veloren/common/src/comp/projectile.rs

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use crate::{
comp::buff::{BuffCategory, BuffData, BuffKind},
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effect::{self, BuffEffect},
uid::Uid,
Damage, DamageSource, Explosion, GroupTarget, Knockback, RadiusEffect,
};
use serde::{Deserialize, Serialize};
use specs::Component;
use specs_idvs::IdvStorage;
use std::time::Duration;
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum Effect {
Damage(Option<GroupTarget>, Damage),
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Knockback(Knockback),
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RewardEnergy(u32),
Explode(Explosion),
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Vanish,
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Stick,
Possess,
Buff {
buff: BuffEffect,
chance: Option<f32>,
},
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}
#[derive(Clone, Debug, PartialEq, 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,
},
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,
} => {
let buff = BuffEffect {
kind: BuffKind::Bleeding,
data: BuffData {
strength: damage / 2.0,
duration: Some(Duration::from_secs(5)),
},
cat_ids: vec![BuffCategory::Physical],
};
Projectile {
hit_solid: vec![Effect::Stick],
hit_entity: vec![
Effect::Damage(Some(GroupTarget::OutOfGroup), Damage {
source: DamageSource::Projectile,
value: damage,
}),
Effect::Knockback(Knockback::Away(knockback)),
Effect::RewardEnergy(energy_regen),
Effect::Vanish,
Effect::Buff {
buff,
chance: Some(0.10),
},
],
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,
],
time_left: Duration::from_secs(20),
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,
],
time_left: Duration::from_secs(20),
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) -> 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;
},
Fireball { ref mut damage, .. } => {
*damage *= power;
},
Heal {
ref mut damage,
ref mut heal,
..
} => {
*damage *= power;
*heal *= power;
},
Possess => {},
}
self
}
}