veloren/common/src/comp/buff.rs

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use crate::sync::Uid;
use serde::{Deserialize, Serialize};
use specs::{Component, FlaggedStorage};
use specs_idvs::IdvStorage;
use std::time::Duration;
/// De/buff ID.
/// ID can be independant of an actual type/config of a `BuffEffect`.
/// Therefore, information provided by `BuffId` can be incomplete/incorrect.
///
/// For example, there could be two regeneration buffs, each with
/// different strength, but they could use the same `BuffId`,
/// making it harder to recognize which is which.
///
/// Also, this should be dehardcoded eventually.
#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)]
pub enum BuffId {
/// Restores health/time for some period
Regeneration { strength: f32 },
/// Lowers health over time for some duration
Bleeding { strength: f32 },
/// Prefixes an entity's name with "Cursed"
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/// Currently placeholder buff to show other stuff is possible
Cursed,
}
/// De/buff category ID.
/// Similar to `BuffId`, but to mark a category (for more generic usage, like
/// positive/negative buffs).
#[derive(Clone, Copy, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum BuffCategoryId {
Natural,
Physical,
Magical,
Divine,
Debuff,
Buff,
}
/// Data indicating and configuring behaviour of a de/buff.
///
/// NOTE: Contents of this enum are WIP/Placeholder
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum BuffEffect {
/// Periodically damages or heals entity
HealthChangeOverTime { rate: f32, accumulated: f32 },
/// Changes name on_add/on_remove
NameChange { prefix: String },
}
/// Actual de/buff.
/// Buff can timeout after some time if `time` is Some. If `time` is None,
/// Buff will last indefinitely, until removed manually (by some action, like
/// uncursing). The `time` field might be moved into the `Buffs` component
/// (so that `Buff` does not own this information).
///
/// Buff has an id and data, which can be independent on each other.
/// This makes it hard to create buff stacking "helpers", as the system
/// does not assume that the same id is always the same behaviour (data).
/// Therefore id=behaviour relationship has to be enforced elsewhere (if
/// desired).
///
/// To provide more classification info when needed,
/// buff can be in one or more buff category.
///
/// `data` is separate, to make this system more flexible
/// (at the cost of the fact that id=behaviour relationship might not apply).
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Buff {
pub id: BuffId,
pub cat_ids: Vec<BuffCategoryId>,
pub time: Option<Duration>,
pub effects: Vec<BuffEffect>,
pub source: BuffSource,
}
/// Information about whether buff addition or removal was requested.
/// This to implement "on_add" and "on_remove" hooks for constant buffs.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum BuffChange {
/// Adds this buff.
Add(Buff),
/// Removes all buffs with this ID.
RemoveById(BuffId),
/// Removes buffs of these indices (first vec is for active buffs, second is
/// for inactive buffs)
RemoveByIndex(Vec<usize>, Vec<usize>),
/// Removes buffs of these categories (first vec is of categories of which
/// all are required, second vec is of categories of which at least one is
/// required) Note that this functionality is currently untested and
/// should be tested when doing so is possible
RemoveByCategory(Vec<BuffCategoryId>, Vec<BuffCategoryId>),
}
/// Source of the de/buff
#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)]
pub enum BuffSource {
/// Applied by a character
Character { by: Uid },
/// Applied by world, like a poisonous fumes from a swamp
World,
/// Applied by command
Command,
/// Applied by an item
Item,
/// Applied by another buff (like an after-effect)
Buff,
/// Some other source
Unknown,
}
/// Component holding all de/buffs that gets resolved each tick.
/// On each tick, remaining time of buffs get lowered and
/// buff effect of each buff is applied or not, depending on the `BuffEffect`
/// (specs system will decide based on `BuffEffect`, to simplify
/// implementation). TODO: Something like `once` flag for `Buff` to remove the
/// dependence on `BuffEffect` enum?
///
/// In case of one-time buffs, buff effects will be applied on addition
/// and undone on removal of the buff (by the specs system).
/// Example could be decreasing max health, which, if repeated each tick,
/// would be probably an undesired effect).
///
/// TODO: Make this net/sync-friendly. Events could help there
/// (probably replacing `changes`). Also, the "buff ticking" is really
/// not needed to be synced often, only in case that a buff begins/ends
/// (as the buff ECS system will probably run on a client too).
#[derive(Clone, Debug, Serialize, Deserialize, Default)]
pub struct Buffs {
/// Active de/buffs.
pub active_buffs: Vec<Buff>,
/// Inactive de/buffs (used so that only 1 buff of a particular type is
/// active at any time)
pub inactive_buffs: Vec<Buff>,
}
impl Buffs {
/// This is a primitive check if a specific buff is present and active.
/// (for purposes like blocking usage of abilities or something like this).
pub fn has_buff_id(&self, id: &BuffId) -> bool {
self.active_buffs.iter().any(|buff| buff.id == *id)
}
}
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impl Buff {
pub fn new(
id: BuffId,
time: Option<Duration>,
cat_ids: Vec<BuffCategoryId>,
source: BuffSource,
) -> Self {
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let effects = match id {
BuffId::Bleeding { strength } => vec![
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BuffEffect::HealthChangeOverTime {
rate: -strength,
accumulated: 0.0,
},
// This effect is for testing purposes
BuffEffect::NameChange {
prefix: String::from("Injured "),
},
],
BuffId::Regeneration { strength } => vec![BuffEffect::HealthChangeOverTime {
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rate: strength,
accumulated: 0.0,
}],
BuffId::Cursed => vec![BuffEffect::NameChange {
prefix: String::from("Cursed "),
}],
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};
Buff {
id,
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cat_ids,
time,
effects,
source,
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}
}
}
impl Component for Buffs {
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
}