veloren/common/src/combat.rs

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#[cfg(not(target_arch = "wasm32"))]
use crate::{
comp::{
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buff::{Buff, BuffChange, BuffData, BuffKind, BuffSource},
inventory::{
item::{
armor::Protection,
tool::{self, Tool, ToolKind},
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Item, ItemDesc, ItemKind, MaterialStatManifest,
},
slot::EquipSlot,
},
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poise::PoiseChange,
skills::SkillGroupKind,
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Body, CharacterState, Combo, Energy, EnergyChange, EnergySource, Health, HealthChange, HealthSource,
Inventory, Ori, SkillSet, Stats,
},
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event::ServerEvent,
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outcome::Outcome,
uid::Uid,
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util::Dir,
};
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#[cfg(not(target_arch = "wasm32"))]
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use rand::{thread_rng, Rng};
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use serde::{Deserialize, Serialize};
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#[cfg(not(target_arch = "wasm32"))]
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use specs::Entity as EcsEntity;
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::Duration;
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#[cfg(not(target_arch = "wasm32"))] use vek::*;
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum GroupTarget {
InGroup,
OutOfGroup,
}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
pub enum AttackSource {
Melee,
Projectile,
Beam,
Shockwave,
Explosion,
}
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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Copy, Clone)]
pub struct AttackerInfo<'a> {
pub entity: EcsEntity,
pub uid: Uid,
pub energy: Option<&'a Energy>,
pub combo: Option<&'a Combo>,
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}
#[cfg(not(target_arch = "wasm32"))]
pub struct TargetInfo<'a> {
pub entity: EcsEntity,
pub inventory: Option<&'a Inventory>,
pub stats: Option<&'a Stats>,
pub health: Option<&'a Health>,
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pub pos: Vec3<f32>,
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pub ori: Option<&'a Ori>,
pub char_state: Option<&'a CharacterState>,
}
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Debug, Serialize, Deserialize)] // TODO: Yeet clone derive
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pub struct Attack {
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damages: Vec<AttackDamage>,
effects: Vec<AttackEffect>,
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crit_chance: f32,
crit_multiplier: f32,
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}
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#[cfg(not(target_arch = "wasm32"))]
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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,
}
}
}
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#[cfg(not(target_arch = "wasm32"))]
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impl Attack {
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pub fn with_damage(mut self, damage: AttackDamage) -> Self {
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self.damages.push(damage);
self
}
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pub fn with_effect(mut self, effect: AttackEffect) -> Self {
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self.effects.push(effect);
self
}
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pub fn with_crit(mut self, crit_chance: f32, crit_multiplier: f32) -> Self {
self.crit_chance = crit_chance;
self.crit_multiplier = crit_multiplier;
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self
}
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pub fn with_combo_increment(self) -> Self {
self.with_effect(
AttackEffect::new(None, CombatEffect::Combo(1))
.with_requirement(CombatRequirement::AnyDamage),
)
}
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pub fn effects(&self) -> impl Iterator<Item = &AttackEffect> { self.effects.iter() }
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pub fn compute_damage_reduction(target: &TargetInfo, source: AttackSource, dir: Dir) -> f32 {
let damage_reduction = Damage::compute_damage_reduction(target.inventory, target.stats);
let block_reduction = match source {
AttackSource::Melee => {
if let (Some(CharacterState::BasicBlock(data)), Some(ori)) =
(target.char_state, target.ori)
{
if ori.look_vec().angle_between(-*dir) < data.static_data.max_angle.to_radians()
{
data.static_data.block_strength
} else {
0.0
}
} else {
0.0
}
},
_ => 0.0,
};
1.0 - (1.0 - damage_reduction) * (1.0 - block_reduction)
}
#[allow(clippy::too_many_arguments)]
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pub fn apply_attack(
&self,
target_group: GroupTarget,
attacker: Option<AttackerInfo>,
target: TargetInfo,
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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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attack_source: AttackSource,
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mut emit: impl FnMut(ServerEvent),
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mut emit_outcome: impl FnMut(Outcome),
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) {
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let is_crit = thread_rng().gen::<f32>() < self.crit_chance;
let mut accumulated_damage = 0.0;
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 damage_reduction = Attack::compute_damage_reduction(&target, attack_source, dir);
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let change = damage.damage.calculate_health_change(
damage_reduction,
attacker.map(|a| a.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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emit_outcome(Outcome::Damage { pos: target.pos });
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if change.amount != 0 {
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emit(ServerEvent::Damage {
entity: target.entity,
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change,
});
for effect in damage.effects.iter() {
match effect {
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CombatEffect::Knockback(kb) => {
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let impulse = kb.calculate_impulse(dir);
if !impulse.is_approx_zero() {
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emit(ServerEvent::Knockback {
entity: target.entity,
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impulse,
});
}
},
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CombatEffect::EnergyReward(ec) => {
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
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emit(ServerEvent::EnergyChange {
entity: attacker_entity,
change: EnergyChange {
amount: *ec as i32,
source: EnergySource::HitEnemy,
},
});
}
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},
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CombatEffect::Buff(b) => {
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if thread_rng().gen::<f32>() < b.chance {
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emit(ServerEvent::Buff {
entity: target.entity,
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buff_change: BuffChange::Add(
b.to_buff(attacker.map(|a| a.uid), applied_damage),
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),
});
}
},
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CombatEffect::Lifesteal(l) => {
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
let change = HealthChange {
amount: (applied_damage * l) as i32,
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cause: HealthSource::Heal {
by: attacker.map(|a| a.uid),
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},
};
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if change.amount != 0 {
emit(ServerEvent::Damage {
entity: attacker_entity,
change,
});
}
}
},
CombatEffect::Poise(p) => {
let change = PoiseChange::from_value(*p, target.inventory);
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if change.amount != 0 {
emit(ServerEvent::PoiseChange {
entity: target.entity,
change,
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kb_dir: *dir,
});
}
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},
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CombatEffect::Heal(h) => {
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let change = HealthChange {
amount: *h as i32,
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cause: HealthSource::Heal {
by: attacker.map(|a| a.uid),
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},
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};
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if change.amount != 0 {
emit(ServerEvent::Damage {
entity: target.entity,
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change,
});
}
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},
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CombatEffect::Combo(c) => {
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
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emit(ServerEvent::ComboChange {
entity: attacker_entity,
change: *c,
});
}
},
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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 effect.requirements.iter().all(|req| match req {
CombatRequirement::AnyDamage => accumulated_damage > 0.0 && target.health.is_some(),
CombatRequirement::Energy(r) => {
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if let Some(AttackerInfo {
entity,
energy: Some(e),
..
}) = attacker
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{
let sufficient_energy = e.current() as f32 >= *r;
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if sufficient_energy {
emit(ServerEvent::EnergyChange {
entity,
change: EnergyChange {
amount: -(*r as i32),
source: EnergySource::Ability,
},
});
}
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sufficient_energy
} else {
false
}
},
CombatRequirement::Combo(r) => {
if let Some(AttackerInfo {
entity,
combo: Some(c),
..
}) = attacker
{
let sufficient_combo = c.counter() >= *r;
if sufficient_combo {
emit(ServerEvent::ComboChange {
entity,
change: -(*r as i32),
});
}
sufficient_combo
} else {
false
}
},
}) {
match effect.effect {
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CombatEffect::Knockback(kb) => {
let impulse = kb.calculate_impulse(dir);
if !impulse.is_approx_zero() {
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emit(ServerEvent::Knockback {
entity: target.entity,
impulse,
});
}
},
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CombatEffect::EnergyReward(ec) => {
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
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emit(ServerEvent::EnergyChange {
entity: attacker_entity,
change: EnergyChange {
amount: ec as i32,
source: EnergySource::HitEnemy,
},
});
}
},
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CombatEffect::Buff(b) => {
if thread_rng().gen::<f32>() < b.chance {
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emit(ServerEvent::Buff {
entity: target.entity,
buff_change: BuffChange::Add(
b.to_buff(attacker.map(|a| a.uid), accumulated_damage),
),
});
}
},
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CombatEffect::Lifesteal(l) => {
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
let change = HealthChange {
amount: (accumulated_damage * l) as i32,
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cause: HealthSource::Heal {
by: attacker.map(|a| a.uid),
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},
};
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if change.amount != 0 {
emit(ServerEvent::Damage {
entity: attacker_entity,
change,
});
}
}
},
CombatEffect::Poise(p) => {
let change = PoiseChange::from_value(p, target.inventory);
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if change.amount != 0 {
emit(ServerEvent::PoiseChange {
entity: target.entity,
change,
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kb_dir: *dir,
});
}
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},
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CombatEffect::Heal(h) => {
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let change = HealthChange {
amount: h as i32,
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cause: HealthSource::Heal {
by: attacker.map(|a| a.uid),
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},
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};
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if change.amount != 0 {
emit(ServerEvent::Damage {
entity: target.entity,
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change,
});
}
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},
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CombatEffect::Combo(c) => {
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
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emit(ServerEvent::ComboChange {
entity: attacker_entity,
change: c,
});
}
},
}
}
}
}
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}
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct AttackDamage {
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damage: Damage,
target: Option<GroupTarget>,
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effects: Vec<CombatEffect>,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl AttackDamage {
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pub fn new(damage: Damage, target: Option<GroupTarget>) -> Self {
Self {
damage,
target,
effects: Vec::new(),
}
}
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pub fn with_effect(mut self, effect: CombatEffect) -> Self {
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self.effects.push(effect);
self
}
}
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct AttackEffect {
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target: Option<GroupTarget>,
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effect: CombatEffect,
requirements: Vec<CombatRequirement>,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl AttackEffect {
pub fn new(target: Option<GroupTarget>, effect: CombatEffect) -> Self {
Self {
target,
effect,
requirements: Vec::new(),
}
}
pub fn with_requirement(mut self, requirement: CombatRequirement) -> Self {
self.requirements.push(requirement);
self
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}
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pub fn effect(&self) -> &CombatEffect { &self.effect }
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}
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
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pub enum CombatEffect {
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Heal(f32),
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Buff(CombatBuff),
Knockback(Knockback),
EnergyReward(f32),
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Lifesteal(f32),
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Poise(f32),
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Combo(i32),
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}
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum CombatRequirement {
AnyDamage,
Energy(f32),
Combo(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,
}
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Damage {
pub source: DamageSource,
pub value: f32,
}
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#[cfg(not(target_arch = "wasm32"))]
impl Damage {
/// Returns the total damage reduction provided by all equipped items
pub fn compute_damage_reduction(inventory: Option<&Inventory>, stats: Option<&Stats>) -> f32 {
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let inventory_dr = if let Some(inventory) = inventory {
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>>();
const FIFTY_PERCENT_DR_THRESHOLD: f32 = 60.0;
match protection {
Some(dr) => dr / (FIFTY_PERCENT_DR_THRESHOLD + dr.abs()),
None => 1.0,
}
} else {
0.0
};
let stats_dr = if let Some(stats) = stats {
stats.damage_reduction
} else {
0.0
};
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1.0 - (1.0 - inventory_dr) * (1.0 - stats_dr)
}
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pub fn calculate_health_change(
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self,
damage_reduction: f32,
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uid: Option<Uid>,
is_crit: bool,
crit_mult: f32,
damage_modifier: f32,
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) -> HealthChange {
let mut damage = self.value * damage_modifier;
// Critical hit damage (to be applied post-armor for melee, and pre-armor for
// other damage kinds
let critdamage = if is_crit {
damage * (crit_mult - 1.0)
} else {
0.0
};
match self.source {
DamageSource::Melee => {
// 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
damage += critdamage;
// 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 => {
// Critical hit
damage += critdamage;
// 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 => {
// Critical hit
damage += critdamage;
// 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 => {
// Critical hit
damage += critdamage;
// 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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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Knockback {
pub direction: KnockbackDir,
pub strength: f32,
}
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum KnockbackDir {
Away,
Towards,
Up,
TowardsUp,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl Knockback {
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pub fn calculate_impulse(self, dir: Dir) -> Vec3<f32> {
// TEMP until source knockback values have been updated
50.0 * 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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#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
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pub struct CombatBuff {
pub kind: BuffKind,
pub dur_secs: f32,
pub strength: CombatBuffStrength,
pub chance: f32,
}
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#[cfg(not(target_arch = "wasm32"))]
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
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pub enum CombatBuffStrength {
DamageFraction(f32),
Value(f32),
}
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#[cfg(not(target_arch = "wasm32"))]
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impl CombatBuffStrength {
fn to_strength(self, damage: f32) -> f32 {
match self {
CombatBuffStrength::DamageFraction(f) => damage * f,
CombatBuffStrength::Value(v) => v,
}
}
}
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#[cfg(not(target_arch = "wasm32"))]
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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,
}
}
}
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#[cfg(not(target_arch = "wasm32"))]
fn equipped_item_and_tool(inv: &Inventory, slot: EquipSlot) -> Option<(&Item, &Tool)> {
inv.equipped(slot).and_then(|i| {
if let ItemKind::Tool(tool) = &i.kind() {
Some((i, tool))
} else {
None
}
})
}
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#[cfg(not(target_arch = "wasm32"))]
pub fn get_weapons(inv: &Inventory) -> (Option<ToolKind>, Option<ToolKind>) {
(
equipped_item_and_tool(inv, EquipSlot::Mainhand).map(|(_, tool)| tool.kind),
equipped_item_and_tool(inv, EquipSlot::Offhand).map(|(_, tool)| tool.kind),
)
}
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pub fn weapon_rating<T: ItemDesc>(item: &T, msm: &MaterialStatManifest) -> f32 {
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const DAMAGE_WEIGHT: f32 = 2.0;
const POISE_WEIGHT: f32 = 1.0;
if let ItemKind::Tool(tool) = item.kind() {
let stats = tool::Stats::from((msm, item.components(), tool));
let damage_rating =
stats.power * stats.speed * (1.0 + stats.crit_chance * (stats.crit_mult - 1.0));
let poise_rating = stats.poise_strength * stats.speed;
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(damage_rating * DAMAGE_WEIGHT + poise_rating * POISE_WEIGHT)
/ (DAMAGE_WEIGHT + POISE_WEIGHT)
} else {
0.0
}
}
fn weapon_skills(inventory: &Inventory, skill_set: &SkillSet) -> f32 {
let (mainhand, offhand) = get_weapons(inventory);
let mainhand_skills = if let Some(tool) = mainhand {
skill_set.earned_sp(SkillGroupKind::Weapon(tool)) as f32
} else {
0.0
};
let offhand_skills = if let Some(tool) = offhand {
skill_set.earned_sp(SkillGroupKind::Weapon(tool)) as f32
} else {
0.0
};
mainhand_skills.max(offhand_skills)
}
fn get_weapon_rating(inventory: &Inventory, msm: &MaterialStatManifest) -> f32 {
let mainhand_rating =
if let Some((item, _)) = equipped_item_and_tool(inventory, EquipSlot::Mainhand) {
weapon_rating(item, msm)
} else {
0.0
};
let offhand_rating =
if let Some((item, _)) = equipped_item_and_tool(inventory, EquipSlot::Offhand) {
weapon_rating(item, msm)
} else {
0.0
};
mainhand_rating.max(offhand_rating)
}
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#[cfg(not(target_arch = "wasm32"))]
pub fn combat_rating(
inventory: &Inventory,
health: &Health,
skill_set: &SkillSet,
body: Body,
msm: &MaterialStatManifest,
) -> f32 {
const WEAPON_WEIGHT: f32 = 1.0;
const HEALTH_WEIGHT: f32 = 1.0;
const SKILLS_WEIGHT: f32 = 1.0;
// Assumes a "standard" max health of 100
let health_rating = health.base_max() as f32
/ 100.0
/ (1.0 - Damage::compute_damage_reduction(Some(inventory), None)).max(0.00001);
// Assumes a standard person has earned 20 skill points in the general skill
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// tree and 10 skill points for the weapon skill tree
let skills_rating = (skill_set.earned_sp(SkillGroupKind::General) as f32 / 20.0
+ weapon_skills(inventory, skill_set) / 10.0)
/ 2.0;
let weapon_rating = get_weapon_rating(inventory, msm);
let combined_rating = (health_rating * HEALTH_WEIGHT
+ skills_rating * SKILLS_WEIGHT
+ weapon_rating * WEAPON_WEIGHT)
/ (HEALTH_WEIGHT + SKILLS_WEIGHT + WEAPON_WEIGHT);
// Body multiplier meant to account for an enemy being harder than equipment and
// skills would account for. It should only not be 1.0 for non-humanoids
combined_rating * body.combat_multiplier()
}