veloren/common/src/outcome.rs

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use crate::{comp, uid::Uid};
use comp::{beam, item::Reagent};
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use serde::{Deserialize, Serialize};
use vek::*;
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/// An outcome represents the final result of an instantaneous event. It implies
/// that said event has already occurred. It is not a request for that event to
/// occur, nor is it something that may be cancelled or otherwise altered. Its
/// primary purpose is to act as something for frontends (both server and
/// client) to listen to in order to receive feedback about events in the world.
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#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum Outcome {
Explosion {
pos: Vec3<f32>,
power: f32,
radius: f32,
is_attack: bool,
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reagent: Option<Reagent>, // How can we better define this?
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},
ProjectileShot {
pos: Vec3<f32>,
body: comp::Body,
vel: Vec3<f32>,
},
ProjectileHit {
pos: Vec3<f32>,
body: comp::Body,
vel: Vec3<f32>,
source: Option<Uid>,
target: Option<Uid>,
},
Beam {
pos: Vec3<f32>,
specifier: beam::FrontendSpecifier,
},
ExpChange {
uid: Uid,
exp: i32,
},
SkillPointGain {
uid: Uid,
skill_tree: comp::skills::SkillGroupKind,
total_points: u16,
// TODO: Access ECS to get position from Uid to conserve bandwidth
pos: Vec3<f32>,
},
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ComboChange {
uid: Uid,
combo: u32,
},
BreakBlock {
pos: Vec3<i32>,
color: Option<Rgb<u8>>,
},
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SummonedCreature {
pos: Vec3<f32>,
body: comp::Body,
},
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Damage {
pos: Vec3<f32>,
},
Block {
pos: Vec3<f32>,
parry: bool,
},
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}
impl Outcome {
pub fn get_pos(&self) -> Option<Vec3<f32>> {
match self {
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Outcome::Explosion { pos, .. }
| Outcome::ProjectileShot { pos, .. }
| Outcome::ProjectileHit { pos, .. }
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| Outcome::Beam { pos, .. }
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| Outcome::SkillPointGain { pos, .. }
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| Outcome::SummonedCreature { pos, .. }
| Outcome::Damage { pos, .. }
| Outcome::Block { pos, .. } => Some(*pos),
Outcome::BreakBlock { pos, .. } => Some(pos.map(|e| e as f32 + 0.5)),
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Outcome::ExpChange { .. } | Outcome::ComboChange { .. } => None,
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}
}
}