2021-01-18 22:58:56 +00:00
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use crate::{
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comp::buff::{BuffCategory, BuffData, BuffKind, BuffSource},
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uid::Uid,
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};
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2020-12-04 22:24:56 +00:00
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use serde::{Deserialize, Serialize};
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use slotmap::{new_key_type, SlotMap};
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2021-01-07 20:25:12 +00:00
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use specs::{Component, DerefFlaggedStorage};
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2020-12-04 22:24:56 +00:00
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use specs_idvs::IdvStorage;
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use std::time::Duration;
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new_key_type! { pub struct AuraKey; }
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/// AuraKind is what kind of effect an aura applies
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/// Currently only buffs are implemented
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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pub enum AuraKind {
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/// The Buff kind is (surprise!) a buff :D
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Buff {
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kind: BuffKind,
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data: BuffData,
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category: BuffCategory,
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source: BuffSource,
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},
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/* TODO: Implement other effects here. Things to think about
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* are terrain/sprite effects, collision and physics, and
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* environmental conditions like temperature and humidity
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* Multiple auras can be given to an entity. */
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}
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/// Aura
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/// Applies a buff to entities in the radius if meeting
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/// conditions set forth in the aura system.
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct Aura {
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/// The kind of aura applied
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pub aura_kind: AuraKind,
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/// The radius of the aura
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pub radius: f32,
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/// How long the aura lasts. None corresponds to an indefinite length
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pub duration: Option<Duration>,
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2021-01-18 22:58:56 +00:00
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/* TODO: Add functionality for fading or a gradient */
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/// Used to filter which entities this aura will apply to. For example,
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/// globally neutral auras which affect all entities will have the type
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/// `AuraTarget::All`. Whereas auras which only affect a player's party
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/// members will have the type `AuraTarget::GroupOf`.
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pub target: AuraTarget,
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2020-12-04 22:24:56 +00:00
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}
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/// Information about whether aura addition or removal was requested.
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/// This to implement "on_add" and "on_remove" hooks for auras
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#[derive(Clone, Debug)]
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pub enum AuraChange {
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/// Adds this aura
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Add(Aura),
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/// Removes auras of these indices
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RemoveByKey(Vec<AuraKey>),
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}
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2021-01-18 22:58:56 +00:00
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/// Used by the aura system to filter entities when applying an effect.
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#[derive(Clone, Debug, Deserialize, Serialize)]
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pub enum AuraTarget {
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/// Targets the group of the entity specified by the `Uid`. This is useful
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/// for auras which should only affect a player's party.
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GroupOf(Uid),
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/// Targets all entities. This is for auras which are global or neutral.
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All,
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}
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2020-12-04 22:24:56 +00:00
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impl Aura {
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/// Creates a new Aura to be assigned to an entity
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2021-01-18 22:58:56 +00:00
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pub fn new(
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aura_kind: AuraKind,
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radius: f32,
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duration: Option<Duration>,
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target: AuraTarget,
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) -> Self {
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2020-12-04 22:24:56 +00:00
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Self {
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aura_kind,
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radius,
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duration,
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2021-01-18 22:58:56 +00:00
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target,
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2020-12-04 22:24:56 +00:00
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}
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}
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}
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/// Component holding all auras emitted by an entity.
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#[derive(Clone, Debug, Serialize, Deserialize, Default)]
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pub struct Auras {
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pub auras: SlotMap<AuraKey, Aura>,
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}
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impl Auras {
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2021-02-28 20:02:03 +00:00
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pub fn new(auras: Vec<Aura>) -> Self {
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let mut auras_comp: SlotMap<AuraKey, Aura> = SlotMap::with_key();
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for aura in auras {
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auras_comp.insert(aura);
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}
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Self { auras: auras_comp }
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2020-12-04 22:24:56 +00:00
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}
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pub fn insert(&mut self, aura: Aura) { self.auras.insert(aura); }
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pub fn remove(&mut self, key: AuraKey) { self.auras.remove(key); }
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}
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impl Component for Auras {
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2021-01-07 20:25:12 +00:00
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type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
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2020-12-04 22:24:56 +00:00
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}
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