veloren/common/src/comp/poise.rs

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use crate::comp::{Body, Loadout};
use serde::{Deserialize, Serialize};
use specs::{Component, FlaggedStorage};
use specs_idvs::IdvStorage;
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use vek::*;
/// A change in the poise component. Stores the amount as a signed
/// integer to allow for added or removed poise. Also has a field to
/// label where the poise change came from.
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct PoiseChange {
/// Value of the change in poise
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pub amount: i32,
/// Source of change in poise
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pub source: PoiseSource,
}
impl PoiseChange {
/// Alters poise damage as a result of armor poise damage reduction
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pub fn modify_poise_damage(self, loadout: Option<&Loadout>) -> PoiseChange {
let mut poise_damage = self.amount as f32;
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match self.source {
PoiseSource::Melee => {
// Armor
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let poise_damage_reduction =
loadout.map_or(0.0, |l| l.get_poise_damage_reduction());
poise_damage *= 1.0 - poise_damage_reduction;
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PoiseChange {
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amount: poise_damage as i32,
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source: PoiseSource::Melee,
}
},
PoiseSource::Projectile => {
// Armor
let damage_reduction = loadout.map_or(0.0, |l| l.get_poise_damage_reduction());
poise_damage *= 1.0 - damage_reduction;
PoiseChange {
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amount: poise_damage as i32,
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source: PoiseSource::Projectile,
}
},
PoiseSource::Shockwave => {
// Armor
let damage_reduction = loadout.map_or(0.0, |l| l.get_poise_damage_reduction());
poise_damage *= 1.0 - damage_reduction;
PoiseChange {
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amount: poise_damage as i32,
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source: PoiseSource::Shockwave,
}
},
PoiseSource::Explosion => {
// Armor
let damage_reduction = loadout.map_or(0.0, |l| l.get_poise_damage_reduction());
poise_damage *= 1.0 - damage_reduction;
PoiseChange {
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amount: poise_damage as i32,
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source: PoiseSource::Explosion,
}
},
PoiseSource::Falling => {
// Armor
let damage_reduction = loadout.map_or(0.0, |l| l.get_poise_damage_reduction());
if (damage_reduction - 1.0).abs() < f32::EPSILON {
poise_damage = 0.0;
}
PoiseChange {
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amount: poise_damage as i32,
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source: PoiseSource::Falling,
}
},
_ => PoiseChange {
amount: self.amount,
source: PoiseSource::Other,
},
}
}
}
/// Sources of poise change
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum PoiseSource {
LevelUp,
Melee,
Projectile,
Explosion,
Beam,
Shockwave,
Falling,
Revive,
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Regen,
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Other,
}
/// Poise component
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub struct Poise {
/// Base poise amount for this entity
base_max: u32,
/// Poise of entity at any given moment
current: u32,
/// Maximum poise of entity at a given time
maximum: u32,
/// Knockback direction of last change, for use as an effect in sys/stats.rs
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knockback: Vec3<f32>,
/// Last poise change, storing time since last change
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pub last_change: (f64, PoiseChange),
/// Rate of poise regeneration per tick. Starts at zero and accelerates.
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pub regen_rate: f32,
}
impl Default for Poise {
fn default() -> Self {
Self {
current: 0,
maximum: 0,
base_max: 0,
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knockback: Vec3::zero(),
last_change: (0.0, PoiseChange {
amount: 0,
source: PoiseSource::Revive,
}),
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regen_rate: 0.0,
}
}
}
/// States to define effects of a poise change
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum PoiseState {
/// No effect applied
Normal,
/// Poise reset, and target briefly stunned
Interrupted,
/// Poise reset, target stunned and knocked back horizontally
Stunned,
/// Poise reset, target staggered
Dazed,
/// Poise reset, target staggered and knocked back further
KnockedDown,
}
impl Poise {
/// Creates a new poise struct based on the body it is being assigned to
pub fn new(body: Body) -> Self {
let mut poise = Poise::default();
poise.update_base_max(Some(body));
poise.set_maximum(poise.base_max);
poise.set_to(poise.maximum, PoiseSource::Revive);
poise
}
/// Returns knockback as a Vec3
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pub fn knockback(&self) -> Vec3<f32> { self.knockback }
/// Defines the poise states based on fraction of maximum poise
pub fn poise_state(&self) -> PoiseState {
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if self.current >= 8 * self.maximum / 10 {
PoiseState::Normal
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} else if self.current >= 7 * self.maximum / 10 {
PoiseState::Interrupted
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} else if self.current >= 6 * self.maximum / 10 {
PoiseState::Stunned
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} else if self.current >= 4 * self.maximum / 10 {
PoiseState::Dazed
} else {
PoiseState::KnockedDown
}
}
/// Gets the current poise value
pub fn current(&self) -> u32 { self.current }
/// Gets the maximum poise value
pub fn maximum(&self) -> u32 { self.maximum }
/// Gets the base_max value
pub fn base_max(&self) -> u32 { self.base_max }
/// Sets the poise value to a provided value. First cuts off the value
/// at the maximum. In most cases change_by() should be used.
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pub fn set_to(&mut self, amount: u32, cause: PoiseSource) {
let amount = amount.min(self.maximum);
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self.last_change = (0.0, PoiseChange {
amount: amount as i32 - self.current as i32,
source: cause,
});
self.current = amount;
}
/// Changes the current poise due to an in-game effect.
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pub fn change_by(&mut self, change: PoiseChange, impulse: Vec3<f32>) {
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self.current = ((self.current as i32 + change.amount).max(0) as u32).min(self.maximum);
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self.knockback = impulse;
self.last_change = (0.0, PoiseChange {
amount: change.amount,
source: change.source,
});
}
/// Resets current value to maximum
pub fn reset(&mut self) { self.current = self.maximum; }
/// Sets the maximum and updates the current value to max out at the new
/// maximum
pub fn set_maximum(&mut self, amount: u32) {
self.maximum = amount;
self.current = self.current.min(self.maximum);
}
/// Sets the `Poise` base_max
fn set_base_max(&mut self, amount: u32) {
self.base_max = amount;
self.current = self.current.min(self.maximum);
}
/// Resets the maximum to the base_max. Example use would be a potion
/// wearing off
pub fn reset_max(&mut self) { self.maximum = self.base_max; }
/// Sets the base_max based on the entity `Body`
pub fn update_base_max(&mut self, body: Option<Body>) {
if let Some(body) = body {
self.set_base_max(body.base_poise());
}
}
}
impl Component for Poise {
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
}