veloren/common/sys/src/stats.rs

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use common::{
comp::{
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self,
skills::{GeneralSkill, Skill},
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Body, CharacterState, Combo, Energy, EnergyChange, EnergySource, Health, Poise,
PoiseChange, PoiseSource, Pos, Stats,
},
event::{EventBus, ServerEvent},
outcome::Outcome,
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resources::{DeltaTime, Time},
uid::Uid,
};
use common_ecs::{Job, Origin, Phase, System};
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use hashbrown::HashSet;
use specs::{
shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, Write, WriteStorage,
};
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use vek::Vec3;
const ENERGY_REGEN_ACCEL: f32 = 10.0;
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const POISE_REGEN_ACCEL: f32 = 2.0;
#[derive(SystemData)]
pub struct ReadData<'a> {
entities: Entities<'a>,
dt: Read<'a, DeltaTime>,
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time: Read<'a, Time>,
server_bus: Read<'a, EventBus<ServerEvent>>,
positions: ReadStorage<'a, Pos>,
uids: ReadStorage<'a, Uid>,
bodies: ReadStorage<'a, Body>,
char_states: ReadStorage<'a, CharacterState>,
}
/// This system kills players, levels them up, and regenerates energy.
#[derive(Default)]
pub struct Sys;
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impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
ReadData<'a>,
WriteStorage<'a, Stats>,
WriteStorage<'a, Health>,
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WriteStorage<'a, Poise>,
WriteStorage<'a, Energy>,
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WriteStorage<'a, Combo>,
Write<'a, Vec<Outcome>>,
);
const NAME: &'static str = "stats";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
fn run(
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_job: &mut Job<Self>,
(
read_data,
mut stats,
mut healths,
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mut poises,
mut energies,
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mut combos,
mut outcomes,
): Self::SystemData,
) {
let mut server_event_emitter = read_data.server_bus.emitter();
let dt = read_data.dt.0;
// Increment last change timer
healths.set_event_emission(false); // avoid unnecessary syncing
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poises.set_event_emission(false); // avoid unnecessary syncing
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for mut health in (&mut healths).join() {
health.last_change.0 += f64::from(dt);
}
for mut poise in (&mut poises).join() {
poise.last_change.0 += f64::from(dt);
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}
healths.set_event_emission(true);
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poises.set_event_emission(true);
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// Update stats
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for (entity, uid, mut stats, mut health, pos) in (
&read_data.entities,
&read_data.uids,
&mut stats.restrict_mut(),
&mut healths.restrict_mut(),
&read_data.positions,
)
.join()
{
let set_dead = {
let health = health.get_unchecked();
health.should_die() && !health.is_dead
};
if set_dead {
let mut health = health.get_mut_unchecked();
server_event_emitter.emit(ServerEvent::Destroy {
entity,
cause: health.last_change.1.cause,
});
health.is_dead = true;
}
let stat = stats.get_unchecked();
let skills_to_level = stat
.skill_set
.skill_groups
.iter()
.filter_map(|s_g| {
(s_g.exp >= stat.skill_set.skill_point_cost(s_g.skill_group_kind))
.then(|| s_g.skill_group_kind)
})
.collect::<HashSet<_>>();
if !skills_to_level.is_empty() {
let mut stat = stats.get_mut_unchecked();
for skill_group in skills_to_level {
stat.skill_set.earn_skill_point(skill_group);
outcomes.push(Outcome::SkillPointGain {
uid: *uid,
skill_tree: skill_group,
total_points: stat.skill_set.earned_sp(skill_group),
pos: pos.0,
});
}
}
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}
// Apply effects from leveling skills
for (mut stats, mut health, mut energy, body) in (
&mut stats.restrict_mut(),
&mut healths.restrict_mut(),
&mut energies.restrict_mut(),
&read_data.bodies,
)
.join()
{
let stat = stats.get_unchecked();
if stat.skill_set.modify_health {
let mut health = health.get_mut_unchecked();
let health_level = stat
.skill_set
.skill_level(Skill::General(GeneralSkill::HealthIncrease))
.unwrap_or(None)
.unwrap_or(0);
health.update_max_hp(Some(*body), health_level);
let mut stat = stats.get_mut_unchecked();
stat.skill_set.modify_health = false;
}
let stat = stats.get_unchecked();
if stat.skill_set.modify_energy {
let mut energy = energy.get_mut_unchecked();
let energy_level = stat
.skill_set
.skill_level(Skill::General(GeneralSkill::EnergyIncrease))
.unwrap_or(None)
.unwrap_or(0);
energy.update_max_energy(Some(*body), energy_level);
let mut stat = stats.get_mut_unchecked();
stat.skill_set.modify_energy = false;
}
}
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// Update energies and poises
for (character_state, mut energy, mut poise) in (
&read_data.char_states,
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&mut energies.restrict_mut(),
&mut poises.restrict_mut(),
)
.join()
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{
match character_state {
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// Accelerate recharging energy.
CharacterState::Idle { .. }
| CharacterState::Talk { .. }
| CharacterState::Sit { .. }
| CharacterState::Dance { .. }
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| CharacterState::Sneak { .. }
| CharacterState::GlideWield { .. }
| 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();
let energy = &mut *energy;
// Have to account for Calc I differential equations due to acceleration
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energy.change_by(EnergyChange {
amount: (energy.regen_rate * dt + ENERGY_REGEN_ACCEL * dt.powi(2) / 2.0)
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as i32,
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source: EnergySource::Regen,
});
energy.regen_rate =
(energy.regen_rate + ENERGY_REGEN_ACCEL * dt).min(100.0);
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}
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let res_poise = {
let poise = poise.get_unchecked();
poise.current() < poise.maximum()
};
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if res_poise {
let mut poise = poise.get_mut_unchecked();
let poise = &mut *poise;
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poise.change_by(
PoiseChange {
amount: (poise.regen_rate * dt
+ POISE_REGEN_ACCEL * dt.powi(2) / 2.0)
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as i32,
source: PoiseSource::Regen,
},
Vec3::zero(),
);
poise.regen_rate = (poise.regen_rate + POISE_REGEN_ACCEL * dt).min(10.0);
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}
},
// Ability and glider use does not regen and sets the rate back to zero.
CharacterState::Glide { .. }
| CharacterState::BasicMelee { .. }
| CharacterState::DashMelee { .. }
| CharacterState::LeapMelee { .. }
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| CharacterState::SpinMelee { .. }
| CharacterState::ComboMelee { .. }
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| CharacterState::BasicRanged { .. }
| CharacterState::ChargedMelee { .. }
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| CharacterState::ChargedRanged { .. }
| CharacterState::RepeaterRanged { .. }
| CharacterState::Shockwave { .. }
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| CharacterState::BasicBeam { .. }
| CharacterState::CastAura { .. }
| CharacterState::HealingBeam { .. } => {
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if energy.get_unchecked().regen_rate != 0.0 {
energy.get_mut_unchecked().regen_rate = 0.0
}
},
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// recover small amount of passive energy from blocking, and bonus energy from
// blocking attacks?
CharacterState::BasicBlock => {
let res = {
let energy = energy.get_unchecked();
energy.current() < energy.maximum()
};
if res {
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energy.get_mut_unchecked().change_by(EnergyChange {
amount: -3,
source: EnergySource::Regen,
});
}
},
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// Non-combat abilities that consume energy;
// temporarily stall energy gain, but preserve regen_rate.
CharacterState::Roll { .. }
| CharacterState::Climb { .. }
| CharacterState::Stunned { .. } => {},
}
}
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// Decay combo
for (_, mut combo) in (&read_data.entities, &mut combos).join() {
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if combo.counter() > 0
&& read_data.time.0 - combo.last_increase() > comp::combo::COMBO_DECAY_START
{
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combo.reset();
}
}
}
}