veloren/common/src/combat.rs

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use crate::{
comp::{
inventory::{item::{armor::Protection, tool::ToolKind, ItemKind}, slot::EquipSlot},
BuffKind, HealthChange, HealthSource, Inventory,
},
uid::Uid,
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util::Dir,
};
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;
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/* Disabled so I can actually test stuff
if rand::random() {
critdamage = damage * 0.3;
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}*/
// 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
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/*if rand::random() {
damage *= 1.2;
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}*/
// 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)
},
}
}
}
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
}
}),
)
}