veloren/common/src/sys/stats.rs

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use crate::{
comp::{CharacterState, Energy, EnergySource, HealthSource, Stats},
event::{EventBus, ServerEvent},
state::DeltaTime,
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
const ENERGY_REGEN_ACCEL: f32 = 10.0;
/// This system kills players, levels them up, and regenerates energy.
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
Read<'a, DeltaTime>,
Read<'a, EventBus<ServerEvent>>,
ReadStorage<'a, CharacterState>,
WriteStorage<'a, Stats>,
WriteStorage<'a, Energy>,
);
fn run(
&mut self,
(entities, dt, server_event_bus, character_states, mut stats,mut energies): Self::SystemData,
) {
let mut server_event_emitter = server_event_bus.emitter();
// Increment last change timer
stats.set_event_emission(false); // avoid unnecessary syncing
for stat in (&mut stats).join() {
stat.health.last_change.0 += f64::from(dt.0);
}
stats.set_event_emission(true);
// Mutates all stats every tick causing the server to resend this component for
// every entity every tick
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for (entity, character_state, mut stats, mut energy) in (
&entities,
&character_states,
&mut stats.restrict_mut(),
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&mut energies.restrict_mut(),
)
.join()
{
let (set_dead, level_up) = {
let stat = stats.get_unchecked();
(
stat.should_die() && !stat.is_dead,
stat.exp.current() >= stat.exp.maximum(),
)
};
if set_dead {
let stat = stats.get_mut_unchecked();
server_event_emitter.emit(ServerEvent::Destroy {
entity,
cause: stat.health.last_change.1.cause,
});
stat.is_dead = true;
}
if level_up {
let stat = stats.get_mut_unchecked();
while stat.exp.current() >= stat.exp.maximum() {
stat.exp.change_by(-(stat.exp.maximum() as i64));
stat.level.change_by(1);
stat.exp.update_maximum(stat.level.level());
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server_event_emitter.emit(ServerEvent::LevelUp(entity, stat.level.level()));
}
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stat.update_max_hp();
stat.health
.set_to(stat.health.maximum(), HealthSource::LevelUp);
}
match character_state {
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// Accelerate recharging energy.
CharacterState::Idle { .. }
| CharacterState::Sit { .. }
| CharacterState::Dance { .. }
| CharacterState::Glide { .. }
| CharacterState::Wielding { .. }
| CharacterState::Equipping { .. }
| CharacterState::Boost { .. } => {
let res = {
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let energy = energy.get_unchecked();
energy.current() < energy.maximum()
};
if res {
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let mut energy = energy.get_mut_unchecked();
// Have to account for Calc I differential equations due to acceleration
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energy.change_by(
(energy.regen_rate * dt.0 + ENERGY_REGEN_ACCEL * dt.0.powf(2.0) / 2.0)
as i32,
EnergySource::Regen,
);
energy.regen_rate =
(energy.regen_rate + ENERGY_REGEN_ACCEL * dt.0).min(100.0);
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}
},
// Ability use does not regen and sets the rate back to zero.
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CharacterState::BasicMelee { .. }
| CharacterState::DashMelee { .. }
| CharacterState::TripleStrike { .. }
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| CharacterState::BasicRanged { .. }
| CharacterState::BasicBlock { .. } => {
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if energy.get_unchecked().regen_rate != 0.0 {
energy.get_mut_unchecked().regen_rate = 0.0
}
},
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// Non-combat abilities that consume energy;
// temporarily stall energy gain, but preserve regen_rate.
CharacterState::Roll { .. } | CharacterState::Climb { .. } => {},
}
}
}
}