veloren/common/src/combat.rs

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use crate::{
comp::{
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buff::{Buff, BuffChange, BuffData, BuffKind, BuffSource},
inventory::{
item::{
armor::Protection,
tool::{Tool, ToolKind},
ItemKind,
},
slot::EquipSlot,
},
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poise::PoiseChange,
skills::{SkillGroupKind, SkillSet},
Body, Energy, EnergyChange, EnergySource, Health, HealthChange, HealthSource, Inventory,
Stats,
},
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event::ServerEvent,
uid::Uid,
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util::Dir,
};
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use rand::{thread_rng, Rng};
use serde::{Deserialize, Serialize};
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use specs::Entity as EcsEntity;
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use std::time::Duration;
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use vek::*;
#[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum GroupTarget {
InGroup,
OutOfGroup,
}
#[derive(Clone, Debug, Serialize, Deserialize)] // TODO: Yeet clone derive
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pub struct Attack {
damages: Vec<DamageComponent>,
effects: Vec<EffectComponent>,
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crit_chance: f32,
crit_multiplier: f32,
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}
impl Default for Attack {
fn default() -> Self {
Self {
damages: Vec::new(),
effects: Vec::new(),
crit_chance: 0.0,
crit_multiplier: 1.0,
}
}
}
impl Attack {
pub fn with_damage(mut self, damage: DamageComponent) -> Self {
self.damages.push(damage);
self
}
pub fn with_effect(mut self, effect: EffectComponent) -> Self {
self.effects.push(effect);
self
}
pub fn with_crit(mut self, cc: f32, cm: f32) -> Self {
self.crit_chance = cc;
self.crit_multiplier = cm;
self
}
pub fn effects(&self) -> impl Iterator<Item = &EffectComponent> { self.effects.iter() }
#[allow(clippy::too_many_arguments)]
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pub fn apply_attack(
&self,
target_group: GroupTarget,
attacker_entity: Option<EcsEntity>,
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target_entity: EcsEntity,
target_inventory: Option<&Inventory>,
attacker_uid: Option<Uid>,
attacker_energy: Option<&Energy>,
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dir: Dir,
target_dodging: bool,
// Currently just modifies damage, maybe look into modifying strength of other effects?
strength_modifier: f32,
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) -> Vec<ServerEvent> {
let is_crit = thread_rng().gen::<f32>() < self.crit_chance;
let mut accumulated_damage = 0.0;
let mut server_events = Vec::new();
for damage in self
.damages
.iter()
.filter(|d| d.target.map_or(true, |t| t == target_group))
.filter(|d| !(matches!(d.target, Some(GroupTarget::OutOfGroup)) && target_dodging))
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{
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let change = damage.damage.modify_damage(
target_inventory,
attacker_uid,
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is_crit,
self.crit_multiplier,
strength_modifier,
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);
let applied_damage = -change.amount as f32;
accumulated_damage += applied_damage;
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if change.amount != 0 {
server_events.push(ServerEvent::Damage {
entity: target_entity,
change,
});
for effect in damage.effects.iter() {
match effect {
AttackEffect::Knockback(kb) => {
let impulse = kb.calculate_impulse(dir);
if !impulse.is_approx_zero() {
server_events.push(ServerEvent::Knockback {
entity: target_entity,
impulse,
});
}
},
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AttackEffect::EnergyReward(ec) => {
if let Some(attacker_entity) = attacker_entity {
server_events.push(ServerEvent::EnergyChange {
entity: attacker_entity,
change: EnergyChange {
amount: *ec as i32,
source: EnergySource::HitEnemy,
},
});
}
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},
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AttackEffect::Buff(b) => {
if thread_rng().gen::<f32>() < b.chance {
server_events.push(ServerEvent::Buff {
entity: target_entity,
buff_change: BuffChange::Add(
b.to_buff(attacker_uid, applied_damage),
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),
});
}
},
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AttackEffect::Lifesteal(l) => {
if let Some(attacker_entity) = attacker_entity {
let change = HealthChange {
amount: (applied_damage * l) as i32,
cause: HealthSource::Heal { by: attacker_uid },
};
server_events.push(ServerEvent::Damage {
entity: attacker_entity,
change,
});
}
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},
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AttackEffect::Poise(p) => {
let change = PoiseChange::from_attack(*p, target_inventory);
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server_events.push(ServerEvent::PoiseChange {
entity: target_entity,
change,
kb_dir: *dir,
});
},
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AttackEffect::Heal(h) => {
let change = HealthChange {
amount: *h as i32,
cause: HealthSource::Heal { by: attacker_uid },
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};
server_events.push(ServerEvent::Damage {
entity: target_entity,
change,
});
},
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}
}
}
}
for effect in self
.effects
.iter()
.filter(|e| e.target.map_or(true, |t| t == target_group))
.filter(|e| !(matches!(e.target, Some(GroupTarget::OutOfGroup)) && target_dodging))
{
if match &effect.requirement {
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Some(CombatRequirement::AnyDamage) => accumulated_damage > 0.0,
Some(CombatRequirement::SufficientEnergy(r)) => {
if attacker_energy.map_or(true, |e| e.current() >= *r) {
if let Some(attacker_entity) = attacker_entity {
server_events.push(ServerEvent::EnergyChange {
entity: attacker_entity,
change: EnergyChange {
amount: -(*r as i32),
source: EnergySource::Ability,
},
});
}
true
} else {
false
}
},
None => true,
} {
match effect.effect {
AttackEffect::Knockback(kb) => {
let impulse = kb.calculate_impulse(dir);
if !impulse.is_approx_zero() {
server_events.push(ServerEvent::Knockback {
entity: target_entity,
impulse,
});
}
},
AttackEffect::EnergyReward(ec) => {
if let Some(attacker_entity) = attacker_entity {
server_events.push(ServerEvent::EnergyChange {
entity: attacker_entity,
change: EnergyChange {
amount: ec as i32,
source: EnergySource::HitEnemy,
},
});
}
},
AttackEffect::Buff(b) => {
if thread_rng().gen::<f32>() < b.chance {
server_events.push(ServerEvent::Buff {
entity: target_entity,
buff_change: BuffChange::Add(
b.to_buff(attacker_uid, accumulated_damage),
),
});
}
},
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AttackEffect::Lifesteal(l) => {
if let Some(attacker_entity) = attacker_entity {
let change = HealthChange {
amount: (accumulated_damage * l) as i32,
cause: HealthSource::Heal { by: attacker_uid },
};
server_events.push(ServerEvent::Damage {
entity: attacker_entity,
change,
});
}
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},
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AttackEffect::Poise(p) => {
let change = PoiseChange::from_attack(p, target_inventory);
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server_events.push(ServerEvent::PoiseChange {
entity: target_entity,
change,
kb_dir: *dir,
});
},
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AttackEffect::Heal(h) => {
let change = HealthChange {
amount: h as i32,
cause: HealthSource::Heal { by: attacker_uid },
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};
server_events.push(ServerEvent::Damage {
entity: target_entity,
change,
});
},
}
}
}
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server_events
}
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}
#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct DamageComponent {
damage: Damage,
target: Option<GroupTarget>,
effects: Vec<AttackEffect>,
}
impl DamageComponent {
pub fn new(damage: Damage, target: Option<GroupTarget>) -> Self {
Self {
damage,
target,
effects: Vec::new(),
}
}
pub fn with_effect(mut self, effect: AttackEffect) -> Self {
self.effects.push(effect);
self
}
}
#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct EffectComponent {
target: Option<GroupTarget>,
effect: AttackEffect,
requirement: Option<CombatRequirement>,
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}
impl EffectComponent {
pub fn new(target: Option<GroupTarget>, effect: AttackEffect) -> Self {
Self {
target,
effect,
requirement: None,
}
}
pub fn with_requirement(mut self, requirement: CombatRequirement) -> Self {
self.requirement = Some(requirement);
self
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}
pub fn effect(&self) -> &AttackEffect { &self.effect }
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}
#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum AttackEffect {
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Heal(f32),
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Buff(CombatBuff),
Knockback(Knockback),
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EnergyReward(u32),
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Lifesteal(f32),
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Poise(f32),
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}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum CombatRequirement {
AnyDamage,
SufficientEnergy(u32),
}
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum DamageSource {
Buff(BuffKind),
Melee,
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,
}
}
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pub fn modify_damage(
self,
inventory: Option<&Inventory>,
uid: Option<Uid>,
is_crit: bool,
crit_mult: f32,
damage_modifier: f32,
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) -> HealthChange {
let mut damage = self.value * damage_modifier;
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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if is_crit {
critdamage = damage * (crit_mult - 1.0);
}
// Armor
damage *= 1.0 - damage_reduction;
// Critical damage applies after armor for melee
if (damage_reduction - 1.0).abs() > f32::EPSILON {
damage += critdamage;
}
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HealthChange {
amount: -damage as i32,
cause: HealthSource::Damage {
kind: self.source,
by: uid,
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},
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}
},
DamageSource::Projectile => {
// Critical hit
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if is_crit {
damage *= crit_mult;
}
// Armor
damage *= 1.0 - damage_reduction;
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HealthChange {
amount: -damage as i32,
cause: HealthSource::Damage {
kind: self.source,
by: uid,
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},
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}
},
DamageSource::Explosion => {
// Armor
damage *= 1.0 - damage_reduction;
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HealthChange {
amount: -damage as i32,
cause: HealthSource::Damage {
kind: self.source,
by: uid,
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},
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}
},
DamageSource::Shockwave => {
// Armor
damage *= 1.0 - damage_reduction;
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HealthChange {
amount: -damage as i32,
cause: HealthSource::Damage {
kind: self.source,
by: uid,
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},
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}
},
DamageSource::Energy => {
// Armor
damage *= 1.0 - damage_reduction;
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HealthChange {
amount: -damage as i32,
cause: HealthSource::Damage {
kind: self.source,
by: uid,
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},
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}
},
DamageSource::Falling => {
// Armor
if (damage_reduction - 1.0).abs() < f32::EPSILON {
damage = 0.0;
}
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HealthChange {
amount: -damage as i32,
cause: HealthSource::World,
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}
},
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,
},
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},
}
}
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 struct Knockback {
pub direction: KnockbackDir,
pub strength: f32,
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum KnockbackDir {
Away,
Towards,
Up,
TowardsUp,
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}
impl Knockback {
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pub fn calculate_impulse(self, dir: Dir) -> Vec3<f32> {
match self.direction {
KnockbackDir::Away => self.strength * *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5),
KnockbackDir::Towards => {
self.strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5)
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},
KnockbackDir::Up => self.strength * Vec3::unit_z(),
KnockbackDir::TowardsUp => {
self.strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.85)
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},
}
}
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pub fn modify_strength(mut self, power: f32) -> Self {
self.strength *= power;
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self
}
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}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub struct CombatBuff {
pub kind: BuffKind,
pub dur_secs: f32,
pub strength: CombatBuffStrength,
pub chance: f32,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum CombatBuffStrength {
DamageFraction(f32),
Value(f32),
}
impl CombatBuffStrength {
fn to_strength(self, damage: f32) -> f32 {
match self {
CombatBuffStrength::DamageFraction(f) => damage * f,
CombatBuffStrength::Value(v) => v,
}
}
}
impl CombatBuff {
fn to_buff(self, uid: Option<Uid>, damage: f32) -> Buff {
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// TODO: Generate BufCategoryId vec (probably requires damage overhaul?)
let source = if let Some(uid) = uid {
BuffSource::Character { by: uid }
} else {
BuffSource::Unknown
};
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Buff::new(
self.kind,
BuffData::new(
self.strength.to_strength(damage),
Some(Duration::from_secs_f32(self.dur_secs)),
),
Vec::new(),
source,
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)
}
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pub fn default_physical() -> Self {
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Self {
kind: BuffKind::Bleeding,
dur_secs: 10.0,
strength: CombatBuffStrength::DamageFraction(0.1),
chance: 0.1,
}
}
}
fn equipped_tool(inv: &Inventory, slot: EquipSlot) -> Option<&Tool> {
inv.equipped(slot).and_then(|i| {
if let ItemKind::Tool(tool) = &i.kind() {
Some(tool)
} else {
None
}
})
}
pub fn get_weapons(inv: &Inventory) -> (Option<ToolKind>, Option<ToolKind>) {
(
equipped_tool(inv, EquipSlot::Mainhand).map(|tool| tool.kind),
equipped_tool(inv, EquipSlot::Offhand).map(|tool| tool.kind),
)
}
fn offensive_rating(inv: &Inventory, skillset: &SkillSet) -> f32 {
let active_damage = equipped_tool(inv, EquipSlot::Mainhand).map_or(0.0, |tool| {
tool.base_power()
* tool.base_speed()
* (1.0 + 0.05 * skillset.earned_sp(SkillGroupKind::Weapon(tool.kind)) as f32)
});
let second_damage = equipped_tool(inv, EquipSlot::Offhand).map_or(0.0, |tool| {
tool.base_power()
* tool.base_speed()
* (1.0 + 0.05 * skillset.earned_sp(SkillGroupKind::Weapon(tool.kind)) as f32)
});
active_damage.max(second_damage)
}
pub fn combat_rating(inventory: &Inventory, health: &Health, stats: &Stats, body: Body) -> f32 {
let defensive_weighting = 1.0;
let offensive_weighting = 1.0;
let defensive_rating = health.maximum() as f32
/ (1.0 - Damage::compute_damage_reduction(inventory)).max(0.00001)
/ 100.0;
let offensive_rating = offensive_rating(inventory, &stats.skill_set).max(0.1)
+ 0.05 * stats.skill_set.earned_sp(SkillGroupKind::General) as f32;
let combined_rating = (offensive_rating * offensive_weighting
+ defensive_rating * defensive_weighting)
/ (offensive_weighting + defensive_weighting);
combined_rating * body.combat_multiplier()
}