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https://gitlab.com/veloren/veloren.git
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Merge branch 'sam/attack-effects' into 'master'
Centralized attack handling Closes #818 See merge request veloren/veloren!1746
This commit is contained in:
commit
5bb1e4a808
@ -5,7 +5,7 @@ Shockwave(
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recover_duration: 300,
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damage: 200,
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poise_damage: 0,
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knockback: Away(25.0),
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knockback: ( strength: 25.0, direction: Away),
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shockwave_angle: 360.0,
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shockwave_vertical_angle: 90.0,
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shockwave_speed: 20.0,
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|
@ -5,7 +5,7 @@ Shockwave(
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recover_duration: 800,
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damage: 500,
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poise_damage: 0,
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knockback: TowardsUp(40.0),
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knockback: (strength: 40.0, direction: TowardsUp),
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shockwave_angle: 90.0,
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shockwave_vertical_angle: 90.0,
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shockwave_speed: 50.0,
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|
@ -1,5 +1,6 @@
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use crate::{
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comp::{
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buff::{Buff, BuffChange, BuffData, BuffKind, BuffSource},
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inventory::{
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item::{
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armor::Protection,
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@ -8,13 +9,19 @@ use crate::{
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},
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slot::EquipSlot,
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},
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poise::PoiseChange,
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skills::{SkillGroupKind, SkillSet},
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Body, BuffKind, Health, HealthChange, HealthSource, Inventory, Stats,
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Body, Energy, EnergyChange, EnergySource, Health, HealthChange, HealthSource, Inventory,
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Stats,
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},
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event::ServerEvent,
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uid::Uid,
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util::Dir,
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};
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use rand::{thread_rng, Rng};
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use serde::{Deserialize, Serialize};
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use specs::Entity as EcsEntity;
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use std::time::Duration;
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use vek::*;
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)]
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@ -23,11 +30,338 @@ pub enum GroupTarget {
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OutOfGroup,
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}
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Hash, Serialize, Deserialize)]
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#[derive(Copy, Clone)]
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pub struct AttackerInfo<'a> {
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pub entity: EcsEntity,
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pub uid: Uid,
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pub energy: Option<&'a Energy>,
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}
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#[derive(Clone, Debug, Serialize, Deserialize)] // TODO: Yeet clone derive
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pub struct Attack {
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damages: Vec<AttackDamage>,
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effects: Vec<AttackEffect>,
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crit_chance: f32,
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crit_multiplier: f32,
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}
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impl Default for Attack {
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fn default() -> Self {
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Self {
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damages: Vec::new(),
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effects: Vec::new(),
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crit_chance: 0.0,
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crit_multiplier: 1.0,
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}
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}
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}
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impl Attack {
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pub fn with_damage(mut self, damage: AttackDamage) -> Self {
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self.damages.push(damage);
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self
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}
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pub fn with_effect(mut self, effect: AttackEffect) -> Self {
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self.effects.push(effect);
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self
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}
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pub fn with_crit(mut self, crit_chance: f32, crit_multiplier: f32) -> Self {
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self.crit_chance = crit_chance;
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self.crit_multiplier = crit_multiplier;
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self
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}
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pub fn effects(&self) -> impl Iterator<Item = &AttackEffect> { self.effects.iter() }
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#[allow(clippy::too_many_arguments)]
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pub fn apply_attack(
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&self,
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target_group: GroupTarget,
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attacker_info: Option<AttackerInfo>,
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target_entity: EcsEntity,
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target_inventory: Option<&Inventory>,
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dir: Dir,
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target_dodging: bool,
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// Currently just modifies damage, maybe look into modifying strength of other effects?
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strength_modifier: f32,
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mut emit: impl FnMut(ServerEvent),
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) {
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let is_crit = thread_rng().gen::<f32>() < self.crit_chance;
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let mut accumulated_damage = 0.0;
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for damage in self
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.damages
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.iter()
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.filter(|d| d.target.map_or(true, |t| t == target_group))
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.filter(|d| !(matches!(d.target, Some(GroupTarget::OutOfGroup)) && target_dodging))
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{
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let change = damage.damage.calculate_health_change(
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target_inventory,
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attacker_info.map(|a| a.uid),
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is_crit,
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self.crit_multiplier,
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strength_modifier,
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);
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let applied_damage = -change.amount as f32;
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accumulated_damage += applied_damage;
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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entity: target_entity,
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change,
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});
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for effect in damage.effects.iter() {
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match effect {
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CombatEffect::Knockback(kb) => {
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let impulse = kb.calculate_impulse(dir);
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if !impulse.is_approx_zero() {
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emit(ServerEvent::Knockback {
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entity: target_entity,
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impulse,
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});
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}
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},
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CombatEffect::EnergyReward(ec) => {
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if let Some(attacker_entity) = attacker_info.map(|a| a.entity) {
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emit(ServerEvent::EnergyChange {
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entity: attacker_entity,
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change: EnergyChange {
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amount: *ec as i32,
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source: EnergySource::HitEnemy,
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},
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});
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}
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},
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CombatEffect::Buff(b) => {
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if thread_rng().gen::<f32>() < b.chance {
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emit(ServerEvent::Buff {
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entity: target_entity,
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buff_change: BuffChange::Add(
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b.to_buff(attacker_info.map(|a| a.uid), applied_damage),
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),
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});
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}
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},
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CombatEffect::Lifesteal(l) => {
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if let Some(attacker_entity) = attacker_info.map(|a| a.entity) {
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let change = HealthChange {
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amount: (applied_damage * l) as i32,
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cause: HealthSource::Heal {
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by: attacker_info.map(|a| a.uid),
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},
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};
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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entity: attacker_entity,
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change,
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});
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}
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}
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},
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CombatEffect::Poise(p) => {
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let change = PoiseChange::from_value(*p, target_inventory);
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if change.amount != 0 {
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emit(ServerEvent::PoiseChange {
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entity: target_entity,
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change,
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kb_dir: *dir,
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});
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}
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},
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CombatEffect::Heal(h) => {
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let change = HealthChange {
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amount: *h as i32,
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cause: HealthSource::Heal {
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by: attacker_info.map(|a| a.uid),
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},
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};
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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entity: target_entity,
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change,
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});
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}
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},
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}
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}
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}
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}
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for effect in self
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.effects
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.iter()
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.filter(|e| e.target.map_or(true, |t| t == target_group))
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.filter(|e| !(matches!(e.target, Some(GroupTarget::OutOfGroup)) && target_dodging))
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{
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if match &effect.requirement {
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Some(CombatRequirement::AnyDamage) => accumulated_damage > 0.0,
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Some(CombatRequirement::SufficientEnergy(r)) => {
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if let Some(AttackerInfo {
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entity,
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energy: Some(e),
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..
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}) = attacker_info
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{
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let sufficient_energy = e.current() >= *r;
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if sufficient_energy {
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emit(ServerEvent::EnergyChange {
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entity,
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change: EnergyChange {
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amount: -(*r as i32),
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source: EnergySource::Ability,
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},
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});
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}
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sufficient_energy
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} else {
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false
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}
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},
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None => true,
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} {
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match effect.effect {
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CombatEffect::Knockback(kb) => {
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let impulse = kb.calculate_impulse(dir);
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if !impulse.is_approx_zero() {
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emit(ServerEvent::Knockback {
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entity: target_entity,
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impulse,
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});
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}
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},
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CombatEffect::EnergyReward(ec) => {
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if let Some(attacker_entity) = attacker_info.map(|a| a.entity) {
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emit(ServerEvent::EnergyChange {
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entity: attacker_entity,
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change: EnergyChange {
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amount: ec as i32,
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source: EnergySource::HitEnemy,
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},
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});
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}
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},
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CombatEffect::Buff(b) => {
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if thread_rng().gen::<f32>() < b.chance {
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emit(ServerEvent::Buff {
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entity: target_entity,
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buff_change: BuffChange::Add(
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b.to_buff(attacker_info.map(|a| a.uid), accumulated_damage),
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),
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});
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}
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},
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CombatEffect::Lifesteal(l) => {
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if let Some(attacker_entity) = attacker_info.map(|a| a.entity) {
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let change = HealthChange {
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amount: (accumulated_damage * l) as i32,
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cause: HealthSource::Heal {
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by: attacker_info.map(|a| a.uid),
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},
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};
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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entity: attacker_entity,
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change,
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});
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}
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}
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},
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CombatEffect::Poise(p) => {
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let change = PoiseChange::from_value(p, target_inventory);
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if change.amount != 0 {
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emit(ServerEvent::PoiseChange {
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entity: target_entity,
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change,
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kb_dir: *dir,
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});
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}
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},
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CombatEffect::Heal(h) => {
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let change = HealthChange {
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amount: h as i32,
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cause: HealthSource::Heal {
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by: attacker_info.map(|a| a.uid),
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},
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};
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if change.amount != 0 {
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emit(ServerEvent::Damage {
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entity: target_entity,
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change,
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});
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}
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},
|
||||
}
|
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}
|
||||
}
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}
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct AttackDamage {
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damage: Damage,
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target: Option<GroupTarget>,
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effects: Vec<CombatEffect>,
|
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}
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|
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impl AttackDamage {
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pub fn new(damage: Damage, target: Option<GroupTarget>) -> Self {
|
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Self {
|
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damage,
|
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target,
|
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effects: Vec::new(),
|
||||
}
|
||||
}
|
||||
|
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pub fn with_effect(mut self, effect: CombatEffect) -> Self {
|
||||
self.effects.push(effect);
|
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self
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub struct AttackEffect {
|
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target: Option<GroupTarget>,
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effect: CombatEffect,
|
||||
requirement: Option<CombatRequirement>,
|
||||
}
|
||||
|
||||
impl AttackEffect {
|
||||
pub fn new(target: Option<GroupTarget>, effect: CombatEffect) -> Self {
|
||||
Self {
|
||||
target,
|
||||
effect,
|
||||
requirement: None,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn with_requirement(mut self, requirement: CombatRequirement) -> Self {
|
||||
self.requirement = Some(requirement);
|
||||
self
|
||||
}
|
||||
|
||||
pub fn effect(&self) -> &CombatEffect { &self.effect }
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub enum CombatEffect {
|
||||
Heal(f32),
|
||||
Buff(CombatBuff),
|
||||
Knockback(Knockback),
|
||||
EnergyReward(u32),
|
||||
Lifesteal(f32),
|
||||
Poise(f32),
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub enum CombatRequirement {
|
||||
AnyDamage,
|
||||
SufficientEnergy(u32),
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
|
||||
pub enum DamageSource {
|
||||
Buff(BuffKind),
|
||||
Melee,
|
||||
Healing,
|
||||
Projectile,
|
||||
Explosion,
|
||||
Falling,
|
||||
@ -65,15 +399,22 @@ impl Damage {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn modify_damage(self, inventory: Option<&Inventory>, uid: Option<Uid>) -> HealthChange {
|
||||
let mut damage = self.value;
|
||||
let damage_reduction = inventory.map_or(0.0, |inv| Damage::compute_damage_reduction(inv));
|
||||
pub fn calculate_health_change(
|
||||
self,
|
||||
inventory: Option<&Inventory>,
|
||||
uid: Option<Uid>,
|
||||
is_crit: bool,
|
||||
crit_mult: f32,
|
||||
damage_modifier: f32,
|
||||
) -> HealthChange {
|
||||
let mut damage = self.value * damage_modifier;
|
||||
let damage_reduction = inventory.map_or(0.0, Damage::compute_damage_reduction);
|
||||
match self.source {
|
||||
DamageSource::Melee => {
|
||||
// Critical hit
|
||||
let mut critdamage = 0.0;
|
||||
if rand::random() {
|
||||
critdamage = damage * 0.3;
|
||||
if is_crit {
|
||||
critdamage = damage * (crit_mult - 1.0);
|
||||
}
|
||||
// Armor
|
||||
damage *= 1.0 - damage_reduction;
|
||||
@ -93,8 +434,8 @@ impl Damage {
|
||||
},
|
||||
DamageSource::Projectile => {
|
||||
// Critical hit
|
||||
if rand::random() {
|
||||
damage *= 1.2;
|
||||
if is_crit {
|
||||
damage *= crit_mult;
|
||||
}
|
||||
// Armor
|
||||
damage *= 1.0 - damage_reduction;
|
||||
@ -143,10 +484,6 @@ impl Damage {
|
||||
},
|
||||
}
|
||||
},
|
||||
DamageSource::Healing => HealthChange {
|
||||
amount: damage as i32,
|
||||
cause: HealthSource::Heal { by: uid },
|
||||
},
|
||||
DamageSource::Falling => {
|
||||
// Armor
|
||||
if (damage_reduction - 1.0).abs() < f32::EPSILON {
|
||||
@ -181,38 +518,91 @@ impl Damage {
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub enum Knockback {
|
||||
Away(f32),
|
||||
Towards(f32),
|
||||
Up(f32),
|
||||
TowardsUp(f32),
|
||||
pub struct Knockback {
|
||||
pub direction: KnockbackDir,
|
||||
pub strength: f32,
|
||||
}
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub enum KnockbackDir {
|
||||
Away,
|
||||
Towards,
|
||||
Up,
|
||||
TowardsUp,
|
||||
}
|
||||
|
||||
impl Knockback {
|
||||
pub fn calculate_impulse(self, dir: Dir) -> Vec3<f32> {
|
||||
match self {
|
||||
Knockback::Away(strength) => strength * *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5),
|
||||
Knockback::Towards(strength) => {
|
||||
strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5)
|
||||
match self.direction {
|
||||
KnockbackDir::Away => self.strength * *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5),
|
||||
KnockbackDir::Towards => {
|
||||
self.strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5)
|
||||
},
|
||||
Knockback::Up(strength) => strength * Vec3::unit_z(),
|
||||
Knockback::TowardsUp(strength) => {
|
||||
strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.85)
|
||||
KnockbackDir::Up => self.strength * Vec3::unit_z(),
|
||||
KnockbackDir::TowardsUp => {
|
||||
self.strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.85)
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
pub fn modify_strength(mut self, power: f32) -> Self {
|
||||
use Knockback::*;
|
||||
match self {
|
||||
Away(ref mut f) | Towards(ref mut f) | Up(ref mut f) | TowardsUp(ref mut f) => {
|
||||
*f *= power;
|
||||
},
|
||||
}
|
||||
self.strength *= power;
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
|
||||
pub struct CombatBuff {
|
||||
pub kind: BuffKind,
|
||||
pub dur_secs: f32,
|
||||
pub strength: CombatBuffStrength,
|
||||
pub chance: f32,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
|
||||
pub enum CombatBuffStrength {
|
||||
DamageFraction(f32),
|
||||
Value(f32),
|
||||
}
|
||||
|
||||
impl CombatBuffStrength {
|
||||
fn to_strength(self, damage: f32) -> f32 {
|
||||
match self {
|
||||
CombatBuffStrength::DamageFraction(f) => damage * f,
|
||||
CombatBuffStrength::Value(v) => v,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl CombatBuff {
|
||||
fn to_buff(self, uid: Option<Uid>, damage: f32) -> Buff {
|
||||
// TODO: Generate BufCategoryId vec (probably requires damage overhaul?)
|
||||
let source = if let Some(uid) = uid {
|
||||
BuffSource::Character { by: uid }
|
||||
} else {
|
||||
BuffSource::Unknown
|
||||
};
|
||||
Buff::new(
|
||||
self.kind,
|
||||
BuffData::new(
|
||||
self.strength.to_strength(damage),
|
||||
Some(Duration::from_secs_f32(self.dur_secs)),
|
||||
),
|
||||
Vec::new(),
|
||||
source,
|
||||
)
|
||||
}
|
||||
|
||||
pub fn default_physical() -> Self {
|
||||
Self {
|
||||
kind: BuffKind::Bleeding,
|
||||
dur_secs: 10.0,
|
||||
strength: CombatBuffStrength::DamageFraction(0.1),
|
||||
chance: 0.1,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn equipped_tool(inv: &Inventory, slot: EquipSlot) -> Option<&Tool> {
|
||||
inv.equipped(slot).and_then(|i| {
|
||||
if let ItemKind::Tool(tool) = &i.kind() {
|
||||
|
@ -1,22 +1,20 @@
|
||||
use crate::{uid::Uid, Damage, GroupTarget};
|
||||
use crate::{combat::Attack, uid::Uid};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use specs::{Component, DerefFlaggedStorage};
|
||||
use specs_idvs::IdvStorage;
|
||||
use std::time::Duration;
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub struct Properties {
|
||||
pub attack: Attack,
|
||||
pub angle: f32,
|
||||
pub speed: f32,
|
||||
pub damages: Vec<(Option<GroupTarget>, Damage)>,
|
||||
pub lifesteal_eff: f32,
|
||||
pub energy_regen: u32,
|
||||
pub energy_cost: u32,
|
||||
pub duration: Duration,
|
||||
pub owner: Option<Uid>,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
// TODO: Separate components out for cheaper network syncing
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub struct BeamSegment {
|
||||
pub properties: Properties,
|
||||
#[serde(skip)]
|
||||
|
@ -1,8 +1,8 @@
|
||||
use crate::{
|
||||
comp::{Energy, Ori, PoiseChange, Pos, Vel},
|
||||
combat::Attack,
|
||||
comp::{Energy, Ori, Pos, Vel},
|
||||
event::{LocalEvent, ServerEvent},
|
||||
states::{behavior::JoinData, *},
|
||||
Damage, GroupTarget, Knockback,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use specs::{Component, DerefFlaggedStorage, VecStorage};
|
||||
@ -169,16 +169,15 @@ impl Component for CharacterState {
|
||||
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
pub struct Attacking {
|
||||
pub effects: Vec<(Option<GroupTarget>, Damage, PoiseChange)>,
|
||||
#[derive(Debug, Serialize, Deserialize)]
|
||||
pub struct Melee {
|
||||
pub attack: Attack,
|
||||
pub range: f32,
|
||||
pub max_angle: f32,
|
||||
pub applied: bool,
|
||||
pub hit_count: u32,
|
||||
pub knockback: Knockback,
|
||||
}
|
||||
|
||||
impl Component for Attacking {
|
||||
impl Component for Melee {
|
||||
type Storage = VecStorage<Self>;
|
||||
}
|
||||
|
@ -40,7 +40,7 @@ pub use buff::{
|
||||
Buff, BuffCategory, BuffChange, BuffData, BuffEffect, BuffId, BuffKind, BuffSource, Buffs,
|
||||
ModifierKind,
|
||||
};
|
||||
pub use character_state::{Attacking, CharacterState, StateUpdate};
|
||||
pub use character_state::{CharacterState, Melee, StateUpdate};
|
||||
pub use chat::{
|
||||
ChatMode, ChatMsg, ChatType, Faction, SpeechBubble, SpeechBubbleType, UnresolvedChatMsg,
|
||||
};
|
||||
|
@ -21,8 +21,7 @@ pub struct PoiseChange {
|
||||
impl PoiseChange {
|
||||
/// Alters poise damage as a result of armor poise damage reduction
|
||||
pub fn modify_poise_damage(self, inventory: Option<&Inventory>) -> PoiseChange {
|
||||
let poise_damage_reduction =
|
||||
inventory.map_or(0.0, |inv| Poise::compute_poise_damage_reduction(inv));
|
||||
let poise_damage_reduction = inventory.map_or(0.0, Poise::compute_poise_damage_reduction);
|
||||
let poise_damage = self.amount as f32 * (1.0 - poise_damage_reduction);
|
||||
// Add match on poise source when different calculations per source
|
||||
// are needed/wanted
|
||||
@ -31,6 +30,16 @@ impl PoiseChange {
|
||||
source: self.source,
|
||||
}
|
||||
}
|
||||
|
||||
/// Creates a poise change from a float
|
||||
pub fn from_value(poise_damage: f32, inventory: Option<&Inventory>) -> Self {
|
||||
let poise_damage_reduction = inventory.map_or(0.0, Poise::compute_poise_damage_reduction);
|
||||
let poise_change = -poise_damage * (1.0 - poise_damage_reduction);
|
||||
Self {
|
||||
amount: poise_change as i32,
|
||||
source: PoiseSource::Attack,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Sources of poise change
|
||||
|
@ -1,30 +1,26 @@
|
||||
use crate::{
|
||||
comp::buff::{BuffCategory, BuffData, BuffKind},
|
||||
effect::{self, BuffEffect},
|
||||
combat::{
|
||||
Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage,
|
||||
DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
},
|
||||
uid::Uid,
|
||||
Damage, DamageSource, Explosion, GroupTarget, Knockback, RadiusEffect,
|
||||
Explosion, RadiusEffect,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use specs::Component;
|
||||
use specs_idvs::IdvStorage;
|
||||
use std::time::Duration;
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
#[derive(Debug, Serialize, Deserialize)]
|
||||
pub enum Effect {
|
||||
Damage(Option<GroupTarget>, Damage),
|
||||
Knockback(Knockback),
|
||||
RewardEnergy(u32),
|
||||
Attack(Attack),
|
||||
Explode(Explosion),
|
||||
Vanish,
|
||||
Stick,
|
||||
Possess,
|
||||
Buff {
|
||||
buff: BuffEffect,
|
||||
chance: Option<f32>,
|
||||
},
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
#[derive(Debug, Serialize, Deserialize)]
|
||||
pub struct Projectile {
|
||||
// TODO: use SmallVec for these effects
|
||||
pub hit_solid: Vec<Effect>,
|
||||
@ -74,29 +70,34 @@ impl ProjectileConstructor {
|
||||
knockback,
|
||||
energy_regen,
|
||||
} => {
|
||||
let buff = BuffEffect {
|
||||
kind: BuffKind::Bleeding,
|
||||
data: BuffData {
|
||||
strength: damage / 2.0,
|
||||
duration: Some(Duration::from_secs(5)),
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(Knockback {
|
||||
strength: knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
}),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy_regen))
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Projectile,
|
||||
value: damage,
|
||||
},
|
||||
cat_ids: vec![BuffCategory::Physical],
|
||||
};
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.2)
|
||||
.with_effect(energy)
|
||||
.with_effect(knockback);
|
||||
|
||||
Projectile {
|
||||
hit_solid: vec![Effect::Stick],
|
||||
hit_entity: vec![
|
||||
Effect::Damage(Some(GroupTarget::OutOfGroup), Damage {
|
||||
source: DamageSource::Projectile,
|
||||
value: damage,
|
||||
}),
|
||||
Effect::Knockback(Knockback::Away(knockback)),
|
||||
Effect::RewardEnergy(energy_regen),
|
||||
Effect::Vanish,
|
||||
Effect::Buff {
|
||||
buff,
|
||||
chance: Some(0.10),
|
||||
},
|
||||
],
|
||||
hit_entity: vec![Effect::Attack(attack), Effect::Vanish],
|
||||
time_left: Duration::from_secs(15),
|
||||
owner,
|
||||
ignore_group: true,
|
||||
@ -106,113 +107,80 @@ impl ProjectileConstructor {
|
||||
damage,
|
||||
radius,
|
||||
energy_regen,
|
||||
} => Projectile {
|
||||
hit_solid: vec![
|
||||
Effect::Explode(Explosion {
|
||||
effects: vec![
|
||||
RadiusEffect::Entity(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
effect::Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: damage,
|
||||
}),
|
||||
),
|
||||
RadiusEffect::TerrainDestruction(2.0),
|
||||
],
|
||||
radius,
|
||||
energy_regen,
|
||||
}),
|
||||
Effect::Vanish,
|
||||
],
|
||||
hit_entity: vec![
|
||||
Effect::Explode(Explosion {
|
||||
effects: vec![RadiusEffect::Entity(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
effect::Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: damage,
|
||||
}),
|
||||
)],
|
||||
radius,
|
||||
energy_regen,
|
||||
}),
|
||||
Effect::Vanish,
|
||||
],
|
||||
time_left: Duration::from_secs(10),
|
||||
owner,
|
||||
ignore_group: true,
|
||||
} => {
|
||||
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy_regen))
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: damage,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
);
|
||||
let attack = Attack::default().with_damage(damage).with_effect(energy);
|
||||
let explosion = Explosion {
|
||||
effects: vec![
|
||||
RadiusEffect::Attack(attack),
|
||||
RadiusEffect::TerrainDestruction(2.0),
|
||||
],
|
||||
radius,
|
||||
};
|
||||
Projectile {
|
||||
hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
|
||||
hit_entity: vec![Effect::Explode(explosion), Effect::Vanish],
|
||||
time_left: Duration::from_secs(10),
|
||||
owner,
|
||||
ignore_group: true,
|
||||
}
|
||||
},
|
||||
Firebolt {
|
||||
damage,
|
||||
energy_regen,
|
||||
} => Projectile {
|
||||
hit_solid: vec![Effect::Vanish],
|
||||
hit_entity: vec![
|
||||
Effect::Damage(Some(GroupTarget::OutOfGroup), Damage {
|
||||
} => {
|
||||
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy_regen))
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Energy,
|
||||
value: damage,
|
||||
}),
|
||||
Effect::RewardEnergy(energy_regen),
|
||||
Effect::Vanish,
|
||||
],
|
||||
time_left: Duration::from_secs(10),
|
||||
owner,
|
||||
ignore_group: true,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
);
|
||||
let attack = Attack::default().with_damage(damage).with_effect(energy);
|
||||
|
||||
Projectile {
|
||||
hit_solid: vec![Effect::Vanish],
|
||||
hit_entity: vec![Effect::Attack(attack), Effect::Vanish],
|
||||
time_left: Duration::from_secs(10),
|
||||
owner,
|
||||
ignore_group: true,
|
||||
}
|
||||
},
|
||||
Heal {
|
||||
heal,
|
||||
damage,
|
||||
radius,
|
||||
} => Projectile {
|
||||
hit_solid: vec![
|
||||
Effect::Explode(Explosion {
|
||||
effects: vec![
|
||||
RadiusEffect::Entity(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
effect::Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: damage,
|
||||
}),
|
||||
),
|
||||
RadiusEffect::Entity(
|
||||
Some(GroupTarget::InGroup),
|
||||
effect::Effect::Damage(Damage {
|
||||
source: DamageSource::Healing,
|
||||
value: heal,
|
||||
}),
|
||||
),
|
||||
],
|
||||
radius,
|
||||
energy_regen: 0,
|
||||
}),
|
||||
Effect::Vanish,
|
||||
],
|
||||
hit_entity: vec![
|
||||
Effect::Explode(Explosion {
|
||||
effects: vec![
|
||||
RadiusEffect::Entity(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
effect::Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: damage,
|
||||
}),
|
||||
),
|
||||
RadiusEffect::Entity(
|
||||
Some(GroupTarget::InGroup),
|
||||
effect::Effect::Damage(Damage {
|
||||
source: DamageSource::Healing,
|
||||
value: heal,
|
||||
}),
|
||||
),
|
||||
],
|
||||
radius,
|
||||
energy_regen: 0,
|
||||
}),
|
||||
Effect::Vanish,
|
||||
],
|
||||
time_left: Duration::from_secs(10),
|
||||
owner,
|
||||
ignore_group: true,
|
||||
} => {
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: damage,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
);
|
||||
let heal = AttackEffect::new(Some(GroupTarget::InGroup), CombatEffect::Heal(heal));
|
||||
let attack = Attack::default().with_damage(damage).with_effect(heal);
|
||||
let explosion = Explosion {
|
||||
effects: vec![RadiusEffect::Attack(attack)],
|
||||
radius,
|
||||
};
|
||||
Projectile {
|
||||
hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
|
||||
hit_entity: vec![Effect::Explode(explosion), Effect::Vanish],
|
||||
time_left: Duration::from_secs(10),
|
||||
owner,
|
||||
ignore_group: false,
|
||||
}
|
||||
},
|
||||
Possess => Projectile {
|
||||
hit_solid: vec![Effect::Stick],
|
||||
|
@ -1,22 +1,21 @@
|
||||
use crate::{comp::PoiseChange, uid::Uid, Damage, GroupTarget, Knockback};
|
||||
use crate::{combat::Attack, uid::Uid};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use specs::{Component, DerefFlaggedStorage};
|
||||
use specs_idvs::IdvStorage;
|
||||
use std::time::Duration;
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub struct Properties {
|
||||
pub angle: f32,
|
||||
pub vertical_angle: f32,
|
||||
pub speed: f32,
|
||||
pub effects: Vec<(Option<GroupTarget>, Damage, PoiseChange)>,
|
||||
pub knockback: Knockback,
|
||||
pub attack: Attack,
|
||||
pub requires_ground: bool,
|
||||
pub duration: Duration,
|
||||
pub owner: Option<Uid>,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub struct Shockwave {
|
||||
pub properties: Properties,
|
||||
#[serde(skip)]
|
||||
|
@ -1,15 +1,15 @@
|
||||
use crate::{combat::GroupTarget, effect::Effect};
|
||||
use crate::{combat::Attack, effect::Effect};
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub struct Explosion {
|
||||
pub effects: Vec<RadiusEffect>,
|
||||
pub radius: f32,
|
||||
pub energy_regen: u32,
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
|
||||
#[derive(Clone, Debug, Serialize, Deserialize)]
|
||||
pub enum RadiusEffect {
|
||||
TerrainDestruction(f32),
|
||||
Entity(Option<GroupTarget>, Effect),
|
||||
Entity(Effect),
|
||||
Attack(Attack),
|
||||
}
|
||||
|
@ -55,7 +55,7 @@ pub mod util;
|
||||
pub mod vol;
|
||||
pub mod volumes;
|
||||
|
||||
pub use combat::{Damage, DamageSource, GroupTarget, Knockback};
|
||||
pub use combat::{Damage, DamageSource, GroupTarget, Knockback, KnockbackDir};
|
||||
pub use comp::inventory::loadout_builder::LoadoutBuilder;
|
||||
pub use explosion::{Explosion, RadiusEffect};
|
||||
pub use skillset_builder::SkillSetBuilder;
|
||||
|
@ -1,4 +1,8 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageSource,
|
||||
GroupTarget,
|
||||
},
|
||||
comp::{beam, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate},
|
||||
event::ServerEvent,
|
||||
states::{
|
||||
@ -6,7 +10,6 @@ use crate::{
|
||||
utils::*,
|
||||
},
|
||||
uid::Uid,
|
||||
Damage, DamageSource, GroupTarget,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -119,26 +122,41 @@ impl CharacterBehavior for Data {
|
||||
if ability_key_is_pressed(data, self.static_data.ability_key)
|
||||
&& (self.static_data.energy_drain == 0 || update.energy.current() > 0)
|
||||
{
|
||||
let damage = Damage {
|
||||
source: DamageSource::Energy,
|
||||
value: self.static_data.base_dps as f32 / self.static_data.tick_rate,
|
||||
};
|
||||
let heal = Damage {
|
||||
source: DamageSource::Healing,
|
||||
value: self.static_data.base_hps as f32 / self.static_data.tick_rate,
|
||||
};
|
||||
let speed =
|
||||
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
|
||||
|
||||
let energy = AttackEffect::new(
|
||||
None,
|
||||
CombatEffect::EnergyReward(self.static_data.energy_regen),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let lifesteal = CombatEffect::Lifesteal(self.static_data.lifesteal_eff);
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Energy,
|
||||
value: self.static_data.base_dps as f32 / self.static_data.tick_rate,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(lifesteal);
|
||||
let heal = AttackEffect::new(
|
||||
Some(GroupTarget::InGroup),
|
||||
CombatEffect::Heal(
|
||||
self.static_data.base_hps as f32 / self.static_data.tick_rate,
|
||||
),
|
||||
)
|
||||
.with_requirement(CombatRequirement::SufficientEnergy(
|
||||
self.static_data.energy_cost,
|
||||
));
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_effect(energy)
|
||||
.with_effect(heal);
|
||||
|
||||
let properties = beam::Properties {
|
||||
attack,
|
||||
angle: self.static_data.max_angle.to_radians(),
|
||||
speed,
|
||||
damages: vec![
|
||||
(Some(GroupTarget::OutOfGroup), damage),
|
||||
(Some(GroupTarget::InGroup), heal),
|
||||
],
|
||||
lifesteal_eff: self.static_data.lifesteal_eff,
|
||||
energy_regen: self.static_data.energy_regen,
|
||||
energy_cost: self.static_data.energy_cost,
|
||||
duration: self.static_data.beam_duration,
|
||||
owner: Some(*data.uid),
|
||||
};
|
||||
|
@ -1,13 +1,11 @@
|
||||
use crate::{
|
||||
comp::{
|
||||
Attacking, CharacterState, EnergyChange, EnergySource, PoiseChange, PoiseSource,
|
||||
StateUpdate,
|
||||
},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
},
|
||||
Damage, DamageSource, GroupTarget, Knockback,
|
||||
Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -92,24 +90,44 @@ impl CharacterBehavior for Data {
|
||||
..*self
|
||||
});
|
||||
|
||||
let poise = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Poise(self.static_data.base_poise_damage as f32),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(Knockback {
|
||||
strength: self.static_data.knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
}),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(50))
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.3)
|
||||
.with_effect(energy)
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
effects: vec![(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
},
|
||||
PoiseChange {
|
||||
amount: -(self.static_data.base_poise_damage as i32),
|
||||
source: PoiseSource::Attack,
|
||||
},
|
||||
)],
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: 180_f32.to_radians(),
|
||||
max_angle: self.static_data.max_angle,
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: Knockback::Away(self.static_data.knockback),
|
||||
});
|
||||
} else if self.timer < self.static_data.swing_duration {
|
||||
// Swings
|
||||
@ -143,28 +161,17 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
// Grant energy on successful hit
|
||||
if let Some(attack) = data.attacking {
|
||||
if attack.applied && attack.hit_count > 0 {
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
update.energy.change_by(EnergyChange {
|
||||
amount: 50,
|
||||
source: EnergySource::HitEnemy,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
update
|
||||
}
|
||||
}
|
||||
|
@ -1,7 +1,7 @@
|
||||
use crate::{
|
||||
comp::{
|
||||
Attacking, Beam, Body, CharacterState, ControlAction, Controller, ControllerInputs, Energy,
|
||||
Health, Inventory, Ori, PhysicsState, Pos, StateUpdate, Stats, Vel,
|
||||
Beam, Body, CharacterState, ControlAction, Controller, ControllerInputs, Energy, Health,
|
||||
Inventory, Melee, Ori, PhysicsState, Pos, StateUpdate, Stats, Vel,
|
||||
},
|
||||
resources::DeltaTime,
|
||||
uid::Uid,
|
||||
@ -57,7 +57,7 @@ pub struct JoinData<'a> {
|
||||
pub inventory: &'a Inventory,
|
||||
pub body: &'a Body,
|
||||
pub physics: &'a PhysicsState,
|
||||
pub attacking: Option<&'a Attacking>,
|
||||
pub melee_attack: Option<&'a Melee>,
|
||||
pub updater: &'a LazyUpdate,
|
||||
pub stats: &'a Stats,
|
||||
}
|
||||
@ -84,7 +84,7 @@ pub type JoinTuple<'a> = (
|
||||
&'a Health,
|
||||
&'a Body,
|
||||
&'a PhysicsState,
|
||||
Option<&'a Attacking>,
|
||||
Option<&'a Melee>,
|
||||
Option<&'a Beam>,
|
||||
&'a Stats,
|
||||
);
|
||||
@ -105,7 +105,7 @@ impl<'a> JoinData<'a> {
|
||||
health: j.9,
|
||||
body: j.10,
|
||||
physics: j.11,
|
||||
attacking: j.12,
|
||||
melee_attack: j.12,
|
||||
stats: j.14,
|
||||
updater,
|
||||
dt,
|
||||
|
@ -1,13 +1,11 @@
|
||||
use crate::{
|
||||
comp::{
|
||||
Attacking, CharacterState, EnergyChange, EnergySource, PoiseChange, PoiseSource,
|
||||
StateUpdate,
|
||||
},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::{StageSection, *},
|
||||
},
|
||||
Damage, DamageSource, GroupTarget, Knockback,
|
||||
Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -155,28 +153,46 @@ impl CharacterBehavior for Data {
|
||||
exhausted: true,
|
||||
..*self
|
||||
});
|
||||
let damage = Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.initial_damage as f32
|
||||
+ self.charge_amount * self.static_data.scaled_damage as f32,
|
||||
};
|
||||
let poise_damage = PoiseChange {
|
||||
amount: -(self.static_data.initial_poise_damage as f32
|
||||
+ self.charge_amount * self.static_data.scaled_poise_damage as f32)
|
||||
as i32,
|
||||
source: PoiseSource::Attack,
|
||||
};
|
||||
let knockback = self.static_data.initial_knockback
|
||||
+ self.charge_amount * self.static_data.scaled_knockback;
|
||||
let poise = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Poise(
|
||||
self.static_data.initial_poise_damage as f32
|
||||
+ self.charge_amount * self.static_data.scaled_poise_damage as f32,
|
||||
),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(Knockback {
|
||||
strength: self.static_data.initial_knockback
|
||||
+ self.charge_amount * self.static_data.scaled_knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
}),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.initial_damage as f32
|
||||
+ self.charge_amount * self.static_data.scaled_damage as f32,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.3)
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
effects: vec![(Some(GroupTarget::OutOfGroup), damage, poise_damage)],
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: self.static_data.max_angle.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: Knockback::Away(knockback),
|
||||
});
|
||||
} else if self.timer < self.static_data.swing_duration {
|
||||
// Swings
|
||||
@ -210,14 +226,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,16 +1,17 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage,
|
||||
DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
},
|
||||
comp::{
|
||||
buff::{BuffCategory, BuffData, BuffKind},
|
||||
projectile, Body, CharacterState, EnergyChange, EnergySource, Gravity, LightEmitter,
|
||||
Projectile, StateUpdate,
|
||||
},
|
||||
effect::BuffEffect,
|
||||
event::ServerEvent,
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
},
|
||||
Damage, DamageSource, GroupTarget, Knockback,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -102,31 +103,36 @@ impl CharacterBehavior for Data {
|
||||
let charge_frac = (self.timer.as_secs_f32()
|
||||
/ self.static_data.charge_duration.as_secs_f32())
|
||||
.min(1.0);
|
||||
let damage = Damage {
|
||||
source: DamageSource::Projectile,
|
||||
value: self.static_data.initial_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_damage as f32,
|
||||
};
|
||||
let knockback = self.static_data.initial_knockback
|
||||
+ charge_frac * self.static_data.scaled_knockback;
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(Knockback {
|
||||
strength: self.static_data.initial_knockback
|
||||
+ charge_frac * self.static_data.scaled_knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
}),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Projectile,
|
||||
value: self.static_data.initial_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_damage as f32,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.2)
|
||||
.with_effect(knockback);
|
||||
|
||||
// Fire
|
||||
let projectile = Projectile {
|
||||
hit_solid: vec![projectile::Effect::Stick],
|
||||
hit_entity: vec![
|
||||
projectile::Effect::Damage(Some(GroupTarget::OutOfGroup), damage),
|
||||
projectile::Effect::Knockback(Knockback::Away(knockback)),
|
||||
projectile::Effect::Attack(attack),
|
||||
projectile::Effect::Vanish,
|
||||
projectile::Effect::Buff {
|
||||
buff: BuffEffect {
|
||||
kind: BuffKind::Bleeding,
|
||||
data: BuffData {
|
||||
strength: damage.value / 5.0,
|
||||
duration: Some(Duration::from_secs(5)),
|
||||
},
|
||||
cat_ids: vec![BuffCategory::Physical],
|
||||
},
|
||||
chance: Some(0.10),
|
||||
},
|
||||
],
|
||||
time_left: Duration::from_secs(15),
|
||||
owner: Some(*data.uid),
|
||||
|
@ -1,13 +1,11 @@
|
||||
use crate::{
|
||||
comp::{
|
||||
Attacking, CharacterState, EnergyChange, EnergySource, PoiseChange, PoiseSource,
|
||||
StateUpdate,
|
||||
},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
},
|
||||
Damage, DamageSource, GroupTarget, Knockback,
|
||||
Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -174,32 +172,53 @@ impl CharacterBehavior for Data {
|
||||
.scales_from_combo
|
||||
.min(self.combo / self.static_data.num_stages)
|
||||
* self.static_data.stage_data[stage_index].damage_increase;
|
||||
|
||||
let poise_damage = self.static_data.stage_data[stage_index].base_poise_damage
|
||||
let poise = self.static_data.stage_data[stage_index].base_poise_damage
|
||||
+ self
|
||||
.static_data
|
||||
.scales_from_combo
|
||||
.min(self.combo / self.static_data.num_stages)
|
||||
* self.static_data.stage_data[stage_index].poise_damage_increase;
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
effects: vec![(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: damage as f32,
|
||||
},
|
||||
PoiseChange {
|
||||
amount: -(poise_damage as i32),
|
||||
source: PoiseSource::Attack,
|
||||
},
|
||||
)],
|
||||
let poise = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Poise(poise as f32),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(Knockback {
|
||||
strength: self.static_data.stage_data[stage_index].knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
}),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let energy = self.static_data.max_energy_gain.min(
|
||||
self.static_data.initial_energy_gain
|
||||
+ self.combo * self.static_data.energy_increase,
|
||||
);
|
||||
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy))
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: damage as f32,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.3)
|
||||
.with_effect(energy)
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.stage_data[stage_index].range,
|
||||
max_angle: self.static_data.stage_data[stage_index].angle.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: Knockback::Away(
|
||||
self.static_data.stage_data[stage_index].knockback,
|
||||
),
|
||||
});
|
||||
}
|
||||
},
|
||||
@ -272,24 +291,20 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
// Grant energy on successful hit
|
||||
if let Some(attack) = data.attacking {
|
||||
if let Some(attack) = data.melee_attack {
|
||||
if attack.applied && attack.hit_count > 0 {
|
||||
let energy = self.static_data.max_energy_gain.min(
|
||||
self.static_data.initial_energy_gain
|
||||
+ self.combo * self.static_data.energy_increase,
|
||||
) as i32;
|
||||
update.character = CharacterState::ComboMelee(Data {
|
||||
static_data: self.static_data.clone(),
|
||||
stage: self.stage,
|
||||
@ -298,11 +313,7 @@ impl CharacterBehavior for Data {
|
||||
stage_section: self.stage_section,
|
||||
next_stage: self.next_stage,
|
||||
});
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
update.energy.change_by(EnergyChange {
|
||||
amount: energy,
|
||||
source: EnergySource::HitEnemy,
|
||||
});
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,13 +1,11 @@
|
||||
use crate::{
|
||||
comp::{
|
||||
Attacking, CharacterState, EnergyChange, EnergySource, PoiseChange, PoiseSource,
|
||||
StateUpdate,
|
||||
},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
},
|
||||
Damage, DamageSource, GroupTarget, Knockback,
|
||||
Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -132,30 +130,45 @@ impl CharacterBehavior for Data {
|
||||
if !self.exhausted {
|
||||
// Hit attempt (also checks if player is moving)
|
||||
if update.vel.0.distance_squared(Vec3::zero()) > 1.0 {
|
||||
let damage = Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_damage as f32,
|
||||
};
|
||||
let poise_damage = PoiseChange {
|
||||
amount: -(self.static_data.base_poise_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_poise_damage as f32)
|
||||
as i32,
|
||||
source: PoiseSource::Attack,
|
||||
};
|
||||
let knockback = self.static_data.base_knockback
|
||||
+ charge_frac * self.static_data.scaled_knockback;
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
effects: vec![(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
damage,
|
||||
poise_damage,
|
||||
)],
|
||||
let poise = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Poise(
|
||||
self.static_data.base_poise_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_poise_damage as f32,
|
||||
),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(Knockback {
|
||||
strength: self.static_data.base_knockback
|
||||
+ charge_frac * self.static_data.scaled_knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
}),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_damage as f32,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.3)
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: self.static_data.angle.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: Knockback::Away(knockback),
|
||||
});
|
||||
}
|
||||
update.character = CharacterState::DashMelee(Data {
|
||||
@ -235,14 +248,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,10 +1,11 @@
|
||||
use crate::{
|
||||
comp::{Attacking, CharacterState, PoiseChange, PoiseSource, StateUpdate},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::{StageSection, *},
|
||||
},
|
||||
Damage, DamageSource, GroupTarget, Knockback,
|
||||
Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -147,24 +148,41 @@ impl CharacterBehavior for Data {
|
||||
},
|
||||
StageSection::Recover => {
|
||||
if !self.exhausted {
|
||||
let poise = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Poise(self.static_data.base_poise_damage as f32),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(Knockback {
|
||||
strength: self.static_data.knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
}),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.3)
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
|
||||
// Hit attempt, when animation plays
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
effects: vec![(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
},
|
||||
PoiseChange {
|
||||
amount: -(self.static_data.base_poise_damage as i32),
|
||||
source: PoiseSource::Attack,
|
||||
},
|
||||
)],
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: self.static_data.max_angle.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: Knockback::Away(self.static_data.knockback),
|
||||
});
|
||||
|
||||
update.character = CharacterState::LeapMelee(Data {
|
||||
@ -188,14 +206,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,11 +1,14 @@
|
||||
use crate::{
|
||||
comp::{shockwave, CharacterState, PoiseChange, PoiseSource, StateUpdate},
|
||||
combat::{
|
||||
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageSource,
|
||||
GroupTarget, Knockback,
|
||||
},
|
||||
comp::{shockwave, CharacterState, StateUpdate},
|
||||
event::ServerEvent,
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
},
|
||||
Damage, DamageSource, GroupTarget, Knockback,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -80,23 +83,33 @@ impl CharacterBehavior for Data {
|
||||
});
|
||||
} else {
|
||||
// Attack
|
||||
let poise = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Poise(self.static_data.poise_damage as f32),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(self.static_data.knockback),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Shockwave,
|
||||
value: self.static_data.damage as f32,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
let properties = shockwave::Properties {
|
||||
angle: self.static_data.shockwave_angle,
|
||||
vertical_angle: self.static_data.shockwave_vertical_angle,
|
||||
speed: self.static_data.shockwave_speed,
|
||||
duration: self.static_data.shockwave_duration,
|
||||
effects: vec![(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
Damage {
|
||||
source: DamageSource::Shockwave,
|
||||
value: self.static_data.damage as f32,
|
||||
},
|
||||
PoiseChange {
|
||||
amount: -(self.static_data.poise_damage as i32),
|
||||
source: PoiseSource::Attack,
|
||||
},
|
||||
)],
|
||||
knockback: self.static_data.knockback,
|
||||
attack,
|
||||
requires_ground: self.static_data.requires_ground,
|
||||
owner: Some(*data.uid),
|
||||
};
|
||||
|
@ -1,14 +1,12 @@
|
||||
use crate::{
|
||||
comp::{
|
||||
Attacking, CharacterState, EnergyChange, EnergySource, PoiseChange, PoiseSource,
|
||||
StateUpdate,
|
||||
},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
|
||||
consts::GRAVITY,
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
},
|
||||
Damage, DamageSource, GroupTarget, Knockback,
|
||||
Damage, DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
};
|
||||
use serde::{Deserialize, Serialize};
|
||||
use std::time::Duration;
|
||||
@ -114,24 +112,42 @@ impl CharacterBehavior for Data {
|
||||
exhausted: true,
|
||||
..*self
|
||||
});
|
||||
|
||||
let poise = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Poise(self.static_data.base_poise_damage as f32),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::new(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
CombatEffect::Knockback(Knockback {
|
||||
strength: self.static_data.knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
}),
|
||||
)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.3)
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, Attacking {
|
||||
effects: vec![(
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
},
|
||||
PoiseChange {
|
||||
amount: -(self.static_data.base_poise_damage as i32),
|
||||
source: PoiseSource::Attack,
|
||||
},
|
||||
)],
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: 180_f32.to_radians(),
|
||||
applied: false,
|
||||
hit_count: 0,
|
||||
knockback: Knockback::Away(self.static_data.knockback),
|
||||
});
|
||||
} else if self.timer < self.static_data.swing_duration {
|
||||
if matches!(
|
||||
@ -201,14 +217,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
},
|
||||
_ => {
|
||||
// If it somehow ends up in an incorrect stage section
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<Attacking>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,8 @@
|
||||
use common::{
|
||||
combat::AttackerInfo,
|
||||
comp::{
|
||||
group, Beam, BeamSegment, Body, Energy, EnergyChange, EnergySource, Health, HealthChange,
|
||||
HealthSource, Inventory, Last, Ori, Pos, Scale,
|
||||
group, Beam, BeamSegment, Body, Energy, Health, HealthSource, Inventory, Last, Ori, Pos,
|
||||
Scale,
|
||||
},
|
||||
event::{EventBus, ServerEvent},
|
||||
resources::{DeltaTime, Time},
|
||||
@ -112,7 +113,16 @@ impl<'a> System<'a> for Sys {
|
||||
};
|
||||
|
||||
// Go through all other effectable entities
|
||||
for (b, uid_b, pos_b, last_pos_b_maybe, scale_b_maybe, health_b, body_b) in (
|
||||
for (
|
||||
b,
|
||||
uid_b,
|
||||
pos_b,
|
||||
last_pos_b_maybe,
|
||||
scale_b_maybe,
|
||||
health_b,
|
||||
body_b,
|
||||
inventory_b_maybe,
|
||||
) in (
|
||||
&entities,
|
||||
&uids,
|
||||
&positions,
|
||||
@ -121,6 +131,7 @@ impl<'a> System<'a> for Sys {
|
||||
scales.maybe(),
|
||||
&healths,
|
||||
&bodies,
|
||||
inventories.maybe(),
|
||||
)
|
||||
.join()
|
||||
{
|
||||
@ -158,62 +169,27 @@ impl<'a> System<'a> for Sys {
|
||||
continue;
|
||||
}
|
||||
|
||||
for (target, damage) in beam_segment.damages.iter() {
|
||||
if let Some(target) = target {
|
||||
if *target != target_group {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
let attacker_info =
|
||||
beam_owner
|
||||
.zip(beam_segment.owner)
|
||||
.map(|(entity, uid)| AttackerInfo {
|
||||
entity,
|
||||
uid,
|
||||
energy: energies.get(entity),
|
||||
});
|
||||
|
||||
// Modify damage
|
||||
let change = damage.modify_damage(inventories.get(b), beam_segment.owner);
|
||||
match target {
|
||||
Some(GroupTarget::OutOfGroup) => {
|
||||
server_emitter.emit(ServerEvent::Damage { entity: b, change });
|
||||
if let Some(entity) = beam_owner {
|
||||
server_emitter.emit(ServerEvent::Damage {
|
||||
entity,
|
||||
change: HealthChange {
|
||||
amount: (-change.amount as f32
|
||||
* beam_segment.lifesteal_eff)
|
||||
as i32,
|
||||
cause: HealthSource::Heal {
|
||||
by: beam_segment.owner,
|
||||
},
|
||||
},
|
||||
});
|
||||
server_emitter.emit(ServerEvent::EnergyChange {
|
||||
entity,
|
||||
change: EnergyChange {
|
||||
amount: beam_segment.energy_regen as i32,
|
||||
source: EnergySource::HitEnemy,
|
||||
},
|
||||
});
|
||||
}
|
||||
},
|
||||
Some(GroupTarget::InGroup) => {
|
||||
if let Some(energy) = beam_owner.and_then(|o| energies.get(o)) {
|
||||
if energy.current() > beam_segment.energy_cost {
|
||||
server_emitter.emit(ServerEvent::EnergyChange {
|
||||
entity: beam_owner.unwrap(), /* If it's able to get an energy
|
||||
* component, the entity exists */
|
||||
change: EnergyChange {
|
||||
amount: -(beam_segment.energy_cost as i32), // Stamina use
|
||||
source: EnergySource::Ability,
|
||||
},
|
||||
});
|
||||
server_emitter
|
||||
.emit(ServerEvent::Damage { entity: b, change });
|
||||
}
|
||||
}
|
||||
},
|
||||
None => {},
|
||||
}
|
||||
beam_segment.properties.attack.apply_attack(
|
||||
target_group,
|
||||
attacker_info,
|
||||
b,
|
||||
inventory_b_maybe,
|
||||
ori.0,
|
||||
false,
|
||||
1.0,
|
||||
|e| server_emitter.emit(e),
|
||||
);
|
||||
|
||||
// Adds entities that were hit to the hit_entities list on the beam, sees if
|
||||
// it needs to purge the hit_entities list
|
||||
hit_entities.push(*uid_b);
|
||||
}
|
||||
hit_entities.push(*uid_b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -3,8 +3,8 @@ use specs::{Entities, Join, LazyUpdate, Read, ReadExpect, ReadStorage, System, W
|
||||
use common::{
|
||||
comp::{
|
||||
inventory::slot::{EquipSlot, Slot},
|
||||
Attacking, Beam, Body, CharacterState, Controller, Energy, Health, Inventory, Mounting,
|
||||
Ori, PhysicsState, Poise, PoiseState, Pos, StateUpdate, Stats, Vel,
|
||||
Beam, Body, CharacterState, Controller, Energy, Health, Inventory, Melee, Mounting, Ori,
|
||||
PhysicsState, Poise, PoiseState, Pos, StateUpdate, Stats, Vel,
|
||||
},
|
||||
event::{EventBus, LocalEvent, ServerEvent},
|
||||
metrics::SysMetrics,
|
||||
@ -69,7 +69,7 @@ impl<'a> System<'a> for Sys {
|
||||
WriteStorage<'a, Poise>,
|
||||
ReadStorage<'a, Body>,
|
||||
ReadStorage<'a, PhysicsState>,
|
||||
ReadStorage<'a, Attacking>,
|
||||
ReadStorage<'a, Melee>,
|
||||
ReadStorage<'a, Beam>,
|
||||
ReadStorage<'a, Uid>,
|
||||
ReadStorage<'a, Mounting>,
|
||||
|
@ -1,5 +1,6 @@
|
||||
use common::{
|
||||
comp::{buff, group, Attacking, Body, CharacterState, Health, Inventory, Ori, Pos, Scale},
|
||||
combat::AttackerInfo,
|
||||
comp::{group, Body, CharacterState, Energy, Health, Inventory, Melee, Ori, Pos, Scale},
|
||||
event::{EventBus, LocalEvent, ServerEvent},
|
||||
metrics::SysMetrics,
|
||||
span,
|
||||
@ -7,9 +8,7 @@ use common::{
|
||||
util::Dir,
|
||||
GroupTarget,
|
||||
};
|
||||
use rand::{thread_rng, Rng};
|
||||
use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
|
||||
use std::time::Duration;
|
||||
use vek::*;
|
||||
|
||||
/// This system is responsible for handling accepted inputs like moving or
|
||||
@ -28,9 +27,10 @@ impl<'a> System<'a> for Sys {
|
||||
ReadStorage<'a, Scale>,
|
||||
ReadStorage<'a, Body>,
|
||||
ReadStorage<'a, Health>,
|
||||
ReadStorage<'a, Energy>,
|
||||
ReadStorage<'a, Inventory>,
|
||||
ReadStorage<'a, group::Group>,
|
||||
WriteStorage<'a, Attacking>,
|
||||
WriteStorage<'a, Melee>,
|
||||
ReadStorage<'a, CharacterState>,
|
||||
);
|
||||
|
||||
@ -47,6 +47,7 @@ impl<'a> System<'a> for Sys {
|
||||
scales,
|
||||
bodies,
|
||||
healths,
|
||||
energies,
|
||||
inventories,
|
||||
groups,
|
||||
mut attacking_storage,
|
||||
@ -75,13 +76,22 @@ impl<'a> System<'a> for Sys {
|
||||
attack.applied = true;
|
||||
|
||||
// Go through all other entities
|
||||
for (b, pos_b, scale_b_maybe, health_b, body_b, char_state_b_maybe) in (
|
||||
for (
|
||||
b,
|
||||
pos_b,
|
||||
scale_b_maybe,
|
||||
health_b,
|
||||
body_b,
|
||||
char_state_b_maybe,
|
||||
inventory_b_maybe,
|
||||
) in (
|
||||
&entities,
|
||||
&positions,
|
||||
scales.maybe(),
|
||||
&healths,
|
||||
&bodies,
|
||||
char_states.maybe(),
|
||||
inventories.maybe(),
|
||||
)
|
||||
.join()
|
||||
{
|
||||
@ -118,54 +128,26 @@ impl<'a> System<'a> for Sys {
|
||||
GroupTarget::OutOfGroup
|
||||
};
|
||||
|
||||
for (target, damage, poise_change) in attack.effects.iter() {
|
||||
if let Some(target) = target {
|
||||
if *target != target_group
|
||||
|| (!matches!(target, GroupTarget::InGroup) && is_dodge)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
|
||||
|
||||
let change = damage.modify_damage(inventories.get(b), Some(*uid));
|
||||
let attacker_info = Some(AttackerInfo {
|
||||
entity,
|
||||
uid: *uid,
|
||||
energy: energies.get(entity),
|
||||
});
|
||||
|
||||
server_emitter.emit(ServerEvent::Damage { entity: b, change });
|
||||
attack.attack.apply_attack(
|
||||
target_group,
|
||||
attacker_info,
|
||||
b,
|
||||
inventory_b_maybe,
|
||||
dir,
|
||||
is_dodge,
|
||||
1.0,
|
||||
|e| server_emitter.emit(e),
|
||||
);
|
||||
|
||||
// Apply bleeding buff on melee hits with 10% chance
|
||||
// TODO: Don't have buff uniformly applied on all melee attacks
|
||||
if change.amount < 0 && thread_rng().gen::<f32>() < 0.1 {
|
||||
use buff::*;
|
||||
server_emitter.emit(ServerEvent::Buff {
|
||||
entity: b,
|
||||
buff_change: BuffChange::Add(Buff::new(
|
||||
BuffKind::Bleeding,
|
||||
BuffData {
|
||||
strength: -change.amount as f32 / 10.0,
|
||||
duration: Some(Duration::from_secs(10)),
|
||||
},
|
||||
vec![BuffCategory::Physical],
|
||||
BuffSource::Character { by: *uid },
|
||||
)),
|
||||
});
|
||||
}
|
||||
|
||||
let kb_dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
|
||||
let impulse = attack.knockback.calculate_impulse(kb_dir);
|
||||
if !impulse.is_approx_zero() {
|
||||
server_emitter.emit(ServerEvent::Knockback { entity: b, impulse });
|
||||
}
|
||||
|
||||
let poise_change = poise_change.modify_poise_damage(inventories.get(b));
|
||||
if poise_change.amount.abs() > 0 {
|
||||
server_emitter.emit(ServerEvent::PoiseChange {
|
||||
entity: b,
|
||||
change: poise_change,
|
||||
kb_dir: *kb_dir,
|
||||
});
|
||||
}
|
||||
|
||||
attack.hit_count += 1;
|
||||
}
|
||||
attack.hit_count += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,8 +1,7 @@
|
||||
use common::{
|
||||
combat::AttackerInfo,
|
||||
comp::{
|
||||
buff::{Buff, BuffChange, BuffSource},
|
||||
projectile, EnergyChange, EnergySource, Group, HealthSource, Inventory, Ori, PhysicsState,
|
||||
Pos, Projectile, Vel,
|
||||
projectile, Energy, Group, HealthSource, Inventory, Ori, PhysicsState, Pos, Projectile, Vel,
|
||||
},
|
||||
event::{EventBus, ServerEvent},
|
||||
metrics::SysMetrics,
|
||||
@ -11,7 +10,6 @@ use common::{
|
||||
uid::UidAllocator,
|
||||
GroupTarget,
|
||||
};
|
||||
use rand::{thread_rng, Rng};
|
||||
use specs::{
|
||||
saveload::MarkerAllocator, Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage,
|
||||
};
|
||||
@ -34,6 +32,7 @@ impl<'a> System<'a> for Sys {
|
||||
WriteStorage<'a, Projectile>,
|
||||
ReadStorage<'a, Inventory>,
|
||||
ReadStorage<'a, Group>,
|
||||
ReadStorage<'a, Energy>,
|
||||
);
|
||||
|
||||
fn run(
|
||||
@ -51,6 +50,7 @@ impl<'a> System<'a> for Sys {
|
||||
mut projectiles,
|
||||
inventories,
|
||||
groups,
|
||||
energies,
|
||||
): Self::SystemData,
|
||||
) {
|
||||
let start_time = std::time::Instant::now();
|
||||
@ -103,54 +103,33 @@ impl<'a> System<'a> for Sys {
|
||||
let projectile = &mut *projectile;
|
||||
for effect in projectile.hit_entity.drain(..) {
|
||||
match effect {
|
||||
projectile::Effect::Damage(target, damage) => {
|
||||
if Some(other) == projectile.owner {
|
||||
continue;
|
||||
}
|
||||
|
||||
if let Some(target) = target {
|
||||
if target != target_group {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if let Some(other_entity) =
|
||||
projectile::Effect::Attack(attack) => {
|
||||
if let Some(target_entity) =
|
||||
uid_allocator.retrieve_entity_internal(other.into())
|
||||
{
|
||||
let other_entity_inventory = inventories.get(other_entity);
|
||||
let change =
|
||||
damage.modify_damage(other_entity_inventory, projectile.owner);
|
||||
server_emitter.emit(ServerEvent::Damage {
|
||||
entity: other_entity,
|
||||
change,
|
||||
});
|
||||
}
|
||||
},
|
||||
projectile::Effect::Knockback(knockback) => {
|
||||
if let Some(other_entity) =
|
||||
uid_allocator.retrieve_entity_internal(other.into())
|
||||
{
|
||||
let impulse = knockback.calculate_impulse(ori.0);
|
||||
if !impulse.is_approx_zero() {
|
||||
server_emitter.emit(ServerEvent::Knockback {
|
||||
entity: other_entity,
|
||||
impulse,
|
||||
let owner_entity = projectile
|
||||
.owner
|
||||
.and_then(|u| uid_allocator.retrieve_entity_internal(u.into()));
|
||||
|
||||
let attacker_info =
|
||||
owner_entity.zip(projectile.owner).map(|(entity, uid)| {
|
||||
AttackerInfo {
|
||||
entity,
|
||||
uid,
|
||||
energy: energies.get(entity),
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
},
|
||||
projectile::Effect::RewardEnergy(energy) => {
|
||||
if let Some(entity_owner) = projectile
|
||||
.owner
|
||||
.and_then(|u| uid_allocator.retrieve_entity_internal(u.into()))
|
||||
{
|
||||
server_emitter.emit(ServerEvent::EnergyChange {
|
||||
entity: entity_owner,
|
||||
change: EnergyChange {
|
||||
amount: energy as i32,
|
||||
source: EnergySource::HitEnemy,
|
||||
},
|
||||
});
|
||||
|
||||
attack.apply_attack(
|
||||
target_group,
|
||||
attacker_info,
|
||||
target_entity,
|
||||
inventories.get(target_entity),
|
||||
ori.0,
|
||||
false,
|
||||
1.0,
|
||||
|e| server_emitter.emit(e),
|
||||
);
|
||||
}
|
||||
},
|
||||
projectile::Effect::Explode(e) => {
|
||||
@ -175,26 +154,6 @@ impl<'a> System<'a> for Sys {
|
||||
}
|
||||
}
|
||||
},
|
||||
// TODO: Change to effect after !1472 merges
|
||||
projectile::Effect::Buff { buff, chance } => {
|
||||
if let Some(entity) =
|
||||
uid_allocator.retrieve_entity_internal(other.into())
|
||||
{
|
||||
if chance.map_or(true, |c| thread_rng().gen::<f32>() < c) {
|
||||
let source = if let Some(owner) = projectile.owner {
|
||||
BuffSource::Character { by: owner }
|
||||
} else {
|
||||
BuffSource::Unknown
|
||||
};
|
||||
let buff =
|
||||
Buff::new(buff.kind, buff.data, buff.cat_ids, source);
|
||||
server_emitter.emit(ServerEvent::Buff {
|
||||
entity,
|
||||
buff_change: BuffChange::Add(buff),
|
||||
});
|
||||
}
|
||||
}
|
||||
},
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
use common::{
|
||||
combat::AttackerInfo,
|
||||
comp::{
|
||||
group, Body, Health, HealthSource, Inventory, Last, Ori, PhysicsState, Pos, Scale,
|
||||
group, Body, Energy, Health, HealthSource, Inventory, Last, Ori, PhysicsState, Pos, Scale,
|
||||
Shockwave, ShockwaveHitEntities,
|
||||
},
|
||||
event::{EventBus, LocalEvent, ServerEvent},
|
||||
@ -36,6 +37,7 @@ impl<'a> System<'a> for Sys {
|
||||
ReadStorage<'a, PhysicsState>,
|
||||
WriteStorage<'a, Shockwave>,
|
||||
WriteStorage<'a, ShockwaveHitEntities>,
|
||||
ReadStorage<'a, Energy>,
|
||||
);
|
||||
|
||||
fn run(
|
||||
@ -59,6 +61,7 @@ impl<'a> System<'a> for Sys {
|
||||
physics_states,
|
||||
mut shockwaves,
|
||||
mut shockwave_hit_lists,
|
||||
energies,
|
||||
): Self::SystemData,
|
||||
) {
|
||||
let mut server_emitter = server_bus.emitter();
|
||||
@ -68,9 +71,8 @@ impl<'a> System<'a> for Sys {
|
||||
let dt = dt.0;
|
||||
|
||||
// Shockwaves
|
||||
for (entity, uid, pos, ori, shockwave, shockwave_hit_list) in (
|
||||
for (entity, pos, ori, shockwave, shockwave_hit_list) in (
|
||||
&entities,
|
||||
&uids,
|
||||
&positions,
|
||||
&orientations,
|
||||
&shockwaves,
|
||||
@ -114,12 +116,13 @@ impl<'a> System<'a> for Sys {
|
||||
end: frame_end_dist,
|
||||
};
|
||||
|
||||
let shockwave_owner = shockwave
|
||||
.owner
|
||||
.and_then(|uid| uid_allocator.retrieve_entity_internal(uid.into()));
|
||||
|
||||
// Group to ignore collisions with
|
||||
// Might make this more nuanced if shockwaves are used for non damage effects
|
||||
let group = shockwave
|
||||
.owner
|
||||
.and_then(|uid| uid_allocator.retrieve_entity_internal(uid.into()))
|
||||
.and_then(|e| groups.get(e));
|
||||
let group = shockwave_owner.and_then(|e| groups.get(e));
|
||||
|
||||
// Go through all other effectable entities
|
||||
for (
|
||||
@ -191,31 +194,29 @@ impl<'a> System<'a> for Sys {
|
||||
&& (!shockwave.requires_ground || physics_state_b.on_ground);
|
||||
|
||||
if hit {
|
||||
for (target, damage, poise_damage) in shockwave.effects.iter() {
|
||||
if let Some(target) = target {
|
||||
if *target != target_group {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
|
||||
|
||||
let owner_uid = shockwave.owner.unwrap_or(*uid);
|
||||
let change = damage.modify_damage(inventories.get(b), Some(owner_uid));
|
||||
let poise_change = poise_damage.modify_poise_damage(inventories.get(b));
|
||||
let attacker_info =
|
||||
shockwave_owner
|
||||
.zip(shockwave.owner)
|
||||
.map(|(entity, uid)| AttackerInfo {
|
||||
entity,
|
||||
uid,
|
||||
energy: energies.get(entity),
|
||||
});
|
||||
|
||||
server_emitter.emit(ServerEvent::Damage { entity: b, change });
|
||||
shockwave_hit_list.hit_entities.push(*uid_b);
|
||||
shockwave.properties.attack.apply_attack(
|
||||
target_group,
|
||||
attacker_info,
|
||||
b,
|
||||
inventories.get(b),
|
||||
dir,
|
||||
false,
|
||||
1.0,
|
||||
|e| server_emitter.emit(e),
|
||||
);
|
||||
|
||||
let kb_dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
|
||||
let impulse = shockwave.knockback.calculate_impulse(kb_dir);
|
||||
if !impulse.is_approx_zero() {
|
||||
server_emitter.emit(ServerEvent::Knockback { entity: b, impulse });
|
||||
}
|
||||
server_emitter.emit(ServerEvent::PoiseChange {
|
||||
entity: b,
|
||||
change: poise_change,
|
||||
kb_dir: *kb_dir,
|
||||
});
|
||||
}
|
||||
shockwave_hit_list.hit_entities.push(*uid_b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -163,7 +163,7 @@ impl State {
|
||||
ecs.register::<comp::Admin>();
|
||||
ecs.register::<comp::Waypoint>();
|
||||
ecs.register::<comp::Projectile>();
|
||||
ecs.register::<comp::Attacking>();
|
||||
ecs.register::<comp::Melee>();
|
||||
ecs.register::<comp::ItemDrop>();
|
||||
ecs.register::<comp::ChatMode>();
|
||||
ecs.register::<comp::Faction>();
|
||||
|
@ -1360,17 +1360,13 @@ fn handle_explosion(
|
||||
pos: pos.0,
|
||||
explosion: Explosion {
|
||||
effects: vec![
|
||||
RadiusEffect::Entity(
|
||||
None,
|
||||
Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: 100.0 * power,
|
||||
}),
|
||||
),
|
||||
RadiusEffect::Entity(Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: 100.0 * power,
|
||||
})),
|
||||
RadiusEffect::TerrainDestruction(power),
|
||||
],
|
||||
radius: 3.0 * power,
|
||||
energy_regen: 0,
|
||||
},
|
||||
owner: ecs.read_storage::<Uid>().get(target).copied(),
|
||||
reagent: None,
|
||||
|
@ -1,6 +1,7 @@
|
||||
use crate::{sys, Server, StateExt};
|
||||
use common::{
|
||||
character::CharacterId,
|
||||
combat,
|
||||
comp::{
|
||||
self,
|
||||
aura::{Aura, AuraKind, AuraTarget},
|
||||
@ -170,7 +171,10 @@ pub fn handle_beam(server: &mut Server, properties: beam::Properties, pos: Pos,
|
||||
let ecs = state.ecs();
|
||||
ecs.write_resource::<Vec<Outcome>>().push(Outcome::Beam {
|
||||
pos: pos.0,
|
||||
heal: properties.lifesteal_eff > 0.0,
|
||||
heal: properties
|
||||
.attack
|
||||
.effects()
|
||||
.any(|e| matches!(e.effect(), combat::CombatEffect::Heal(h) if *h > 0.0)),
|
||||
});
|
||||
state.create_beam(properties, pos, ori).build();
|
||||
}
|
||||
|
@ -16,12 +16,13 @@ use common::{
|
||||
object, Alignment, Body, CharacterState, Energy, EnergyChange, Group, Health, HealthChange,
|
||||
HealthSource, Inventory, Item, Player, Poise, PoiseChange, PoiseSource, Pos, Stats,
|
||||
},
|
||||
effect::Effect,
|
||||
event::{EventBus, ServerEvent},
|
||||
lottery::Lottery,
|
||||
outcome::Outcome,
|
||||
rtsim::RtSimEntity,
|
||||
terrain::{Block, TerrainGrid},
|
||||
uid::{Uid, UidAllocator},
|
||||
util::Dir,
|
||||
vol::ReadVol,
|
||||
Damage, DamageSource, Explosion, GroupTarget, RadiusEffect,
|
||||
};
|
||||
@ -509,7 +510,8 @@ pub fn handle_land_on_ground(server: &Server, entity: EcsEntity, vel: Vec3<f32>)
|
||||
source: DamageSource::Falling,
|
||||
value: falldmg,
|
||||
};
|
||||
let change = damage.modify_damage(inventories.get(entity), None);
|
||||
let change =
|
||||
damage.calculate_health_change(inventories.get(entity), None, false, 0.0, 1.0);
|
||||
health.change_by(change);
|
||||
}
|
||||
// Handle poise change
|
||||
@ -577,22 +579,11 @@ pub fn handle_explosion(
|
||||
// Add an outcome
|
||||
// Uses radius as outcome power, makes negative if explosion has healing effect
|
||||
let outcome_power = explosion.radius
|
||||
* if explosion.effects.iter().any(|e| {
|
||||
matches!(
|
||||
e,
|
||||
RadiusEffect::Entity(
|
||||
_,
|
||||
Effect::Damage(Damage {
|
||||
source: DamageSource::Healing,
|
||||
..
|
||||
})
|
||||
)
|
||||
)
|
||||
}) {
|
||||
-1.0
|
||||
} else {
|
||||
1.0
|
||||
};
|
||||
* if explosion.effects.iter().any(|e| matches!(e, RadiusEffect::Attack(a) if a.effects().any(|e| matches!(e.effect(), combat::CombatEffect::Heal(h) if *h > 0.0)))) {
|
||||
-1.0
|
||||
} else {
|
||||
1.0
|
||||
};
|
||||
ecs.write_resource::<Vec<Outcome>>()
|
||||
.push(Outcome::Explosion {
|
||||
pos,
|
||||
@ -601,7 +592,7 @@ pub fn handle_explosion(
|
||||
is_attack: explosion
|
||||
.effects
|
||||
.iter()
|
||||
.any(|e| matches!(e, RadiusEffect::Entity(_, Effect::Damage(_)))),
|
||||
.any(|e| matches!(e, RadiusEffect::Attack(_))),
|
||||
reagent,
|
||||
});
|
||||
let owner_entity = owner.and_then(|uid| {
|
||||
@ -685,54 +676,78 @@ pub fn handle_explosion(
|
||||
.cast();
|
||||
}
|
||||
},
|
||||
RadiusEffect::Entity(target, mut effect) => {
|
||||
for (entity_b, pos_b) in (&ecs.entities(), &ecs.read_storage::<comp::Pos>()).join()
|
||||
RadiusEffect::Attack(attack) => {
|
||||
let energies = &ecs.read_storage::<comp::Energy>();
|
||||
for (entity_b, pos_b, _health_b, inventory_b_maybe) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<comp::Pos>(),
|
||||
&ecs.read_storage::<comp::Health>(),
|
||||
ecs.read_storage::<comp::Inventory>().maybe(),
|
||||
)
|
||||
.join()
|
||||
.filter(|(_, _, h, _)| !h.is_dead)
|
||||
{
|
||||
// See if entities are in the same group
|
||||
let mut same_group = owner_entity
|
||||
.and_then(|e| groups.get(e))
|
||||
.map_or(false, |group_a| Some(group_a) == groups.get(entity_b));
|
||||
if let Some(entity) = owner_entity {
|
||||
if entity == entity_b {
|
||||
same_group = true;
|
||||
}
|
||||
}
|
||||
let target_group = if same_group {
|
||||
GroupTarget::InGroup
|
||||
} else {
|
||||
GroupTarget::OutOfGroup
|
||||
};
|
||||
// Check if it is a hit
|
||||
let distance_squared = pos.distance_squared(pos_b.0);
|
||||
let strength = 1.0 - distance_squared / explosion.radius.powi(2);
|
||||
if strength > 0.0 {
|
||||
// See if entities are in the same group
|
||||
let same_group = owner_entity
|
||||
.and_then(|e| groups.get(e))
|
||||
.map(|group_a| Some(group_a) == groups.get(entity_b))
|
||||
.unwrap_or(Some(entity_b) == owner_entity);
|
||||
|
||||
if let Some(target) = target {
|
||||
if target != target_group {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
let target_group = if same_group {
|
||||
GroupTarget::InGroup
|
||||
} else {
|
||||
GroupTarget::OutOfGroup
|
||||
};
|
||||
|
||||
let dir = Dir::new(
|
||||
(pos_b.0 - pos)
|
||||
.try_normalized()
|
||||
.unwrap_or_else(Vec3::unit_z),
|
||||
);
|
||||
|
||||
let attacker_info =
|
||||
owner_entity
|
||||
.zip(owner)
|
||||
.map(|(entity, uid)| combat::AttackerInfo {
|
||||
entity,
|
||||
uid,
|
||||
energy: energies.get(entity),
|
||||
});
|
||||
|
||||
let server_eventbus = ecs.read_resource::<EventBus<ServerEvent>>();
|
||||
|
||||
attack.apply_attack(
|
||||
target_group,
|
||||
attacker_info,
|
||||
entity_b,
|
||||
inventory_b_maybe,
|
||||
dir,
|
||||
false,
|
||||
strength,
|
||||
|e| server_eventbus.emit_now(e),
|
||||
);
|
||||
}
|
||||
}
|
||||
},
|
||||
RadiusEffect::Entity(mut effect) => {
|
||||
for (entity_b, pos_b, _health_b) in (
|
||||
&ecs.entities(),
|
||||
&ecs.read_storage::<comp::Pos>(),
|
||||
&ecs.read_storage::<comp::Health>(),
|
||||
)
|
||||
.join()
|
||||
.filter(|(_, _, h)| !h.is_dead)
|
||||
{
|
||||
let distance_squared = pos.distance_squared(pos_b.0);
|
||||
let strength = 1.0 - distance_squared / explosion.radius.powi(2);
|
||||
|
||||
if strength > 0.0 {
|
||||
let is_alive = ecs
|
||||
.read_storage::<comp::Health>()
|
||||
.get(entity_b)
|
||||
.map_or(false, |h| !h.is_dead);
|
||||
|
||||
if is_alive {
|
||||
effect.modify_strength(strength);
|
||||
server.state().apply_effect(entity_b, effect.clone(), owner);
|
||||
// Apply energy change
|
||||
if let Some(owner) = owner_entity {
|
||||
if let Some(mut energy) =
|
||||
ecs.write_storage::<comp::Energy>().get_mut(owner)
|
||||
{
|
||||
energy.change_by(EnergyChange {
|
||||
amount: explosion.energy_regen as i32,
|
||||
source: comp::EnergySource::HitEnemy,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
effect.modify_strength(strength);
|
||||
server.state().apply_effect(entity_b, effect.clone(), owner);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -90,7 +90,13 @@ impl StateExt for State {
|
||||
},
|
||||
Effect::Damage(damage) => {
|
||||
let inventories = self.ecs().read_storage::<Inventory>();
|
||||
let change = damage.modify_damage(inventories.get(entity), source);
|
||||
let change = damage.calculate_health_change(
|
||||
inventories.get(entity),
|
||||
source,
|
||||
false,
|
||||
0.0,
|
||||
1.0,
|
||||
);
|
||||
self.ecs()
|
||||
.write_storage::<comp::Health>()
|
||||
.get_mut(entity)
|
||||
|
@ -49,24 +49,17 @@ impl<'a> System<'a> for Sys {
|
||||
pos: pos.0,
|
||||
explosion: Explosion {
|
||||
effects: vec![
|
||||
RadiusEffect::Entity(
|
||||
None,
|
||||
Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: 500.0,
|
||||
}),
|
||||
),
|
||||
RadiusEffect::Entity(
|
||||
None,
|
||||
Effect::PoiseChange(PoiseChange {
|
||||
source: PoiseSource::Explosion,
|
||||
amount: -100,
|
||||
}),
|
||||
),
|
||||
RadiusEffect::Entity(Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: 500.0,
|
||||
})),
|
||||
RadiusEffect::Entity(Effect::PoiseChange(PoiseChange {
|
||||
source: PoiseSource::Explosion,
|
||||
amount: -100,
|
||||
})),
|
||||
RadiusEffect::TerrainDestruction(4.0),
|
||||
],
|
||||
radius: 12.0,
|
||||
energy_regen: 0,
|
||||
},
|
||||
owner: *owner,
|
||||
reagent: None,
|
||||
@ -83,24 +76,17 @@ impl<'a> System<'a> for Sys {
|
||||
pos: pos.0,
|
||||
explosion: Explosion {
|
||||
effects: vec![
|
||||
RadiusEffect::Entity(
|
||||
None,
|
||||
Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: 50.0,
|
||||
}),
|
||||
),
|
||||
RadiusEffect::Entity(
|
||||
None,
|
||||
Effect::PoiseChange(PoiseChange {
|
||||
source: PoiseSource::Explosion,
|
||||
amount: -40,
|
||||
}),
|
||||
),
|
||||
RadiusEffect::Entity(Effect::Damage(Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: 50.0,
|
||||
})),
|
||||
RadiusEffect::Entity(Effect::PoiseChange(PoiseChange {
|
||||
source: PoiseSource::Explosion,
|
||||
amount: -40,
|
||||
})),
|
||||
RadiusEffect::TerrainDestruction(4.0),
|
||||
],
|
||||
radius: 12.0,
|
||||
energy_regen: 0,
|
||||
},
|
||||
owner: *owner,
|
||||
reagent: Some(*reagent),
|
||||
|
Loading…
Reference in New Issue
Block a user