolean inBlockStance = isBlocking() || blockPhase == BlockPhase.WAITING;
boolean inBlockStance = isBlocking();
boolean sneaking = sneakPhase != SneakPhase.NONE;
@@ -1029,6 +1129,12 @@ public class PlayerInputControl {
comboStep = 0;
log.info("[Combat] Kombo-Fenster verpasst → Reset");
}
// Gepufferter Block: RMB wurde während des Angriffs gehalten → jetzt Block einleiten
if (!combatAnimActive && rightMouseHeld && blockPhase == BlockPhase.NONE) {
blockTapTimer = 0f;
weaponCombat.parryArmed = false;
startBlockEnter();
}
} else {
// Kombo-Fenster öffnet sich in der zweiten Hälfte der Anim
if (!comboWindowActive && !combatAnimSkipComboWindow
@@ -1060,9 +1166,9 @@ public class PlayerInputControl {
}
if (hitWindowActive && isMeleeType(drawnWeaponType) && combatAnimDuration > 0f) {
float t = (combatAnimDuration - combatAnimRemaining) / combatAnimDuration;
if (t >= HIT_WINDOW_START && t <= HIT_WINDOW_END) {
if (t >= hitWindowStart && t <= hitWindowEnd) {
fireWeaponCallback(hitWindowCritMult);
} else if (t > HIT_WINDOW_END) {
} else if (t > hitWindowEnd) {
hitWindowActive = false;
}
}
@@ -1241,6 +1347,10 @@ public class PlayerInputControl {
currentAttackId = ++attackIdCounter;
hitWindowActive = true;
hitWindowCritMult = lastAttackCritical ? 2.0f : 1.0f;
// Steps 1+3 = Attack2 (Backswing): Fenster später schließen damit Schwung den NPC erreicht
// Rückschwung (steps 1+3): Trefferfenster beginnt später (Schwung muss erst ankommen)
hitWindowStart = (step == 1 || step == 3) ? 0.45f : HIT_WINDOW_START;
hitWindowEnd = (step == 1 || step == 3) ? 0.92f : HIT_WINDOW_END;
currentComboStep = step;
comboStep = (step + 1) % 5;
comboWindowActive = false;
@@ -1258,21 +1368,11 @@ public class PlayerInputControl {
combatAnimCallback = null;
playAction(atk);
currentAnim = atk;
// Finisher (step 4): leichte Vorwärtsbewegung
if (step == 4) {
Vector3f fwd = (visual != null)
? visual.getWorldRotation().mult(new Vector3f(0f, 0f, 1f))
: cam.getDirection().clone();
fwd.y = 0f;
if (fwd.lengthSquared() > 0.001f) fwd.normalizeLocal();
heavyLungeVel = fwd.mult(MOVE_SPEED * 0.1f);
heavyLungeStartRemaining = dur * (1f - LUNGE_FRAC_START);
heavyLungeEndRemaining = dur * (1f - LUNGE_FRAC_END);
} else {
heavyLungeVel = null;
heavyLungeStartRemaining = 0f;
heavyLungeEndRemaining = 0f;
}
for (MeleeAttackCallback cb : meleeCallbacks) { cb.onAttackStart(currentAttackId, false); }
// Lunge: schließt Lücke zum Gegner auf idealen Treffabstand (1.7m)
heavyLungeVel = computeLungeVelocity(dur);
heavyLungeStartRemaining = dur * (1f - LUNGE_FRAC_START);
heavyLungeEndRemaining = dur * (1f - LUNGE_FRAC_END);
} else if (isRangedType(drawnWeaponType) && isAiming) {
isAiming = false;
AnimationAction fireAnim = getRangedFireAction(drawnWeaponType);
@@ -1296,24 +1396,32 @@ public class PlayerInputControl {
}
private void handleCombatAlt(boolean isPressed) {
if (!weaponDrawn || blockingAnimActive) return;
if (!weaponDrawn) return;
if (isMeleeType(drawnWeaponType)) {
if (isPressed) {
if (blockPhase == BlockPhase.NONE) {
blockPhase = BlockPhase.WAITING;
blockPhaseTimer = 0f;
weaponCombat.onBlockPress();
rightMouseHeld = true;
// Sofort blocken nur wenn keine andere Animation läuft
if (blockPhase == BlockPhase.NONE && !combatAnimActive && !blockingAnimActive) {
blockTapTimer = 0f;
weaponCombat.parryArmed = false;
startBlockEnter();
}
// Wenn Angriff oder Impact läuft: Block gepuffert, wird danach ausgelöst
} else {
rightMouseHeld = false;
if (blockingAnimActive) return; // Loslassen während Impact → ignorieren
switch (blockPhase) {
case WAITING -> {
// Kurzer Tap: Parade-Animation abspielen (auch wenn NPC nicht im Trefferfenster)
if (weaponCombat.onBlockRelease()) {
case ENTERING -> {
if (blockTapTimer <= WeaponCombatState.BLOCK_TAP_MAX) {
// Kurzer Tap: Block abbrechen, Parade auslösen
blockPhase = BlockPhase.NONE;
weaponCombat.parryArmed = true;
playCounterAttack();
} else {
startBlockExit();
}
blockPhase = BlockPhase.NONE;
}
case ENTERING, HOLDING -> startBlockExit();
case HOLDING -> startBlockExit();
default -> {}
}
}
@@ -1324,25 +1432,33 @@ public class PlayerInputControl {
private void updateBlockPhase(float tpf) {
switch (blockPhase) {
case WAITING -> {
// Tap-Timer läuft in WeaponCombatState; gibt true zurück wenn Fenster abläuft
if (weaponCombat.tickParryWaiting(tpf)) {
// Tap-Fenster abgelaufen ohne Loslassen → Haltephase
if (hasShieldEquipped()) {
startBlockEnter();
} else {
blockPhase = BlockPhase.NONE;
case ENTERING -> {
blockTapTimer += tpf;
blockPhaseTimer -= tpf;
// Primär: AnimComposer-Fortschritt (>= 90%) ODER Loop-Erkennung (Zeit fällt zurück)
// Sicherung: Timer-Fallback falls AnimComposer-Länge = 0
boolean switchToHolding = blockPhaseTimer <= 0f;
if (!switchToHolding && animComposer != null) {
var layer = animComposer.getLayer(AnimComposer.DEFAULT_LAYER);
if (layer != null) {
float t = (float) layer.getTime();
var a = layer.getCurrentAction();
double len = (a != null) ? a.getLength() : 0;
if (len > 0.01 && t >= len * 0.90) {
switchToHolding = true; // Animation zu >= 90% abgespielt
} else if (t < prevBlockAnimTime - 0.05f) {
switchToHolding = true; // Loop erkannt: Zeit ist zurückgesprungen
}
prevBlockAnimTime = t;
}
}
}
case ENTERING -> {
blockPhaseTimer -= tpf;
if (blockPhaseTimer <= 0f) {
if (switchToHolding) {
prevBlockAnimTime = 0f;
blockPhase = BlockPhase.HOLDING;
AnimationAction blockAct = getMeleeBlockAction(drawnWeaponType);
nextTransitionLength = COMBAT_BLEND;
playAction(blockAct);
currentAnim = blockAct;
AnimationAction holdAnim = getMeleeBlockAction(drawnWeaponType);
nextTransitionLength = -1.0;
playAction(holdAnim);
currentAnim = holdAnim;
}
}
case EXITING -> {
@@ -1350,6 +1466,10 @@ public class PlayerInputControl {
if (blockPhaseTimer <= 0f) {
blockPhase = BlockPhase.NONE;
currentAnim = null;
if (attackBuffered) {
attackBuffered = false;
handleCombatAttack();
}
}
}
default -> {}
@@ -1358,13 +1478,24 @@ public class PlayerInputControl {
private void startBlockEnter() {
blockPhase = BlockPhase.ENTERING;
prevBlockAnimTime = 0f; // Loop-Detection-Vorzustand zurücksetzen
AnimationAction idleToBlock = getMeleeIdleToBlockAction(drawnWeaponType);
float dur = resolveClipLength(idleToBlock, 0.5f);
// Etwas kürzer als Clip-Länge damit die Animation nicht einen Frame lang re-startet bevor HOLDING greift
blockPhaseTimer = Math.max(0.1f, dur - 0.05f);
nextTransitionLength = COMBAT_BLEND;
nextTransitionLength = -1.0;
playAction(idleToBlock);
currentAnim = idleToBlock;
// Länge nach playAction() aus dem AnimComposer lesen: Clip ist jetzt aktiv,
// daher exakte Länge verfügbar (resolveClipLength kann Fallback liefern → Clip-Loop).
float dur = 0.5f;
if (animComposer != null) {
var layer = animComposer.getLayer(AnimComposer.DEFAULT_LAYER);
if (layer != null) {
var a = layer.getCurrentAction();
if (a != null && a.getLength() > 0.01) {
dur = (float) a.getLength();
}
}
}
blockPhaseTimer = Math.max(0.1f, dur - 0.05f);
}
private void startBlockExit() {
@@ -1380,14 +1511,14 @@ public class PlayerInputControl {
private void playCounterAttack() {
if (combatAnimActive) return;
if (weaponSoundSystem != null) { weaponSoundSystem.play("counterparade"); }
AnimationAction counterAct = getMeleeCounterAttackAction(drawnWeaponType);
AnimationAction counterAct = getMeleeParadeAction(drawnWeaponType);
float dur = resolveClipLength(counterAct, 0.7f);
nextTransitionLength = COMBAT_BLEND;
combatAnimActive = true;
combatAnimRemaining = Math.max(0.1f, dur - COMBAT_BLEND);
combatAnimCallback = null;
combatAnimSkipComboWindow = true;
attackSoundFired = true; // kein Swoosh-Sound bei Konterparade
playAction(counterAct);
currentAnim = counterAct;
}
@@ -1399,6 +1530,7 @@ public class PlayerInputControl {
/** Spielt die Konter-Animations bei erfolgreicher Parade (nur wenn keine Combat-Animation aktiv). */
public void triggerParrySuccess() {
if (weaponSoundSystem != null) { weaponSoundSystem.play("counterparade"); }
playCounterAttack();
}
@@ -1409,21 +1541,36 @@ public class PlayerInputControl {
forward = backward = left = right = sprint = walk = false;
if (physicsChar != null) { physicsChar.setWalkDirection(com.jme3.math.Vector3f.ZERO); }
rightMouseHeld = false;
attackBuffered = false;
blockPhase = BlockPhase.NONE;
combatAnimActive = false;
comboWindowActive = false;
weaponCombat.phase = WeaponCombatState.Phase.IDLE;
weaponCombat.parryArmed = false;
if (weaponSoundSystem != null) { weaponSoundSystem.play("argh"); }
AnimationAction deathAct = playerRng.nextBoolean()
? AnimationAction.SWORD_DEATH : AnimationAction.SWORD_DEATH_2;
playAction(deathAct);
currentAnim = deathAct;
currentAnim = deathAct;
// Länge nach playAction() aus AnimComposer lesen (verhindert Loop durch falschen Fallback-Timer)
float deathLen = 2.0f;
if (animComposer != null) {
var layer = animComposer.getLayer(AnimComposer.DEFAULT_LAYER);
if (layer != null) {
var a = layer.getCurrentAction();
if (a != null && a.getLength() > 0.01) {
deathLen = (float) a.getLength();
}
}
}
blockingAnimActive = true;
blockingAnimRemaining = 999f;
blockingAnimTotal = 999f;
blockingAnimRemaining = Math.max(0.1f, deathLen - 0.12f); // 120ms vor Clip-Ende: kein Loop
blockingAnimTotal = blockingAnimRemaining;
blockingAnimCallback = null;
}
public boolean isPlayerDead() { return playerDead; }
public boolean isBlocking() {
return blockPhase == BlockPhase.ENTERING
|| blockPhase == BlockPhase.HOLDING
@@ -1439,7 +1586,7 @@ public class PlayerInputControl {
/** Wird aufgerufen wenn ein blockierter Treffer landet. Kostet 30 Ausdauer; unter 0 → Block bricht. */
public void triggerBlockImpact() {
if (blockPhase != BlockPhase.HOLDING || drawnWeaponType == null) return;
if ((blockPhase != BlockPhase.HOLDING && blockPhase != BlockPhase.ENTERING) || drawnWeaponType == null) return;
if (weaponSoundSystem != null) { weaponSoundSystem.play("impactblock"); }
if (mainCharacter != null && mainCharacter.getMaxStamina() > 0) {
if (mainCharacter.getCurrentStamina() < STAMINA_BLOCK_HIT_COST) {
@@ -1695,28 +1842,20 @@ public class PlayerInputControl {
};
}
private static AnimationAction getMeleeCounterAttackAction(ItemSubCategory s) {
private static AnimationAction getMeleeParadeAction(ItemSubCategory s) {
return switch (s) {
case AXE -> AnimationAction.AXE_COUNTERATTACK;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_COUNTERATTACK;
default -> AnimationAction.SWORD_COUNTERATTACK;
case AXE -> AnimationAction.AXE_PARADE;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_PARADE;
default -> AnimationAction.SWORD_PARADE;
};
}
public static AnimationAction getMeleeBlockImpactAction(ItemSubCategory s) {
return switch (s) {
case AXE -> AnimationAction.AXE_BLOCK_IMPACT;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_BLOCK_IMPACT;
default -> AnimationAction.SWORD_BLOCK_IMPACT;
};
return SwordShieldCombat.resolveBlockImpactAction(s);
}
public static AnimationAction getMeleeIdleImpactAction(ItemSubCategory s) {
return switch (s) {
case AXE -> AnimationAction.AXE_IDLE_IMPACT;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_IDLE_IMPACT;
default -> AnimationAction.SWORD_IDLE_IMPACT;
};
return SwordShieldCombat.resolveIdleImpactAction(s);
}
private void fireWeaponCallback(float critMultiplier) {
@@ -1730,8 +1869,23 @@ public class PlayerInputControl {
}
int base = (mainCharacter != null && mainCharacter.getEquippedMeleeWeapon() != null)
? mainCharacter.getEquippedMeleeWeapon().getDamage() : 0;
Vector3f grip = hn.getWorldTranslation().clone();
Vector3f bladeDir = ws.getWorldRotation().mult(com.jme3.math.Vector3f.UNIT_Y).normalizeLocal();
// Vorwärtsrichtung des Charakters (Spieler schaut immer Richtung Gegner)
Vector3f bladeDir = (visual != null)
? visual.getWorldRotation().mult(com.jme3.math.Vector3f.UNIT_Z).normalizeLocal()
: cam.getDirection().clone().setY(0).normalizeLocal();
// physicsChar.getPhysicsLocation() als XZ-Ursprung: immer aktuell, kein staler Cache.
// HandY behalten für korrekte Trefferhöhe; 0.5m forward = gleiche Reichweite wie Attack 1.
Vector3f grip;
if (physicsChar != null) {
com.jme3.math.Vector3f charPos = physicsChar.getPhysicsLocation();
grip = new Vector3f(
charPos.x + bladeDir.x * 0.5f,
hn.getWorldTranslation().y,
charPos.z + bladeDir.z * 0.5f
);
} else {
grip = hn.getWorldTranslation().clone();
}
for (MeleeAttackCallback cb : meleeCallbacks) {
cb.onMeleeAttack(currentAttackId, grip, bladeDir, WEAPON_BLADE_LENGTH, base, critMultiplier);
}
@@ -1749,6 +1903,47 @@ public class PlayerInputControl {
};
}
/** Normalisierter Vorwärtsvektor Richtung nächstem Gegner, Fallback: Blickrichtung. */
private Vector3f computeAttackDir() {
Vector3f fwd = null;
if (nearestAttackingNpcPos != null && physicsChar != null) {
Vector3f myPos = physicsChar.getPhysicsLocation();
fwd = new Vector3f(nearestAttackingNpcPos.x - myPos.x, 0f, nearestAttackingNpcPos.z - myPos.z);
if (fwd.lengthSquared() < 0.001f) { fwd = null; }
}
if (fwd == null) {
fwd = (visual != null)
? visual.getWorldRotation().mult(new Vector3f(0f, 0f, 1f))
: cam.getDirection().clone();
fwd.y = 0f;
}
return fwd.lengthSquared() > 0.001f ? fwd.normalizeLocal() : fwd.set(0f, 0f, 1f);
}
/**
* Berechnet die Lunge-Geschwindigkeit so, dass der Abstand zum Gegner
* während des Lungesfensters auf ~1.7m (sicherer Treffbereich) schließt.
* Ohne bekannten Gegner: minimaler Schritt nach vorn.
*/
private Vector3f computeLungeVelocity(float animDur) {
Vector3f fwd = computeAttackDir();
float IDEAL_DIST = 1.7f;
if (nearestAttackingNpcPos != null && physicsChar != null) {
Vector3f myPos2 = physicsChar.getPhysicsLocation();
float dx2 = nearestAttackingNpcPos.x - myPos2.x;
float dz2 = nearestAttackingNpcPos.z - myPos2.z;
float dist = (float) Math.sqrt(dx2 * dx2 + dz2 * dz2);
float gap = dist - IDEAL_DIST;
if (gap > 0.05f && gap < 2.5f) {
float lungeWindowDur = animDur * (LUNGE_FRAC_END - LUNGE_FRAC_START);
float neededMps = Math.min(gap / lungeWindowDur, CharacterNavigator.RUN_SPEED_MPS * 0.45f);
float speed = neededMps / CharacterNavigator.RUN_SPEED_MPS * MOVE_SPEED;
return fwd.multLocal(speed);
}
}
return fwd.multLocal(MOVE_SPEED * 0.04f);
}
/** Startet sofort die schwere-Angriff-Animation beim Drücken der Taste. */
private void startHeavyCharge() {
if (drawnWeaponType == null || !isMeleeType(drawnWeaponType)) {
@@ -1768,15 +1963,7 @@ public class PlayerInputControl {
playAction(action);
currentAnim = action;
// Blickrichtung des Chars in Weltkoordinaten
Vector3f fwd = (visual != null)
? visual.getWorldRotation().mult(new Vector3f(0f, 0f, 1f))
: cam.getDirection().clone();
fwd.y = 0f;
if (fwd.lengthSquared() > 0.001f) fwd.normalizeLocal();
heavyLungeVel = fwd.mult(MOVE_SPEED * 0.25f);
// Lunge nur während der Sprungphase: combatAnimRemaining-Fenster vorausberechnen
heavyLungeVel = computeLungeVelocity(dur);
heavyLungeStartRemaining = dur * (1f - LUNGE_FRAC_START);
heavyLungeEndRemaining = dur * (1f - LUNGE_FRAC_END);
log.info("[Combat] Schwerer Angriff Windup gestartet.");
@@ -1787,15 +1974,22 @@ public class PlayerInputControl {
if (!weaponDrawn || drawnWeaponType == null || !isMeleeType(drawnWeaponType)) {
return;
}
currentAttackId = ++attackIdCounter;
currentComboStep = -1;
attackSoundFired = false;
if (weaponAttach != null && weaponAttach.getHandNode() != null)
// Ladung kann fehlen wenn Release während Kombo kam (Race: Release vor controlUpdate-Frame)
if (!combatAnimActive) { startHeavyCharge(); }
if (!combatAnimActive) { return; } // startHeavyCharge hat versagt (kein Stamina etc.)
currentAttackId = ++attackIdCounter;
currentComboStep = -1;
attackSoundFired = false;
hitWindowActive = true;
hitWindowCritMult = computeHeavyMultiplier();
for (MeleeAttackCallback cb : meleeCallbacks) { cb.onAttackStart(currentAttackId, true); }
hitWindowStart = HIT_WINDOW_START;
hitWindowEnd = 1.0f; // bis Animationsende gültig – Release-Timing unkritisch
if (weaponAttach != null && weaponAttach.getHandNode() != null) {
lastGripPos.set(weaponAttach.getHandNode().getWorldTranslation());
float mult = computeHeavyMultiplier();
fireWeaponCallback(mult);
}
log.info("[Combat] Schwerer Angriff ausgelöst | Haltezeit={}s Multiplikator={}x",
String.format("%.2f", attackHoldTimer), String.format("%.2f", mult));
String.format("%.2f", attackHoldTimer), String.format("%.2f", hitWindowCritMult));
}
private static AnimationAction getRangedDrawAction(ItemSubCategory s) {

View File

@@ -225,6 +225,8 @@ public class WorldScene extends BaseAppState {
public void setPaused(boolean paused) {
if (playerInput != null) playerInput.setPaused(paused);
if (thirdPersonCam != null) thirdPersonCam.setPaused(paused);
WorldNpcsState npcsState = app != null ? app.getStateManager().getState(WorldNpcsState.class) : null;
if (npcsState != null) npcsState.setPaused(paused);
}
// -----------------------------------------------------------------------

View File

@@ -36,6 +36,7 @@ import de.blight.common.PlacedModelIO;
import de.blight.common.model.CombatDummy;
import de.blight.common.model.CombatDummyIO;
import de.blight.game.animation.AnimationAction;
import de.blight.game.combat.CombatStyleBase;
import de.blight.game.combat.DamageCalculator;
import de.blight.game.combat.MeleeAttackCallback;
import de.blight.game.config.KeyBindings;
@@ -367,15 +368,14 @@ public class WorldDummyState extends BaseAppState implements MeleeAttackCallback
lastAttackId = attackId;
hitThisAttack.clear();
}
float radSq = CombatStyleBase.HIT_RADIUS * CombatStyleBase.HIT_RADIUS;
Vector3f bladeTip = gripPos.add(bladeDir.mult(bladeLength));
for (DummyRuntime dr : dummies) {
if (dr.fallen || hitThisAttack.contains(dr.id)) {
continue;
}
// Distanz vom Griff zum Dummy-Zentrum (Torso-Höhe ~0.9m)
float dx = dr.worldX - gripPos.x;
float dy = (dr.worldY + 0.9f) - gripPos.y;
float dz = dr.worldZ - gripPos.z;
if (dx * dx + dy * dy + dz * dz <= bladeLength * bladeLength) {
Vector3f dummyCenter = new Vector3f(dr.worldX, dr.worldY + 0.9f, dr.worldZ);
if (CombatStyleBase.segmentDistSq(dummyCenter, gripPos, bladeTip) <= radSq) {
hitThisAttack.add(dr.id);
applyDamage(dr, DamageCalculator.calculate(baseDamage, critMultiplier), critMultiplier > 1.0f);
}

View File

@@ -47,9 +47,11 @@ import de.blight.common.model.trigger.NpcStatusTrigger;
import de.blight.game.animation.AnimationAction;
import de.blight.game.animation.AnimationLibrary;
import de.blight.game.config.KeyBindings;
import de.blight.game.combat.CombatStyleBase;
import de.blight.game.combat.DamageCalculator;
import de.blight.game.combat.MeleeAttackCallback;
import de.blight.game.combat.WeaponCombatState;
import de.blight.game.combat.swordshield.SwordShieldCombat;
import de.blight.game.npc.AggroEvent;
import de.blight.game.npc.NpcAggroBehavior;
import de.blight.lang.TextResolver;
@@ -161,6 +163,11 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
float knockAngVel = 0f;
float dodgeDirX = 0f;
float dodgeDirZ = 0f;
float knockbackTimer = 0f;
boolean paradeFromParry = false; // true = Konterparade (applyParriedImpact wurde gespielt)
float blockGraceTimer = 0f; // > 0 solange NPC blockt oder gerade aus Block zurückkehrt
int konterParadeAttackId = -1; // attackId für die der NPC bereits die Parade gestartet hat
float konterParadeDelay = 0f; // Countdown bis die Parade-Anim tatsächlich abgespielt wird
float chargeTimer = 0f;
float chaseDelayTimer = 0f;
de.blight.common.model.ItemSubCategory combatWeaponType = null;
@@ -191,8 +198,9 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
// ── Hover + Dialog ────────────────────────────────────────────────────────
private int hoveredIdx = -1;
private boolean dialogActive = false;
private SpawnedNpc dialogNpc = null;
private boolean dialogActive = false;
private boolean playerDeathHandled = false;
private SpawnedNpc dialogNpc = null;
private ThirdPersonCamera thirdPersonCam;
// ── NPC Head-Look während Dialog ──────────────────────────────────────────
@@ -263,15 +271,15 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
private static final float NPC_CLOSE_IN_SPEED = CharacterNavigator.WALK_SPEED_MPS;
// ── NPC Kampf-KI ──────────────────────────────────────────────────────────
private static final float NPC_THINK_MIN_NORMAL = 0.8f;
private static final float NPC_THINK_MAX_NORMAL = 2.0f;
private static final float NPC_THINK_MIN_LOW_HP = 0.4f;
private static final float NPC_THINK_MAX_LOW_HP = 1.0f;
private static final float NPC_THINK_MIN_NORMAL = 0.3f;
private static final float NPC_THINK_MAX_NORMAL = 3.5f;
private static final float NPC_THINK_MIN_LOW_HP = 0.3f;
private static final float NPC_THINK_MAX_LOW_HP = 1.2f;
private static final float NPC_LOW_HP_THRESHOLD = 0.5f;
private static final float NPC_BLOCK_CHANCE_NORMAL = 0.35f;
private static final float NPC_BLOCK_CHANCE_LOW_HP = 0.15f;
private static final float NPC_BLOCK_CHANCE_NORMAL = 0.45f;
private static final float NPC_BLOCK_CHANCE_LOW_HP = 0.20f;
private static final float NPC_DODGE_CHANCE = 0.40f;
private static final float NPC_PARRY_CHANCE = 0.25f;
private static final float NPC_PARRY_CHANCE = 0.40f;
// Kombo/Trefferfenster-Konstanten aus WeaponCombatState (gemeinsam mit Spieler)
private static final float NPC_COMBO_EXTEND_P1 = WeaponCombatState.COMBO_P1;
private static final float NPC_COMBO_EXTEND_P2 = WeaponCombatState.COMBO_P2;
@@ -289,7 +297,8 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
private static final float NPC_CLIP_FALLBACK_ROLL = 0.8f;
private final java.util.Random npcRng = new java.util.Random();
private float playerBlockTimer = 0f;
private float playerBlockTimer = 0f;
private boolean paused = false;
// ── NPC HP / Kampf ────────────────────────────────────────────────────────
private static final int DEFAULT_NPC_MAX_HP = 100;
@@ -335,6 +344,10 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
this.weaponSoundSystem = wss;
}
public void setPaused(boolean paused) {
this.paused = paused;
}
// ── Lifecycle ─────────────────────────────────────────────────────────────
@Override
@@ -418,6 +431,7 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
@Override
public void update(float tpf) {
if (paused) return;
checkTimer += tpf;
int currentHour = dayNight != null ? dayNight.getDayTime().getHour() : 12;
@@ -451,6 +465,7 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
// Bestehende NPCs prüfen: Position aktualisieren oder entladen
toRemoveBuf.clear();
for (SpawnedNpc s : spawned) {
if (s.knockedOut) { continue; } // Tote NPCs nicht teleportieren oder überschreiben
Vector3f pos = resolveRoutinePosition(s.npc(), currentHour);
float dist = pos != null ? dist2d(playerPos, pos) : Float.MAX_VALUE;
@@ -966,6 +981,7 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
private void playNpcAction(SpawnedNpc s, AnimationAction action) {
if (action == s.currentAction || animLib == null) return;
log.debug("[Combat] NPC={} Anim: {} → {}", s.npc().getCharacterId(), s.currentAction, action);
String setName = s.npc().getAnimSetPath();
if (setName == null || setName.isBlank()) return;
String clipName = AnimationLibrary.getClipForAction(AnimationLibrary.findAssetRoot(), setName, action);
@@ -1151,9 +1167,27 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
private void updateAggroBehaviors(float tpf) {
if (dialogActive) { return; }
if (playerInput != null && playerInput.isPlayerDead()) {
if (!playerDeathHandled) {
playerDeathHandled = true;
for (SpawnedNpc s : spawned) {
if (!s.knockedOut && s.aggroBehavior.isAttacking()) {
resetNpcCombat(s);
s.aggroBehavior.forceCalm();
Vector3f returnPos = resolveRoutinePosition(s.npc(), lastHour);
if (returnPos != null) {
s.isReturning = true;
s.returnTarget = returnPos.clone();
}
}
}
}
return;
}
Vector3f playerPos = physicsChar.getPhysicsLocation();
float soundRadius = playerInput.getSoundRadius();
for (SpawnedNpc s : spawned) {
if (s.knockedOut) { continue; }
Status status = s.npc().getStatus();
if (status != Status.ENRAGED && status != Status.ENEMY) { continue; }
Vector3f npcPos = s.visual().getWorldTranslation();
@@ -1198,6 +1232,7 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
public void notifyNpcAttackedByPlayer(String npcId) {
for (SpawnedNpc s : spawned) {
if (!npcId.equals(s.npc().getCharacterId())) { continue; }
if (s.knockedOut) { return; }
Status status = s.npc().getStatus();
if (status != Status.ENRAGED && status != Status.ENEMY) { return; }
Vector3f npcPos = s.visual().getWorldTranslation();
@@ -1460,12 +1495,31 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
private void updateNpcCombat(float tpf) {
if (dialogActive) { return; }
if (playerInput.isBlocking()) { playerBlockTimer += tpf; }
else { playerBlockTimer = 0f; }
boolean playerDead = playerInput != null && playerInput.isPlayerDead();
if (!playerDead) {
if (playerInput.isBlocking()) { playerBlockTimer += tpf; }
else { playerBlockTimer = 0f; }
}
Vector3f playerPos = physicsChar.getPhysicsLocation();
// Nächsten angreifenden NPC für Lungen-Richtung bei schwerem Angriff bestimmen
if (playerInput != null && !playerDead) {
Vector3f nearestPos = null;
float nearestDistSq = Float.MAX_VALUE;
for (SpawnedNpc s : spawned) {
if (!s.knockedOut && s.aggroBehavior.isAttacking()) {
Vector3f p = s.visual().getWorldTranslation();
float dx = p.x - playerPos.x, dz = p.z - playerPos.z;
float dSq = dx*dx + dz*dz;
if (dSq < nearestDistSq) { nearestDistSq = dSq; nearestPos = p; }
}
}
playerInput.setNearestAttackingNpcPos(nearestPos);
}
for (SpawnedNpc s : spawned) {
// Zieh/Wegsteck-Animation – läuft unabhängig vom Aggro-Zustand (auch nach PURSUIT_BREAK)
// Zieh/Wegsteck-Animation – läuft auch nach Spielertod (Waffe wird noch korrekt weggesteckt)
if (s.drawAnimActive) {
s.drawAnimTimer += tpf;
de.blight.game.control.NpcWeaponAttachmentControl wac =
@@ -1538,14 +1592,18 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
continue;
}
if (!s.aggroBehavior.isAttacking()) { continue; }
// Kampf-Logik nur wenn Spieler noch lebt
if (playerDead) { continue; }
// K.O.: nur Umfall-Physik, keine sonstige Kampflogik
// K.O.: Todesanimation einfrieren – vor isAttacking()-Check, da forceCalm()
// isAttacking()=false setzt und der knockedOut-Zweig sonst nie erreicht wird.
if (s.knockedOut) {
updateNpcCombatPhase(s, tpf, playerPos);
continue;
}
if (!s.aggroBehavior.isAttacking()) { continue; }
Vector3f npcPos = s.visual().getWorldTranslation();
float dist = dist2d(npcPos, playerPos);
@@ -1567,7 +1625,8 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
// In Kampf-Stopp-Distanz oder Stuck-Timeout → IDLE + Entscheidung
if (dist <= NPC_STOP_DIST || s.chargeTimer >= 1.5f) {
faceToward(s, playerPos);
s.chargeTimer = 0f;
s.chargeTimer = 0f;
s.chaseDelayTimer = 0f;
if (s.combat.phase == WeaponCombatState.Phase.CHARGING) {
s.combat.phase = WeaponCombatState.Phase.IDLE;
resetNpcThinkTimer(s);
@@ -1576,10 +1635,17 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
continue;
}
// Außerhalb Angriffsreichweite → CHARGING
// Außerhalb Angriffsreichweite → 0.5s Verzögerung vor Verfolgungsstart
if (s.combat.phase == WeaponCombatState.Phase.IDLE) {
s.combat.phase = WeaponCombatState.Phase.CHARGING;
s.chargeTimer = 0f;
s.chaseDelayTimer += tpf;
if (s.chaseDelayTimer < 0.5f) {
faceToward(s, playerPos);
playNpcAction(s, resolveNpcIdleAction(s));
continue;
}
s.chaseDelayTimer = 0f;
s.combat.phase = WeaponCombatState.Phase.CHARGING;
s.chargeTimer = 0f;
}
// Close-in: Spieler ≤ 3m und flieht nicht → NPC geht langsam ran
@@ -1691,6 +1757,31 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
// ── MeleeAttackCallback ───────────────────────────────────────────────────
@Override
public void onAttackStart(int attackId, boolean isHeavy) {
if (isHeavy || physicsChar == null) { return; }
Vector3f playerPos = physicsChar.getPhysicsLocation();
for (SpawnedNpc s : spawned) {
if (s.knockedOut) { continue; }
if (s.konterParadeAttackId == attackId) { continue; } // bereits entschieden
boolean npcIsBlocking = (s.blockGraceTimer > 0f || s.combat.phase == WeaponCombatState.Phase.BLOCKING)
&& s.combat.phase != WeaponCombatState.Phase.STAGGERED
&& s.combat.phase != WeaponCombatState.Phase.KNOCKED_OUT
&& s.combat.phase != WeaponCombatState.Phase.DODGING;
if (npcIsBlocking) { continue; }
if (s.combat.phase != WeaponCombatState.Phase.IDLE
&& s.combat.phase != WeaponCombatState.Phase.CHARGING) { continue; }
Vector3f npcPos = s.visual().getWorldTranslation();
if (dist2d(npcPos, playerPos) > NPC_ATTACK_RANGE + 1.5f) { continue; }
if (npcRng.nextFloat() < NPC_PARRY_CHANCE) {
s.konterParadeAttackId = attackId;
s.konterParadeDelay = 0.1f + npcRng.nextFloat() * 0.1f; // 100–200 ms Verzug
log.debug("[Combat] onAttackStart: NPC={} Parade in {}ms", s.npc().getCharacterId(),
String.format("%.0f", s.konterParadeDelay * 1000f));
}
}
}
@Override
public void onMeleeAttack(int attackId, Vector3f gripPos, Vector3f bladeDir,
float bladeLength, int baseDamage, float critMultiplier) {
@@ -1699,13 +1790,12 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
hitThisAttack.clear();
}
boolean isHeavy = critMultiplier >= 3.0f;
float radSq = CombatStyleBase.HIT_RADIUS * CombatStyleBase.HIT_RADIUS;
Vector3f bladeTip = gripPos.add(bladeDir.mult(bladeLength));
for (SpawnedNpc s : spawned) {
if (hitThisAttack.contains(s.npc().getCharacterId())) { continue; }
Vector3f npcPos = s.visual().getWorldTranslation();
float dx = npcPos.x - gripPos.x;
float dy = (npcPos.y + 0.9f) - gripPos.y;
float dz = npcPos.z - gripPos.z;
if (dx * dx + dy * dy + dz * dz <= bladeLength * bladeLength) {
Vector3f npcCenter = s.visual().getWorldTranslation().add(0f, 0.9f, 0f);
if (CombatStyleBase.segmentDistSq(npcCenter, gripPos, bladeTip) <= radSq) {
hitThisAttack.add(s.npc().getCharacterId());
applyNpcDamage(s, DamageCalculator.calculate(baseDamage, critMultiplier),
critMultiplier > 1.0f, isHeavy, critMultiplier);
@@ -1715,27 +1805,48 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
private void applyNpcDamage(SpawnedNpc s, int damage, boolean isCrit, boolean isHeavy, float critMultiplier) {
if (s.knockedOut) { return; }
log.debug("[Combat] applyNpcDamage NPC={} phase={} grace={} anim={} heavy={}",
s.npc().getCharacterId(), s.combat.phase,
String.format("%.3f", s.blockGraceTimer), s.currentAction, isHeavy);
// NPC Konter-Parade: reaktive Parade gegen normalen Angriff (nicht schwer, nicht bereits blockend)
// blockGraceTimer > 0: NPC blockt gerade oder kehrt gerade aus dem Block zurück.
// Verhindert Konterparade während des gesamten Block-Einstiegs, der Hold-Phase und
// eines kurzen Auslauf-Puffers nach Block-Ende (~0.4 s).
boolean npcIsBlocking = (s.blockGraceTimer > 0f
|| s.combat.phase == WeaponCombatState.Phase.BLOCKING)
&& s.combat.phase != WeaponCombatState.Phase.STAGGERED
&& s.combat.phase != WeaponCombatState.Phase.KNOCKED_OUT
&& s.combat.phase != WeaponCombatState.Phase.DODGING;
// NPC Konter-Parade: nur wenn in onAttackStart bereits entschieden (earlyAnim=true)
boolean konterAlreadyStarted = (s.konterParadeAttackId == lastAttackId);
if (!isHeavy
&& (s.combat.phase == WeaponCombatState.Phase.IDLE
|| s.combat.phase == WeaponCombatState.Phase.CHARGING)
&& npcRng.nextFloat() < NPC_PARRY_CHANCE) {
AnimationAction blockImpact = resolveNpcBlockImpactAction(s);
float dur = resolveNpcClipLength(s, blockImpact, NPC_STAGGER_FALLBACK);
s.currentAction = null;
playNpcAction(s, blockImpact);
setNpcCurrentActionSpeed(s, 0.5f);
s.combat.phase = WeaponCombatState.Phase.COUNTER_WINDOW;
s.combat.timer = dur * 2f;
AnimationAction playerImpact = resolvePlayerImpactAction();
if (playerImpact != null) playerInput.requestAnimation(playerImpact, NPC_STAGGER_FALLBACK, null);
&& !npcIsBlocking
&& konterAlreadyStarted) {
log.debug("[Combat] KONTERPARADE NPC={} phase={} grace={} anim={}",
s.npc().getCharacterId(), s.combat.phase,
String.format("%.3f", s.blockGraceTimer), s.currentAction);
AnimationAction parryAnim = resolveNpcParadeAction(s);
float dur = resolveNpcClipLength(s, parryAnim, NPC_STAGGER_FALLBACK);
s.konterParadeAttackId = -1;
if (weaponSoundSystem != null) { weaponSoundSystem.play("counterparade"); }
s.combat.phase = WeaponCombatState.Phase.COUNTER_WINDOW;
s.combat.timer = dur * 2f;
s.paradeFromParry = true;
SwordShieldCombat.applyParriedImpact(playerInput, playerInput.getDrawnWeaponType());
return;
}
s.konterParadeAttackId = -1; // Entscheidung war kein Konter → zurücksetzen
if (s.combat.phase == WeaponCombatState.Phase.BLOCKING) {
if (npcIsBlocking) {
log.debug("[Combat] BLOCK trifft NPC={} phase={} grace={} heavy={}",
s.npc().getCharacterId(), s.combat.phase,
String.format("%.3f", s.blockGraceTimer), isHeavy);
if (isHeavy) {
// Schwerer Angriff: Block bricht, kein Schaden — NPC weicht ggf. aus
setNpcKnockbackDir(s);
if (npcRng.nextFloat() < NPC_DODGE_CHANCE) {
startNpcDodge(s);
} else {
@@ -1746,29 +1857,37 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
int cost = Math.round(NPC_BLOCK_STAMINA_BASE * critMultiplier);
s.currentStamina = Math.max(0, s.currentStamina - cost);
if (s.currentStamina <= 0) {
if (weaponSoundSystem != null) { weaponSoundSystem.play("impact"); }
setNpcKnockbackDir(s);
staggerNpc(s);
} else {
// Block hält: Impact-Animation + Konter
// Block hält: kurzer Rückstoß + Impact-Animation + Konter
setNpcKnockbackDir(s);
AnimationAction impact = resolveNpcBlockImpactAction(s);
float dur = resolveNpcClipLength(s, impact, NPC_CLIP_FALLBACK_BLOCK);
s.currentAction = null;
playNpcAction(s, impact);
playerInput.triggerBlockImpact();
s.combat.phase = WeaponCombatState.Phase.COUNTER_WINDOW;
s.combat.timer = dur;
if (weaponSoundSystem != null) { weaponSoundSystem.play("impactblock"); }
s.combat.phase = WeaponCombatState.Phase.COUNTER_WINDOW;
s.combat.timer = dur;
s.paradeFromParry = false;
}
}
return; // kein HP-Verlust bei geblockt
}
// Nicht blockend: Schaden anwenden
log.debug("[Combat] TREFFER NPC={} -{} HP ({}/{}→{})",
s.npc().getCharacterId(), damage, s.currentHp, s.maxHp, Math.max(0, s.currentHp - damage));
s.currentHp = Math.max(0, s.currentHp - damage);
if (weaponSoundSystem != null) { weaponSoundSystem.play(isCrit ? "crit" : "impact"); }
log.info("[NPC {}] -{} HP → {}/{}{}", s.npc().getCharacterId(), damage,
s.currentHp, s.maxHp, s.currentHp <= 0 ? " K.O.!" : "");
if (s.currentHp <= 0) {
setNpcKnockbackDir(s);
knockoutNpc(s);
} else {
setNpcKnockbackDir(s);
staggerNpc(s);
}
}
@@ -1874,14 +1993,46 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
// ── NPC Kampf-KI ─────────────────────────────────────────────────────────
private void updateNpcCombatPhase(SpawnedNpc s, float tpf, Vector3f playerPos) {
if (s.blockGraceTimer > 0f) { s.blockGraceTimer -= tpf; }
switch (s.combat.phase) {
case KNOCKED_OUT -> {
// DEATH-Animation läuft einmalig (DontLoop) und friert auf dem letzten Frame ein.
applyNpcKnockback(s, tpf);
// Todesanimation läuft bis kurz vor dem Ende, dann auf letztem Frame einfrieren
if (s.combat.clipDur > 0f) {
s.combat.hitTimer += tpf;
if (s.combat.hitTimer >= s.combat.clipDur - 0.05f) {
AnimComposer ac = de.blight.game.animation.RetargetingSystem.findAnimComposer(s.visual());
if (ac != null) {
var layer = ac.getLayer(AnimComposer.DEFAULT_LAYER);
if (layer != null) {
com.jme3.anim.tween.action.Action a = layer.getCurrentAction();
if (a != null) {
a.setSpeed(0f);
layer.setTime(Math.max(0f, s.combat.clipDur - 0.01f));
}
}
}
s.combat.clipDur = 0f;
}
}
}
case IDLE -> {
playNpcAction(s, resolveNpcIdleAction(s));
if (s.konterParadeDelay > 0f) {
s.konterParadeDelay -= tpf;
if (s.konterParadeDelay <= 0f) {
s.konterParadeDelay = 0f;
AnimationAction parryAnim = resolveNpcParadeAction(s);
s.currentAction = null;
playNpcAction(s, parryAnim);
setNpcCurrentActionSpeed(s, 0.5f);
}
}
// Parade läuft bereits oder Delay läuft noch → kein Idle-Override
if (s.konterParadeAttackId == -1) {
playNpcAction(s, resolveNpcIdleAction(s));
}
Vector3f npcPos = s.visual().getWorldTranslation();
float dist = dist2d(npcPos, playerPos);
if (dist > NPC_STOP_DIST) {
@@ -1914,6 +2065,25 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
}
case ATTACKING, COUNTERING -> {
// Auto-Abstand: NPC schließt während Angriffsanfahrt (erste Hälfte) kleine Lücken
if (s.combat.phase == WeaponCombatState.Phase.ATTACKING && s.combat.progress() < 0.5f) {
Vector3f npcPos2 = s.visual().getWorldTranslation();
float distToPlayer = dist2d(npcPos2, playerPos);
float idealDist = NPC_ATTACK_RANGE - 0.3f; // 1.7m = sicherer Treffbereich
if (distToPlayer > idealDist && distToPlayer < NPC_ATTACK_RANGE + 2.5f) {
float gap = distToPlayer - idealDist;
float dx2 = playerPos.x - npcPos2.x;
float dz2 = playerPos.z - npcPos2.z;
float len2 = (float) Math.sqrt(dx2 * dx2 + dz2 * dz2);
if (len2 > 0.001f) {
float step2 = Math.min(gap, NPC_MOVE_SPEED * 0.35f * tpf);
float nx2 = npcPos2.x + dx2 / len2 * step2;
float nz2 = npcPos2.z + dz2 / len2 * step2;
float ny2 = terrainChunks != null ? terrainChunks.getHeightAt(nx2, nz2) : npcPos2.y;
s.visual().setLocalTranslation(nx2, ny2, nz2);
}
}
}
boolean done = s.combat.tickAttack(tpf);
// Konter-Parade: Spieler tippt Block im Trefferfenster → Stagger (langsam), kein Schaden
if (!s.combat.isHeavy && !s.combat.hitFired
@@ -1943,25 +2113,34 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
}
case BLOCKING -> {
s.blockGraceTimer = Math.max(s.blockGraceTimer, 0.4f); // erneuern solange aktiv geblockt wird
playNpcAction(s, resolveNpcBlockHoldAction(s));
s.combat.timer -= tpf;
applyNpcKnockback(s, tpf);
if (s.combat.timer <= 0f || s.currentStamina <= 0) {
s.dodgeDirX = 0f;
s.dodgeDirZ = 0f;
s.combat.phase = WeaponCombatState.Phase.IDLE;
resetNpcThinkTimer(s);
}
}
case COUNTER_WINDOW -> {
// Immer sofort kontern
applyNpcKnockback(s, tpf);
s.combat.timer -= tpf;
if (s.combat.timer <= 0f) {
startNpcCounter(s);
s.paradeFromParry = false;
s.combat.phase = WeaponCombatState.Phase.IDLE;
resetNpcThinkTimer(s);
}
}
case STAGGERED -> {
s.combat.timer -= tpf;
applyNpcKnockback(s, tpf);
if (s.combat.timer <= 0f) {
s.dodgeDirX = 0f;
s.dodgeDirZ = 0f;
s.combat.phase = WeaponCombatState.Phase.IDLE;
resetNpcThinkTimer(s);
}
@@ -1989,6 +2168,36 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
}
}
private static final float NPC_KNOCKBACK_SPEED = 1.2f; // m/s
private static final float NPC_KNOCKBACK_TIME = 0.20f; // s
/** Setzt dodgeDir + knockbackTimer für Rückstoß weg vom Spieler. */
private void setNpcKnockbackDir(SpawnedNpc s) {
if (physicsChar == null) { return; }
Vector3f playerPos = physicsChar.getPhysicsLocation();
Vector3f npcPos = s.visual().getWorldTranslation();
float dx = npcPos.x - playerPos.x;
float dz = npcPos.z - playerPos.z;
float len = (float) Math.sqrt(dx * dx + dz * dz);
if (len > 0.001f) {
s.dodgeDirX = dx / len;
s.dodgeDirZ = dz / len;
s.knockbackTimer = NPC_KNOCKBACK_TIME;
}
}
/** Bewegt NPC für knockbackTimer Sekunden mit linearer Abbremsung rückwärts. */
private void applyNpcKnockback(SpawnedNpc s, float tpf) {
if (s.knockbackTimer <= 0f) { return; }
s.knockbackTimer -= tpf;
float ratio = Math.max(0f, s.knockbackTimer / NPC_KNOCKBACK_TIME);
Vector3f npcPos = s.visual().getWorldTranslation();
float nx = npcPos.x + s.dodgeDirX * NPC_KNOCKBACK_SPEED * ratio * tpf;
float nz = npcPos.z + s.dodgeDirZ * NPC_KNOCKBACK_SPEED * ratio * tpf;
float ny = terrainChunks != null ? terrainChunks.getHeightAt(nx, nz) : npcPos.y;
s.visual().setLocalTranslation(nx, ny, nz);
}
/** Steigt nach 2 s dauerhaftem Block: +10 %/s, max. 60 %. */
private float heavyAttackChance() {
float t = Math.max(0f, playerBlockTimer - 2f);
@@ -2021,13 +2230,17 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
AnimationAction blockEntry = resolveNpcBlockAction(s);
float entryDur = resolveNpcClipLength(s, blockEntry, NPC_CLIP_FALLBACK_BLOCK);
float holdTime = 0.5f + npcRng.nextFloat() * 1.5f;
log.debug("[Combat] startNpcBlock NPC={} anim={} entryDur={} holdTime={}",
s.npc().getCharacterId(), blockEntry,
String.format("%.2f", entryDur), String.format("%.2f", holdTime));
playNpcAction(s, blockEntry);
s.combat.phase = WeaponCombatState.Phase.BLOCKING;
s.combat.timer = entryDur + holdTime;
s.combat.phase = WeaponCombatState.Phase.BLOCKING;
s.combat.timer = entryDur + holdTime;
s.blockGraceTimer = 0.4f; // Einstieg abdecken; wird in BLOCKING jedes Frame erneuert
}
private void startNpcCounter(SpawnedNpc s) {
AnimationAction ctr = resolveNpcCounterAction(s);
AnimationAction ctr = resolveNpcParadeAction(s);
float dur = resolveNpcClipLength(s, ctr, NPC_CLIP_FALLBACK_CTR);
s.currentAction = null;
playNpcAction(s, ctr);
@@ -2051,21 +2264,28 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
s.combat.timer = dur;
}
/**
* Erstellt einen {@link CombatStyleBase.AnimReceiver} für einen NPC.
* Die Implementierung spielt die Animation ab, liest die tatsächliche Clip-Länge
* NACH dem Start (wie beim Spieler) und versetzt den NPC in STAGGERED.
*/
private CombatStyleBase.AnimReceiver npcAnimReceiver(SpawnedNpc s) {
return (action, speed, onDone) -> {
s.currentAction = null;
playNpcAction(s, action);
AnimComposer ac = de.blight.game.animation.RetargetingSystem.findAnimComposer(s.visual());
float dur = CombatStyleBase.readActualClipLength(ac, NPC_STAGGER_FALLBACK);
setNpcCurrentActionSpeed(s, speed);
s.combat.stagger(dur / speed);
};
}
private void staggerNpc(SpawnedNpc s) {
AnimationAction stagger = resolveNpcStaggerAction(s);
float dur = resolveNpcClipLength(s, stagger, NPC_STAGGER_FALLBACK);
s.currentAction = null;
playNpcAction(s, stagger);
s.combat.stagger(dur);
SwordShieldCombat.applyNormalImpact(npcAnimReceiver(s), s.combatWeaponType);
}
private void staggerNpcSlow(SpawnedNpc s) {
s.currentAction = null;
AnimationAction stagger = resolveNpcStaggerAction(s);
float dur = resolveNpcClipLength(s, stagger, NPC_STAGGER_FALLBACK);
playNpcAction(s, stagger);
setNpcCurrentActionSpeed(s, 0.5f);
s.combat.stagger(dur * 2f);
SwordShieldCombat.applyParriedImpact(npcAnimReceiver(s), s.combatWeaponType);
}
private void setNpcCurrentActionSpeed(SpawnedNpc s, float speed) {
@@ -2079,6 +2299,7 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
s.knockedOut = true;
s.combat.phase = WeaponCombatState.Phase.KNOCKED_OUT;
s.aggroBehavior.forceCalm();
if (weaponSoundSystem != null) { weaponSoundSystem.play("argh"); }
playNpcDeathAnim(s);
log.info("[NPC {}] K.O.!", s.npc().getCharacterId());
}
@@ -2100,33 +2321,38 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
AnimComposer ac = de.blight.game.animation.RetargetingSystem.findAnimComposer(s.visual());
if (ac == null) { return; }
ac.setCurrentAction(clip, com.jme3.anim.AnimComposer.DEFAULT_LAYER, false);
s.currentAction = deathAction;
com.jme3.anim.AnimClip animClip = ac.getAnimClip(clip);
s.combat.clipDur = (animClip != null && animClip.getLength() > 0.01)
? (float) animClip.getLength() : 2.0f;
s.combat.hitTimer = 0f;
s.currentAction = deathAction;
}
private void fireNpcAttack(SpawnedNpc s, Vector3f playerPos) {
Vector3f npcPos = s.visual().getWorldTranslation();
if (dist2d(npcPos, playerPos) > NPC_ATTACK_RANGE + 0.3f) { return; }
if (dist2d(npcPos, playerPos) > NPC_ATTACK_RANGE) { return; }
Item weapon = findItemById(s.npc().getEquippedWeaponId());
int base = (weapon != null && weapon.getDamage() > 0) ? weapon.getDamage() : NPC_UNARMED_DAMAGE;
boolean isHeavy = s.combat.isHeavy;
log.debug("[Combat] fireNpcAttack NPC={} phase={} heavy={} paradeFromParry={} playerBlocking={}",
s.npc().getCharacterId(), s.combat.phase, isHeavy,
s.paradeFromParry, playerInput.isBlocking());
if (isHeavy) {
if (playerInput.isBlocking()) {
// Schwerer Angriff bricht Block — kein HP-Verlust, aber Stagger
if (weaponSoundSystem != null) { weaponSoundSystem.play("impact"); }
playerInput.triggerBlockImpact();
AnimationAction impact = resolvePlayerImpactAction();
if (impact != null) { playerInput.requestAnimation(impact, NPC_STAGGER_FALLBACK, null); }
SwordShieldCombat.applyNormalImpact(playerInput, playerInput.getDrawnWeaponType());
} else {
if (weaponSoundSystem != null) { weaponSoundSystem.play("impact"); }
applyPlayerDamage(s, Math.max(1, base * 3));
AnimationAction impact = resolvePlayerImpactAction();
if (impact != null) { playerInput.requestAnimation(impact, NPC_STAGGER_FALLBACK, null); }
SwordShieldCombat.applyNormalImpact(playerInput, playerInput.getDrawnWeaponType());
}
return;
}
int damage = Math.max(1, base * (s.combat.comboStep == 2 ? NPC_COMBO3_DAMAGE_MULT : 1));
int damage = Math.max(1, base * (s.combat.comboStep == 4 ? NPC_COMBO3_DAMAGE_MULT : 1));
if (playerInput.isBlocking()) {
if (weaponSoundSystem != null) { weaponSoundSystem.play("impact"); }
playerInput.triggerBlockImpact();
@@ -2135,15 +2361,21 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
}
if (weaponSoundSystem != null) { weaponSoundSystem.play("impact"); }
applyPlayerDamage(s, damage);
AnimationAction impact = resolvePlayerImpactAction();
if (impact != null) { playerInput.requestAnimation(impact, NPC_STAGGER_FALLBACK, null); }
// Konterparade: Spieler wurde bereits per applyParriedImpact gestaggert → keine zweite Animation.
// Block+Konter: Spieler war NICHT gestaggert → normale Impact-Animation abspielen.
if (!s.paradeFromParry) {
SwordShieldCombat.applyNormalImpact(playerInput, playerInput.getDrawnWeaponType());
}
s.paradeFromParry = false;
}
private void applyPlayerDamage(SpawnedNpc killer, int damage) {
if (mainCharacter == null) { return; }
int hp = Math.max(0, mainCharacter.getCurrentHp() - damage);
int before = mainCharacter.getCurrentHp();
int hp = Math.max(0, before - damage);
mainCharacter.setCurrentHp(hp);
log.info("[NPC→Player] -{} HP → {}/{}", damage, hp, mainCharacter.getMaxHp());
log.debug("[Combat] HELD -{} HP ({}/{} → {}/{})",
damage, before, mainCharacter.getMaxHp(), hp, mainCharacter.getMaxHp());
if (hp <= 0 && playerInput != null) {
playerInput.playPlayerDeath();
if (killer != null) { showNpcSpeech(killer, NpcAggroBehavior.DEATH_TEXTS, "death"); }
@@ -2182,19 +2414,19 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
s.combatWeaponType != null ? s.combatWeaponType : de.blight.common.model.ItemSubCategory.SWORD;
return switch (wt) {
case AXE -> switch (step) {
case 1 -> AnimationAction.AXE_ATTACK_2;
case 2 -> AnimationAction.AXE_ATTACK_3;
default -> AnimationAction.AXE_ATTACK_1;
case 1, 3 -> AnimationAction.AXE_ATTACK_2;
case 4 -> AnimationAction.AXE_ATTACK_3;
default -> AnimationAction.AXE_ATTACK_1;
};
case TWO_HANDED_SWORD -> switch (step) {
case 1 -> AnimationAction.TWO_HAND_ATTACK_2;
case 2 -> AnimationAction.TWO_HAND_ATTACK_3;
default -> AnimationAction.TWO_HAND_ATTACK_1;
case 1, 3 -> AnimationAction.TWO_HAND_ATTACK_2;
case 4 -> AnimationAction.TWO_HAND_ATTACK_3;
default -> AnimationAction.TWO_HAND_ATTACK_1;
};
default -> switch (step) {
case 1 -> AnimationAction.SWORD_ATTACK_2;
case 2 -> AnimationAction.SWORD_ATTACK_3;
default -> AnimationAction.SWORD_ATTACK_1;
case 1, 3 -> AnimationAction.SWORD_ATTACK_2;
case 4 -> AnimationAction.SWORD_ATTACK_3;
default -> AnimationAction.SWORD_ATTACK_1;
};
};
}
@@ -2218,40 +2450,15 @@ public class WorldNpcsState extends BaseAppState implements MeleeAttackCallback
}
private AnimationAction resolveNpcBlockImpactAction(SpawnedNpc s) {
if (s.combatWeaponType == null) { return AnimationAction.SWORD_BLOCK_IMPACT; }
return switch (s.combatWeaponType) {
case AXE -> AnimationAction.AXE_BLOCK_IMPACT;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_BLOCK_IMPACT;
default -> AnimationAction.SWORD_BLOCK_IMPACT;
};
return SwordShieldCombat.resolveBlockImpactAction(s.combatWeaponType);
}
private AnimationAction resolveNpcCounterAction(SpawnedNpc s) {
if (s.combatWeaponType == null) { return AnimationAction.SWORD_COUNTERATTACK; }
return switch (s.combatWeaponType) {
case AXE -> AnimationAction.AXE_COUNTERATTACK;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_COUNTERATTACK;
default -> AnimationAction.SWORD_COUNTERATTACK;
};
private AnimationAction resolveNpcParadeAction(SpawnedNpc s) {
return SwordShieldCombat.resolveParadeAction(s.combatWeaponType);
}
private AnimationAction resolveNpcStaggerAction(SpawnedNpc s) {
if (s.combatWeaponType == null) { return AnimationAction.SWORD_IDLE_IMPACT; }
return switch (s.combatWeaponType) {
case AXE -> AnimationAction.AXE_IDLE_IMPACT;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_IDLE_IMPACT;
default -> AnimationAction.SWORD_IDLE_IMPACT;
};
}
private AnimationAction resolvePlayerImpactAction() {
de.blight.common.model.ItemSubCategory wt = playerInput.getDrawnWeaponType();
if (wt == null) { return AnimationAction.SWORD_IDLE_IMPACT; }
return switch (wt) {
case AXE -> AnimationAction.AXE_IDLE_IMPACT;
case TWO_HANDED_SWORD -> AnimationAction.TWO_HAND_IDLE_IMPACT;
default -> AnimationAction.SWORD_IDLE_IMPACT;
};
return SwordShieldCombat.resolveIdleImpactAction(s.combatWeaponType);
}
private float resolveNpcClipLength(SpawnedNpc s, AnimationAction action, float fallback) {

View File

@@ -17,6 +17,9 @@
</encoder>
</appender>
<!-- Kampfsystem: NPC-Aktionen, Schaden, Block/Konterparade-Entscheidungen -->
<logger name="de.blight.game.state.WorldNpcsState" level="DEBUG"/>
<!-- LOD-Slot-Wechsel auf DEBUG aktivieren -->
<logger name="de.blight.game.state.ModelLodControl" level="DEBUG"/>
<!-- Minimap: Modell-Build und Render-Zyklen auf DEBUG -->