veloren/common/src/comp/aura.rs

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