veloren/common/src/comp/projectile.rs

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use crate::{
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combat::{
Attack, AttackEffect, CombatBuff, CombatRequirement, Damage, DamageComponent, DamageSource,
EffectComponent, GroupTarget, Knockback, KnockbackDir,
},
effect,
uid::Uid,
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Explosion, RadiusEffect,
};
use serde::{Deserialize, Serialize};
use specs::Component;
use specs_idvs::IdvStorage;
use std::time::Duration;
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#[derive(Debug, Serialize, Deserialize)]
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pub enum Effect {
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Attack(Attack),
//Knockback(Knockback),
//RewardEnergy(u32),
Explode(Explosion),
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Vanish,
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Stick,
Possess,
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/*Buff {
* buff: BuffEffect,
* chance: Option<f32>, */
/* */
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}
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#[derive(Debug, Serialize, Deserialize)]
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pub struct Projectile {
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// TODO: use SmallVec for these effects
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pub hit_solid: Vec<Effect>,
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pub hit_entity: Vec<Effect>,
/// Time left until the projectile will despawn
pub time_left: Duration,
pub owner: Option<Uid>,
/// Whether projectile collides with entities in the same group as its
/// owner
pub ignore_group: bool,
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}
impl Component for Projectile {
type Storage = IdvStorage<Self>;
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}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum ProjectileConstructor {
Arrow {
damage: f32,
knockback: f32,
energy_regen: u32,
},
Fireball {
damage: f32,
radius: f32,
energy_regen: u32,
},
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Firebolt {
damage: f32,
energy_regen: u32,
},
Heal {
heal: f32,
damage: f32,
radius: f32,
},
Possess,
}
impl ProjectileConstructor {
pub fn create_projectile(self, owner: Option<Uid>) -> Projectile {
use ProjectileConstructor::*;
match self {
Arrow {
damage,
knockback,
energy_regen,
} => {
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let damage = Damage {
source: DamageSource::Projectile,
value: damage,
};
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let knockback = AttackEffect::Knockback(Knockback {
strength: knockback,
direction: KnockbackDir::Away,
});
let energy = AttackEffect::EnergyReward(energy_regen);
let energy = EffectComponent::new(None, energy)
.with_requirement(CombatRequirement::AnyDamage);
let buff = AttackEffect::Buff(CombatBuff::default_physical());
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
.with_effect(knockback)
.with_effect(buff);
let attack = Attack::default()
.with_damage(damage)
.with_crit(0.5, 1.2)
.with_effect(energy);
Projectile {
hit_solid: vec![Effect::Stick],
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hit_entity: vec![Effect::Attack(attack), Effect::Vanish],
time_left: Duration::from_secs(15),
owner,
ignore_group: true,
}
},
Fireball {
damage,
radius,
energy_regen,
} => Projectile {
hit_solid: vec![
Effect::Explode(Explosion {
effects: vec![
RadiusEffect::Entity(
Some(GroupTarget::OutOfGroup),
effect::Effect::Damage(Damage {
source: DamageSource::Explosion,
value: damage,
}),
),
RadiusEffect::TerrainDestruction(2.0),
],
radius,
energy_regen,
}),
Effect::Vanish,
],
hit_entity: vec![
Effect::Explode(Explosion {
effects: vec![RadiusEffect::Entity(
Some(GroupTarget::OutOfGroup),
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effect::Effect::Damage(Damage {
source: DamageSource::Explosion,
value: damage,
}),
)],
radius,
energy_regen,
}),
Effect::Vanish,
],
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time_left: Duration::from_secs(10),
owner,
ignore_group: true,
},
Firebolt {
damage,
energy_regen,
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} => {
let damage = Damage {
source: DamageSource::Energy,
value: damage,
};
let energy = AttackEffect::EnergyReward(energy_regen);
let energy = EffectComponent::new(None, energy)
.with_requirement(CombatRequirement::AnyDamage);
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup));
let attack = Attack::default().with_damage(damage).with_effect(energy);
Projectile {
hit_solid: vec![Effect::Vanish],
hit_entity: vec![Effect::Attack(attack), Effect::Vanish],
time_left: Duration::from_secs(10),
owner,
ignore_group: true,
}
},
Heal {
heal,
damage,
radius,
} => Projectile {
hit_solid: vec![
Effect::Explode(Explosion {
effects: vec![
RadiusEffect::Entity(
Some(GroupTarget::OutOfGroup),
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effect::Effect::Damage(Damage {
source: DamageSource::Explosion,
value: damage,
}),
),
RadiusEffect::Entity(
Some(GroupTarget::InGroup),
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effect::Effect::Damage(Damage {
source: DamageSource::Healing,
value: heal,
}),
),
],
radius,
energy_regen: 0,
}),
Effect::Vanish,
],
hit_entity: vec![
Effect::Explode(Explosion {
effects: vec![
RadiusEffect::Entity(
Some(GroupTarget::OutOfGroup),
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effect::Effect::Damage(Damage {
source: DamageSource::Explosion,
value: damage,
}),
),
RadiusEffect::Entity(
Some(GroupTarget::InGroup),
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effect::Effect::Damage(Damage {
source: DamageSource::Healing,
value: heal,
}),
),
],
radius,
energy_regen: 0,
}),
Effect::Vanish,
],
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time_left: Duration::from_secs(10),
owner,
ignore_group: true,
},
Possess => Projectile {
hit_solid: vec![Effect::Stick],
hit_entity: vec![Effect::Stick, Effect::Possess],
time_left: Duration::from_secs(10),
owner,
ignore_group: false,
},
}
}
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pub fn modified_projectile(
mut self,
power: f32,
regen: f32,
range: f32,
heal_power: f32,
) -> Self {
use ProjectileConstructor::*;
match self {
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Arrow {
ref mut damage,
ref mut energy_regen,
..
} => {
*damage *= power;
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*energy_regen = (*energy_regen as f32 * regen) as u32;
},
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Fireball {
ref mut damage,
ref mut energy_regen,
ref mut radius,
..
} => {
*damage *= power;
*energy_regen = (*energy_regen as f32 * regen) as u32;
*radius *= range;
},
Firebolt {
ref mut damage,
ref mut energy_regen,
..
} => {
*damage *= power;
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*energy_regen = (*energy_regen as f32 * regen) as u32;
},
Heal {
ref mut damage,
ref mut heal,
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ref mut radius,
..
} => {
*damage *= power;
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*heal *= heal_power;
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*radius *= range;
},
Possess => {},
}
self
}
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pub fn fireball_to_firebolt(self) -> Self {
if let ProjectileConstructor::Fireball {
damage,
energy_regen,
..
} = self
{
ProjectileConstructor::Firebolt {
damage,
energy_regen: energy_regen * 2,
}
} else {
self
}
}
}