veloren/common/src/combat.rs

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use crate::{
comp::{
inventory::{
item::{armor::Protection, tool::ToolKind, ItemKind},
slot::EquipSlot,
},
Body, BuffKind, Health, HealthChange, HealthSource, Inventory,
},
uid::Uid,
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util::Dir,
};
use inline_tweak::*;
use serde::{Deserialize, Serialize};
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use vek::*;
#[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum GroupTarget {
InGroup,
OutOfGroup,
}
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Serialize, Deserialize)]
pub enum DamageSource {
Buff(BuffKind),
Melee,
Healing,
Projectile,
Explosion,
Falling,
Shockwave,
Energy,
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Other,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Damage {
pub source: DamageSource,
pub value: f32,
}
impl Damage {
/// Returns the total damage reduction provided by all equipped items
pub fn compute_damage_reduction(inventory: &Inventory) -> f32 {
let protection = inventory
.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &item.kind() {
Some(armor.get_protection())
} else {
None
}
})
.map(|protection| match protection {
Protection::Normal(protection) => Some(protection),
Protection::Invincible => None,
})
.sum::<Option<f32>>();
match protection {
Some(dr) => dr / (60.0 + dr.abs()),
None => 1.0,
}
}
pub fn modify_damage(self, inventory: Option<&Inventory>, uid: Option<Uid>) -> HealthChange {
let mut damage = self.value;
let damage_reduction = inventory.map_or(0.0, |inv| Damage::compute_damage_reduction(inv));
match self.source {
DamageSource::Melee => {
// Critical hit
let mut critdamage = 0.0;
if rand::random() {
critdamage = damage * 0.3;
}
// Armor
damage *= 1.0 - damage_reduction;
// Critical damage applies after armor for melee
if (damage_reduction - 1.0).abs() > f32::EPSILON {
damage += critdamage;
}
HealthChange {
amount: -damage as i32,
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cause: HealthSource::Damage {
kind: self.source,
by: uid,
},
}
},
DamageSource::Projectile => {
// Critical hit
if rand::random() {
damage *= 1.2;
}
// Armor
damage *= 1.0 - damage_reduction;
HealthChange {
amount: -damage as i32,
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cause: HealthSource::Damage {
kind: self.source,
by: uid,
},
}
},
DamageSource::Explosion => {
// Armor
damage *= 1.0 - damage_reduction;
HealthChange {
amount: -damage as i32,
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cause: HealthSource::Damage {
kind: self.source,
by: uid,
},
}
},
DamageSource::Shockwave => {
// Armor
damage *= 1.0 - damage_reduction;
HealthChange {
amount: -damage as i32,
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cause: HealthSource::Damage {
kind: self.source,
by: uid,
},
}
},
DamageSource::Energy => {
// Armor
damage *= 1.0 - damage_reduction;
HealthChange {
amount: -damage as i32,
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cause: HealthSource::Damage {
kind: self.source,
by: uid,
},
}
},
DamageSource::Healing => HealthChange {
amount: damage as i32,
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cause: HealthSource::Heal { by: uid },
},
DamageSource::Falling => {
// Armor
if (damage_reduction - 1.0).abs() < f32::EPSILON {
damage = 0.0;
}
HealthChange {
amount: -damage as i32,
cause: HealthSource::World,
}
},
DamageSource::Buff(_) => HealthChange {
amount: -damage as i32,
cause: HealthSource::Damage {
kind: self.source,
by: uid,
},
},
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DamageSource::Other => HealthChange {
amount: -damage as i32,
cause: HealthSource::Damage {
kind: self.source,
by: uid,
},
},
}
}
pub fn interpolate_damage(&mut self, frac: f32, min: f32) {
let new_damage = min + frac * (self.value - min);
self.value = new_damage;
}
}
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum Knockback {
Away(f32),
Towards(f32),
Up(f32),
TowardsUp(f32),
}
impl Knockback {
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pub fn calculate_impulse(self, dir: Dir) -> Vec3<f32> {
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match self {
Knockback::Away(strength) => strength * *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5),
Knockback::Towards(strength) => {
strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5)
},
Knockback::Up(strength) => strength * Vec3::unit_z(),
Knockback::TowardsUp(strength) => {
strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.85)
},
}
}
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pub fn modify_strength(mut self, power: f32) -> Self {
use Knockback::*;
match self {
Away(ref mut f) | Towards(ref mut f) | Up(ref mut f) | TowardsUp(ref mut f) => {
*f *= power;
},
}
self
}
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}
pub fn get_weapons(inv: &Inventory) -> (Option<ToolKind>, Option<ToolKind>) {
(
inv.equipped(EquipSlot::Mainhand).and_then(|i| {
if let ItemKind::Tool(tool) = &i.kind() {
Some(tool.kind)
} else {
None
}
}),
inv.equipped(EquipSlot::Offhand).and_then(|i| {
if let ItemKind::Tool(tool) = &i.kind() {
Some(tool.kind)
} else {
None
}
}),
)
}
fn max_equipped_weapon_damage(inv: &Inventory) -> f32 {
let active_damage = inv.equipped(EquipSlot::Mainhand).map_or(0.0, |i| {
if let ItemKind::Tool(tool) = &i.kind() {
tool.base_power() * tool.base_speed()
} else {
0.0
}
});
let second_damage = inv.equipped(EquipSlot::Offhand).map_or(0.0, |i| {
if let ItemKind::Tool(tool) = &i.kind() {
tool.base_power() * tool.base_speed()
} else {
0.0
}
});
active_damage.max(second_damage)
}
pub fn combat_rating(inventory: &Inventory, health: &Health, body: &Body) -> f32 {
let defensive_weighting = tweak!(1.0);
let offensive_weighting = tweak!(1.0);
let defensive_rating = health.maximum() as f32
/ (1.0 - Damage::compute_damage_reduction(inventory)).max(0.00001)
/ 100.0;
let offensive_rating = max_equipped_weapon_damage(inventory).max(0.1);
let combined_rating = (offensive_rating * offensive_weighting
+ defensive_rating * defensive_weighting)
/ (2.0 * offensive_weighting.max(defensive_weighting));
combined_rating * body.combat_multiplier()
}