veloren/common/src/comp/ability.rs

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use crate::{
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comp::{
ability::Stage,
item::{armor::Protection, Item, ItemKind},
Body, CharacterState, EnergySource, Gravity, LightEmitter, Projectile, StateUpdate,
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},
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states::{triple_strike::*, *},
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sys::character_behavior::JoinData,
};
use arraygen::Arraygen;
use serde::{Deserialize, Serialize};
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use specs::{Component, FlaggedStorage};
use specs_idvs::IdvStorage;
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use std::time::Duration;
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#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum CharacterAbilityType {
BasicMelee,
BasicRanged,
Boost,
DashMelee,
BasicBlock,
TripleStrike(Stage),
LeapMelee,
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SpinMelee,
}
impl From<&CharacterState> for CharacterAbilityType {
fn from(state: &CharacterState) -> Self {
match state {
CharacterState::BasicMelee(_) => Self::BasicMelee,
CharacterState::BasicRanged(_) => Self::BasicRanged,
CharacterState::Boost(_) => Self::Boost,
CharacterState::DashMelee(_) => Self::DashMelee,
CharacterState::BasicBlock => Self::BasicBlock,
CharacterState::LeapMelee(_) => Self::LeapMelee,
CharacterState::TripleStrike(data) => Self::TripleStrike(data.stage),
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CharacterState::SpinMelee(_) => Self::SpinMelee,
_ => Self::BasicMelee,
}
}
}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
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pub enum CharacterAbility {
BasicMelee {
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energy_cost: u32,
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buildup_duration: Duration,
recover_duration: Duration,
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base_healthchange: i32,
range: f32,
max_angle: f32,
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},
BasicRanged {
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energy_cost: u32,
holdable: bool,
prepare_duration: Duration,
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recover_duration: Duration,
projectile: Projectile,
projectile_body: Body,
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projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
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},
Boost {
duration: Duration,
only_up: bool,
},
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DashMelee {
energy_cost: u32,
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buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
},
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BasicBlock,
Roll,
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TripleStrike {
base_damage: u32,
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needs_timing: bool,
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},
LeapMelee {
energy_cost: u32,
movement_duration: Duration,
buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
},
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SpinMelee {
energy_cost: u32,
buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
},
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}
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impl CharacterAbility {
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/// Attempts to fulfill requirements, mutating `update` (taking energy) if
/// applicable.
pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
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match self {
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CharacterAbility::TripleStrike { .. } => {
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data.physics.on_ground
&& data.body.is_humanoid()
&& data.inputs.look_dir.xy().magnitude_squared() > 0.01
},
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CharacterAbility::Roll => {
data.physics.on_ground
&& data.body.is_humanoid()
&& data.vel.0.xy().magnitude_squared() > 0.5
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&& update
.energy
.try_change_by(-220, EnergySource::Ability)
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.is_ok()
},
CharacterAbility::DashMelee { energy_cost, .. } => update
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.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
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.is_ok(),
CharacterAbility::BasicMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::BasicRanged { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::LeapMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
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CharacterAbility::SpinMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
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_ => true,
}
}
}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
pub struct ItemConfig {
pub item: Item,
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pub ability1: Option<CharacterAbility>,
pub ability2: Option<CharacterAbility>,
pub ability3: Option<CharacterAbility>,
pub block_ability: Option<CharacterAbility>,
pub dodge_ability: Option<CharacterAbility>,
}
#[derive(Arraygen, Clone, PartialEq, Default, Debug, Serialize, Deserialize)]
#[gen_array(pub fn get_armor: &Option<Item>)]
pub struct Loadout {
pub active_item: Option<ItemConfig>,
pub second_item: Option<ItemConfig>,
pub lantern: Option<Item>,
#[in_array(get_armor)]
pub shoulder: Option<Item>,
#[in_array(get_armor)]
pub chest: Option<Item>,
#[in_array(get_armor)]
pub belt: Option<Item>,
#[in_array(get_armor)]
pub hand: Option<Item>,
#[in_array(get_armor)]
pub pants: Option<Item>,
#[in_array(get_armor)]
pub foot: Option<Item>,
#[in_array(get_armor)]
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pub back: Option<Item>,
#[in_array(get_armor)]
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pub ring: Option<Item>,
#[in_array(get_armor)]
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pub neck: Option<Item>,
#[in_array(get_armor)]
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pub head: Option<Item>,
#[in_array(get_armor)]
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pub tabard: Option<Item>,
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}
impl Loadout {
pub fn get_damage_reduction(&self) -> f32 {
let protection = self
.get_armor()
.iter()
.flat_map(|armor| armor.as_ref())
.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,
}
}
}
impl From<&CharacterAbility> for CharacterState {
fn from(ability: &CharacterAbility) -> Self {
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match ability {
CharacterAbility::BasicMelee {
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buildup_duration,
recover_duration,
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base_healthchange,
range,
max_angle,
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energy_cost: _,
} => CharacterState::BasicMelee(basic_melee::Data {
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exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
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base_healthchange: *base_healthchange,
range: *range,
max_angle: *max_angle,
}),
CharacterAbility::BasicRanged {
holdable,
prepare_duration,
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recover_duration,
projectile,
projectile_body,
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projectile_light,
projectile_gravity,
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energy_cost: _,
} => CharacterState::BasicRanged(basic_ranged::Data {
exhausted: false,
prepare_timer: Duration::default(),
holdable: *holdable,
prepare_duration: *prepare_duration,
recover_duration: *recover_duration,
projectile: projectile.clone(),
projectile_body: *projectile_body,
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projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
}),
CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data {
duration: *duration,
only_up: *only_up,
}),
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CharacterAbility::DashMelee {
energy_cost: _,
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buildup_duration,
recover_duration,
base_damage,
} => CharacterState::DashMelee(dash_melee::Data {
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initialize: true,
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exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_damage: *base_damage,
}),
CharacterAbility::BasicBlock => CharacterState::BasicBlock,
CharacterAbility::Roll => CharacterState::Roll(roll::Data {
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remaining_duration: Duration::from_millis(500),
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was_wielded: false, // false by default. utils might set it to true
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}),
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CharacterAbility::TripleStrike {
base_damage,
needs_timing,
} => CharacterState::TripleStrike(triple_strike::Data {
base_damage: *base_damage,
stage: triple_strike::Stage::First,
stage_exhausted: false,
stage_time_active: Duration::default(),
initialized: false,
transition_style: if *needs_timing {
TransitionStyle::Timed(TimingState::NotPressed)
} else {
TransitionStyle::Hold(HoldingState::Holding)
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},
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}),
CharacterAbility::LeapMelee {
energy_cost: _,
movement_duration,
buildup_duration,
recover_duration,
base_damage,
} => CharacterState::LeapMelee(leap_melee::Data {
initialize: true,
exhausted: false,
movement_duration: *movement_duration,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_damage: *base_damage,
}),
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CharacterAbility::SpinMelee {
energy_cost,
buildup_duration,
recover_duration,
base_damage,
} => CharacterState::SpinMelee(spin_melee::Data {
exhausted: false,
energy_cost: *energy_cost,
buildup_duration: *buildup_duration,
buildup_duration_default: *buildup_duration,
recover_duration: *recover_duration,
recover_duration_default: *recover_duration,
base_damage: *base_damage,
// This isn't needed for it's continuous implementation, but is left in should this
// skill be moved to the skillbar
hits_remaining: 1,
hits_remaining_default: 1, /* Should be the same value as hits_remaining, also
* this value can be removed if ability moved to
* skillbar */
}),
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}
}
}
impl Component for Loadout {
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
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}