veloren/common/src/sys/stats.rs

97 lines
3.3 KiB
Rust
Raw Normal View History

use crate::{
comp::{ActionState, CharacterState, Energy, EnergySource, HealthSource, Stats},
event::{EventBus, ServerEvent},
state::DeltaTime,
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
2020-01-17 20:08:27 +00:00
const ENERGY_REGEN_ACCEL: f32 = 0.5;
/// This system kills players, levels them up, and regenerates energy.
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
Read<'a, DeltaTime>,
Read<'a, EventBus<ServerEvent>>,
ReadStorage<'a, CharacterState>,
WriteStorage<'a, Stats>,
WriteStorage<'a, Energy>,
);
fn run(
&mut self,
(entities, dt, server_event_bus, character_states, mut stats,mut energies): Self::SystemData,
) {
let mut server_event_emitter = server_event_bus.emitter();
// Increment last change timer
stats.set_event_emission(false); // avoid unnecessary syncing
for stat in (&mut stats).join() {
stat.health.last_change.0 += f64::from(dt.0);
}
stats.set_event_emission(true);
2019-11-04 00:57:36 +00:00
// Mutates all stats every tick causing the server to resend this component for every entity every tick
2020-01-19 19:19:44 +00:00
for (entity, character_state, mut stats, mut energy) in (
&entities,
&character_states,
&mut stats.restrict_mut(),
2020-01-19 19:19:44 +00:00
&mut energies.restrict_mut(),
)
.join()
{
let (set_dead, level_up) = {
let stat = stats.get_unchecked();
(
stat.should_die() && !stat.is_dead,
stat.exp.current() >= stat.exp.maximum(),
)
};
if set_dead {
let stat = stats.get_mut_unchecked();
server_event_emitter.emit(ServerEvent::Destroy {
entity,
cause: stat.health.last_change.1.cause,
});
stat.is_dead = true;
}
if level_up {
let stat = stats.get_mut_unchecked();
while stat.exp.current() >= stat.exp.maximum() {
stat.exp.change_by(-(stat.exp.maximum() as i64));
stat.exp.change_maximum_by(25);
stat.level.change_by(1);
}
2019-10-08 16:12:08 +00:00
stat.update_max_hp();
stat.health
.set_to(stat.health.maximum(), HealthSource::LevelUp)
}
// Accelerate recharging energy if not wielding.
match character_state.action {
ActionState::Idle => {
2020-01-19 19:19:44 +00:00
if {
let energy = energy.get_unchecked();
energy.current() < energy.maximum()
} {
let mut energy = energy.get_mut_unchecked();
energy.regen_rate += ENERGY_REGEN_ACCEL * dt.0;
energy.change_by(energy.regen_rate as i32, EnergySource::Regen);
}
}
// All other states do not regen and set the rate back to zero.
2020-01-19 19:19:44 +00:00
_ => {
if energy.get_unchecked().regen_rate != 0.0 {
energy.get_mut_unchecked().regen_rate = 0.0
}
}
}
}
}
}