veloren/common/src/comp/stats.rs

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use crate::{
comp,
comp::{body::humanoid::Race, Body},
sync::Uid,
};
use specs::{Component, FlaggedStorage};
use specs_idvs::IDVStorage;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub struct HealthChange {
pub amount: i32,
pub cause: HealthSource,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum HealthSource {
Attack { by: Uid }, // TODO: Implement weapon
Projectile { owner: Option<Uid> },
Suicide,
World,
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Revive,
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Command,
LevelUp,
Item,
Unknown,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub struct Health {
current: u32,
maximum: u32,
pub last_change: (f64, HealthChange),
}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub struct Exp {
current: u32,
maximum: u32,
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}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub struct Level {
amount: u32,
}
impl Health {
pub fn current(&self) -> u32 { self.current }
pub fn maximum(&self) -> u32 { self.maximum }
pub fn set_to(&mut self, amount: u32, cause: HealthSource) {
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let amount = amount.min(self.maximum);
self.last_change = (0.0, HealthChange {
amount: amount as i32 - self.current as i32,
cause,
});
self.current = amount;
}
pub fn change_by(&mut self, change: HealthChange) {
self.current = ((self.current as i32 + change.amount).max(0) as u32).min(self.maximum);
self.last_change = (0.0, change);
}
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// This is private because max hp is based on the level
fn set_maximum(&mut self, amount: u32) {
self.maximum = amount;
self.current = self.current.min(self.maximum);
}
}
#[derive(Debug)]
pub enum StatChangeError {
Underflow,
Overflow,
}
use std::{error::Error, fmt};
impl fmt::Display for StatChangeError {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{}", match self {
Self::Underflow => "insufficient stat quantity",
Self::Overflow => "stat quantity would overflow",
})
}
}
impl Error for StatChangeError {}
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impl Exp {
/// Used to determine how much exp is required to reach the next level. When
/// a character levels up, the next level target is increased by this value
const EXP_INCREASE_FACTOR: u32 = 25;
pub fn current(&self) -> u32 { self.current }
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pub fn maximum(&self) -> u32 { self.maximum }
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pub fn set_current(&mut self, current: u32) { self.current = current; }
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pub fn change_by(&mut self, current: i64) {
self.current = ((self.current as i64) + current) as u32;
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}
pub fn change_maximum_by(&mut self, maximum: i64) {
self.maximum = ((self.maximum as i64) + maximum) as u32;
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}
pub fn update_maximum(&mut self, level: u32) {
self.maximum = Self::EXP_INCREASE_FACTOR + (level * Self::EXP_INCREASE_FACTOR);
}
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}
impl Level {
pub fn set_level(&mut self, level: u32) { self.amount = level; }
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pub fn level(&self) -> u32 { self.amount }
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pub fn change_by(&mut self, level: u32) { self.amount += level; }
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Stats {
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pub name: String,
pub health: Health,
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pub level: Level,
pub exp: Exp,
pub endurance: u32,
pub fitness: u32,
pub willpower: u32,
pub is_dead: bool,
}
impl Stats {
pub fn should_die(&self) -> bool { self.health.current == 0 }
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pub fn revive(&mut self) {
self.health
.set_to(self.health.maximum(), HealthSource::Revive);
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self.is_dead = false;
}
// TODO: Delete this once stat points will be a thing
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pub fn update_max_hp(&mut self) { self.health.set_maximum(52 + 3 * self.level.amount); }
}
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impl Stats {
pub fn new(name: String, body: Body) -> Self {
let race = if let comp::Body::Humanoid(hbody) = body {
Some(hbody.race)
} else {
None
};
let (endurance, fitness, willpower) = match race {
Some(Race::Danari) => (0, 2, 3), // Small, flexible, intelligent, physically weak
Some(Race::Dwarf) => (2, 2, 1), // phyiscally strong, intelligent, slow reflexes
Some(Race::Elf) => (1, 2, 2), // Intelligent, quick, physically weak
Some(Race::Human) => (2, 1, 2), // Perfectly balanced
Some(Race::Orc) => (3, 2, 0), // Physically strong, non intelligent, medium reflexes
Some(Race::Undead) => (1, 3, 1), // Very good reflexes, equally intelligent and strong
None => (0, 0, 0),
};
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let mut stats = Self {
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name,
health: Health {
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current: 0,
maximum: 0,
last_change: (0.0, HealthChange {
amount: 0,
cause: HealthSource::Revive,
}),
},
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level: Level { amount: 1 },
exp: Exp {
current: 0,
maximum: 50,
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},
endurance,
fitness,
willpower,
is_dead: false,
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};
stats.update_max_hp();
stats
.health
.set_to(stats.health.maximum(), HealthSource::Revive);
stats
}
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pub fn with_max_health(mut self, amount: u32) -> Self {
self.health.maximum = amount;
self.health.current = amount;
self
}
}
impl Component for Stats {
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
pub struct Dying {
pub cause: HealthSource,
}
impl Component for Dying {
type Storage = IDVStorage<Self>;
}