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Code quality changes and comments
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@ -212,8 +212,6 @@ impl Attack {
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let is_crit = thread_rng().gen::<f32>() < self.crit_chance;
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let mut is_applied = false;
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let mut accumulated_damage = 0.0;
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// TODO: Issue with shotgun ability
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// TODO: Add instance number to AttackDamage?
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for damage in self
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.damages
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.iter()
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@ -636,6 +634,7 @@ 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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/// A random ID, used to group up attacks
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instance: u64,
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}
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@ -741,7 +740,6 @@ impl From<AttackerInfo<'_>> for DamageContributor {
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#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum DamageSource {
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// Could be used to separate DOTs?
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Buff(BuffKind),
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Melee,
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Projectile,
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@ -29,10 +29,10 @@ pub struct HealthChange {
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/// couldn't have been a crit)
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pub crit: Option<bool>,
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pub crit_mult: f32,
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/// A random instance ID given to every health change
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/// Note: Two or more changes could have the same instance number, if they
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/// came from the same attack (for example - the extra damage caused by
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/// slashing weapons)
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/// A random ID, used to group up health changes
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// Note: Two or more changes could have the same instance number, if they
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// came from the same attack (for example - the extra damage caused by
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// slashing weapons)
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pub instance: u64,
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}
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@ -128,7 +128,6 @@ impl<'a> System<'a> for Sys {
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// Might make this more nuanced if shockwaves are used for non damage effects
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let group = shockwave_owner.and_then(|e| read_data.groups.get(e));
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// TODO: Join counter later?
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// Go through all other effectable entities
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for (target, uid_b, pos_b, health_b, body_b, physics_state_b) in (
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&read_data.entities,
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@ -82,6 +82,8 @@ pub fn handle_health_change(server: &Server, entity: EcsEntity, change: HealthCh
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ecs.read_storage::<Pos>().get(entity),
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ecs.read_storage::<Uid>().get(entity),
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) {
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// If the absolute health change amount was greater than the health epsilon,
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// push a new Damage outcome
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if changed {
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outcomes.push(Outcome::Damage {
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pos: pos.0,
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@ -863,7 +865,6 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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}
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},
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RadiusEffect::Attack(attack) => {
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// TODO: Join counter later?
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let energies = &ecs.read_storage::<comp::Energy>();
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let combos = &ecs.read_storage::<comp::Combo>();
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let inventories = &ecs.read_storage::<comp::Inventory>();
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@ -515,6 +515,7 @@ impl SfxMgr {
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);
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},
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Outcome::Damage { pos, info, .. } => {
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// Don't emit sound effects from positive damage (healing)
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if info.amount < Health::HEALTH_EPSILON {
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let sfx_trigger_item = triggers.get_key_value(&SfxEvent::Damage);
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audio.emit_sfx(sfx_trigger_item, *pos, Some(1.5), false);
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@ -4686,18 +4686,17 @@ impl Hud {
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let last_floater = if info.amount < Health::HEALTH_EPSILON {
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floater_list.floaters.iter_mut().rev().find(|f| {
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f.info.amount < Health::HEALTH_EPSILON
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&& info.crit.map_or(f.info.crit.unwrap_or(false), |_| {
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!f.info.crit.unwrap_or(false)
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})
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&& info.crit.unwrap_or(false)
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== f.info.crit.unwrap_or(false)
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})
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} else {
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floater_list.floaters.iter_mut().rev().find(|f| {
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f.info.amount > Health::HEALTH_EPSILON
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&& info.crit.map_or(f.info.crit.unwrap_or(false), |_| {
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!f.info.crit.unwrap_or(false)
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})
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&& info.crit.unwrap_or(false)
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== f.info.crit.unwrap_or(false)
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})
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};
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dbg!(&last_floater);
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match last_floater {
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Some(f)
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@ -4711,6 +4710,7 @@ impl Hud {
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f.info.crit = Some(f.info.crit.unwrap_or(false) || info.crit.unwrap_or(false));
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},
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_ => {
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dbg!(&info.amount);
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floater_list.floaters.push(HpFloater {
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timer: 0.0,
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info: *info,
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