veloren/common/src/sys/stats.rs

64 lines
2.1 KiB
Rust
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use crate::{
comp::{HealthSource, Stats},
event::{EventBus, ServerEvent},
state::DeltaTime,
};
use specs::{Entities, Join, Read, System, WriteStorage};
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/// This system kills players
/// and handles players levelling up
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
Read<'a, DeltaTime>,
Read<'a, EventBus<ServerEvent>>,
WriteStorage<'a, Stats>,
);
fn run(&mut self, (entities, dt, server_event_bus, mut stats): 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);
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// Mutates all stats every tick causing the server to resend this component for every entity every tick
for (entity, mut stats) in (&entities, &mut stats.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.exp.change_maximum_by(25);
stat.level.change_by(1);
}
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stat.update_max_hp();
stat.health
.set_to(stat.health.maximum(), HealthSource::LevelUp)
}
}
}
}