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Made poise a float at interface of module.
This commit is contained in:
parent
0af6969d19
commit
942376f88c
@ -10,7 +10,6 @@ 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,
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Alignment, Body, CharacterState, Combo, Energy, Health, HealthChange, Inventory, Ori,
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Player, Poise, SkillSet, Stats,
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@ -281,8 +280,8 @@ impl Attack {
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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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let change = -Poise::apply_poise_reduction(*p, target.inventory);
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if change.abs() > Poise::POISE_EPSILON {
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emit(ServerEvent::PoiseChange {
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entity: target.entity,
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change,
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@ -409,8 +408,8 @@ impl Attack {
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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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let change = -Poise::apply_poise_reduction(p, target.inventory);
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if change.abs() > Poise::POISE_EPSILON {
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emit(ServerEvent::PoiseChange {
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entity: target.entity,
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change,
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@ -774,7 +774,7 @@ impl Body {
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}
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}
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pub fn base_poise(&self) -> u32 {
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pub fn base_poise(&self) -> u16 {
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match self {
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Body::Humanoid(_) => 100,
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Body::BipedLarge(biped_large) => match biped_large.species {
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@ -91,7 +91,7 @@ pub use self::{
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},
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player::DisconnectReason,
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player::Player,
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poise::{Poise, PoiseChange, PoiseSource, PoiseState},
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poise::{Poise, PoiseState},
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projectile::{Projectile, ProjectileConstructor},
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shockwave::{Shockwave, ShockwaveHitEntities},
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skills::{Skill, SkillGroup, SkillGroupKind, SkillSet},
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@ -1,94 +1,42 @@
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use crate::comp::{
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inventory::item::{armor::Protection, ItemKind},
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Body, Inventory,
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use crate::{
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comp::{
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self,
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inventory::item::{armor::Protection, ItemKind},
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Inventory,
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},
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util::Dir,
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};
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use serde::{Deserialize, Serialize};
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use specs::{Component, DerefFlaggedStorage};
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use specs_idvs::IdvStorage;
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use std::ops::Mul;
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use vek::*;
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/// A change in the poise component. Stores the amount as a signed
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/// integer to allow for added or removed poise. Also has a field to
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/// label where the poise change came from.
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub struct PoiseChange {
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/// Value of the change in poise
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pub amount: i32,
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/// Source of change in poise
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pub source: PoiseSource,
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}
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impl PoiseChange {
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/// Alters poise damage as a result of armor poise damage reduction
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pub fn modify_poise_damage(self, inventory: Option<&Inventory>) -> PoiseChange {
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let poise_damage_reduction = inventory.map_or(0.0, Poise::compute_poise_damage_reduction);
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let poise_damage = self.amount as f32 * (1.0 - poise_damage_reduction);
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// Add match on poise source when different calculations per source
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// are needed/wanted
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PoiseChange {
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amount: poise_damage as i32,
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source: self.source,
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}
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}
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/// Creates a poise change from a float
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pub fn from_value(poise_damage: f32, inventory: Option<&Inventory>) -> Self {
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let poise_damage_reduction = inventory.map_or(0.0, Poise::compute_poise_damage_reduction);
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let poise_change = -poise_damage * (1.0 - poise_damage_reduction);
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Self {
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amount: poise_change as i32,
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source: PoiseSource::Attack,
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}
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}
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}
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/// Sources of poise change
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#[derive(Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize)]
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pub enum PoiseSource {
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LevelUp,
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Attack,
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Explosion,
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Falling,
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Revive,
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Regen,
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Other,
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}
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/// Poise component
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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/// Poise is represented by u32s within the module, but treated as a float by
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/// the rest of the game.
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// As a general rule, all input and output values to public functions should be
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// floats rather than integers.
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pub struct Poise {
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/// Base poise amount for this entity
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base_max: u32,
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/// Poise of entity at any given moment
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// Current and base_max are scaled by 256 within this module compared to what is visible to
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// outside this module. The scaling is done to allow poise to function as a fixed point while
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// still having the advantages of being an integer. The scaling of 256 was chosen so that max
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// poise could be u16::MAX - 1, and then the scaled poise could fit inside an f32 with no
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// precision loss
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/// Current poise is how much poise the entity currently has
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current: u32,
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/// Maximum poise of entity at a given time
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/// Base max is the amount of poise the entity has without considering
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/// temporary modifiers such as buffs
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base_max: u32,
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/// Maximum is the amount of poise the entity has after temporary modifiers
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/// are considered
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maximum: u32,
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/// Last poise change, storing time since last change, the change itself,
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/// and the knockback direction vector
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pub last_change: (f64, PoiseChange, Vec3<f32>),
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/// Direction that the last poise change came from
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pub last_change: Dir,
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/// Rate of poise regeneration per tick. Starts at zero and accelerates.
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pub regen_rate: f32,
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}
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impl Default for Poise {
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fn default() -> Self {
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Self {
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current: 0,
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maximum: 0,
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base_max: 0,
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last_change: (
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0.0,
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PoiseChange {
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amount: 0,
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source: PoiseSource::Revive,
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},
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Vec3::zero(),
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),
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regen_rate: 0.0,
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}
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}
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}
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/// States to define effects of a poise change
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#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize, Eq, Hash)]
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pub enum PoiseState {
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@ -105,95 +53,77 @@ pub enum PoiseState {
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}
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impl Poise {
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/// Creates a new poise struct based on the body it is being assigned to
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pub fn new(body: Body) -> Self {
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let mut poise = Poise::default();
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poise.update_base_max(Some(body));
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poise.set_maximum(poise.base_max);
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poise.set_to(poise.maximum, PoiseSource::Revive);
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/// Maximum value allowed for poise before scaling
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const MAX_POISE: u16 = u16::MAX - 1;
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/// The maximum value allowed for current and maximum poise
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/// Maximum value is (u16:MAX - 1) * 256, which only requires 24 bits. This
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/// can fit into an f32 with no loss to precision
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// Cast to u32 done as u32::from cannot be called inside constant
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const MAX_SCALED_POISE: u32 = Self::MAX_POISE as u32 * Self::SCALING_FACTOR_INT;
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/// Used when comparisons to poise are needed outside this module.
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// This value is chosen as anything smaller than this is more precise than our
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// units of poise.
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pub const POISE_EPSILON: f32 = 0.5 / Self::MAX_SCALED_POISE as f32;
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/// The amount poise is scaled by within this module
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const SCALING_FACTOR_FLOAT: f32 = 256.;
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const SCALING_FACTOR_INT: u32 = Self::SCALING_FACTOR_FLOAT as u32;
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poise
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/// Returns the current value of poise casted to a float
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pub fn current(&self) -> f32 { self.current as f32 / Self::SCALING_FACTOR_FLOAT }
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/// Returns the base maximum value of poise casted to a float
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pub fn base_max(&self) -> f32 { self.base_max as f32 / Self::SCALING_FACTOR_FLOAT }
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/// Returns the maximum value of poise casted to a float
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pub fn maximum(&self) -> f32 { self.maximum as f32 / Self::SCALING_FACTOR_FLOAT }
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/// Returns the fraction of poise an entity has remaining
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pub fn fraction(&self) -> f32 { self.current() / self.maximum().max(1.0) }
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/// Updates the maximum value for poise
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pub fn update_maximum(&mut self, modifiers: comp::stats::StatsModifier) {
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let maximum = modifiers
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.compute_maximum(self.base_max())
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.mul(Self::SCALING_FACTOR_FLOAT)
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// NaN does not need to be handled here as rust will automatically change to 0 when casting to u32
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.clamp(0.0, Self::MAX_SCALED_POISE as f32) as u32;
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self.maximum = maximum;
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self.current = self.current.min(self.maximum);
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}
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/// Returns knockback as a Vec3
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pub fn knockback(&self) -> Vec3<f32> { self.last_change.2 }
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/// Defines the poise states based on fraction of maximum poise
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pub fn poise_state(&self) -> PoiseState {
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if self.current >= 7 * self.maximum / 10 {
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PoiseState::Normal
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} else if self.current >= 5 * self.maximum / 10 {
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PoiseState::Interrupted
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} else if self.current >= 4 * self.maximum / 10 {
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PoiseState::Stunned
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} else if self.current >= 2 * self.maximum / 10 {
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PoiseState::Dazed
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} else {
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PoiseState::KnockedDown
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pub fn new(body: comp::Body) -> Self {
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let poise = u32::from(body.base_poise()) * Self::SCALING_FACTOR_INT;
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Poise {
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current: poise,
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base_max: poise,
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maximum: poise,
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last_change: Dir::default(),
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regen_rate: 0.0,
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}
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}
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/// Gets the current poise value
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pub fn current(&self) -> u32 { self.current }
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/// Gets the maximum poise value
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pub fn maximum(&self) -> u32 { self.maximum }
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/// Gets the base_max value
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pub fn base_max(&self) -> u32 { self.base_max }
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/// Sets the poise value to a provided value. First cuts off the value
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/// at the maximum. In most cases change_by() should be used.
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pub fn set_to(&mut self, amount: u32, cause: PoiseSource) {
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let amount = amount.min(self.maximum);
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self.last_change = (
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0.0,
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PoiseChange {
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amount: amount as i32 - self.current as i32,
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source: cause,
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},
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Vec3::zero(),
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);
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self.current = amount;
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pub fn change_by(&mut self, change: f32, impulse: Vec3<f32>) {
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self.current = (((self.current() + change).clamp(0.0, f32::from(Self::MAX_POISE))
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* Self::SCALING_FACTOR_FLOAT) as u32)
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.min(self.maximum);
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self.last_change = Dir::from_unnormalized(impulse).unwrap_or_default();
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}
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/// Changes the current poise due to an in-game effect.
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pub fn change_by(&mut self, change: PoiseChange, impulse: Vec3<f32>) {
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self.current = ((self.current as i32 + change.amount).max(0) as u32).min(self.maximum);
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self.last_change = (
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0.0,
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PoiseChange {
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amount: change.amount,
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source: change.source,
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},
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impulse,
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);
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}
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/// Resets current value to maximum
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pub fn reset(&mut self) { self.current = self.maximum; }
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/// Sets the maximum and updates the current value to max out at the new
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/// maximum
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pub fn set_maximum(&mut self, amount: u32) {
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self.maximum = amount;
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self.current = self.current.min(self.maximum);
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}
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/// Returns knockback as a Dir
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/// Kept as helper function should additional fields ever be added to last
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/// change
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pub fn knockback(&self) -> Dir { self.last_change }
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/// Sets the `Poise` base_max
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fn set_base_max(&mut self, amount: u32) {
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self.base_max = amount;
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self.current = self.current.min(self.maximum);
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}
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/// Resets the maximum to the base_max. Example use would be a potion
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/// wearing off
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pub fn reset_max(&mut self) { self.maximum = self.base_max; }
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/// Sets the base_max based on the entity `Body`
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pub fn update_base_max(&mut self, body: Option<Body>) {
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if let Some(body) = body {
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self.set_base_max(body.base_poise());
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/// Defines the poise states based on current poise value
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pub fn poise_state(&self) -> PoiseState {
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match self.current() {
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x if x > 70.0 => PoiseState::Normal,
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x if x > 50.0 => PoiseState::Interrupted,
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x if x > 40.0 => PoiseState::Stunned,
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x if x > 20.0 => PoiseState::Dazed,
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_ => PoiseState::KnockedDown,
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}
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}
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@ -218,6 +148,14 @@ impl Poise {
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None => 1.0,
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}
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}
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/// Modifies a poise change when optionally given an inventory to aid in
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/// calculation of poise damage reduction
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pub fn apply_poise_reduction(value: f32, inventory: Option<&Inventory>) -> f32 {
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inventory.map_or(value, |inv| {
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value * (1.0 - Poise::compute_poise_damage_reduction(inv))
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})
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}
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}
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impl Component for Poise {
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@ -5,7 +5,7 @@ use serde::{Deserialize, Serialize};
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum Effect {
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Health(comp::HealthChange),
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PoiseChange(comp::PoiseChange),
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Poise(f32),
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Damage(combat::Damage),
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Buff(BuffEffect),
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}
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@ -22,7 +22,7 @@ impl Effect {
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pub fn info(&self) -> String {
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match self {
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Effect::Health(c) => format!("{:+} health", c.amount),
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Effect::PoiseChange(c) => format!("{:+} poise", c.amount),
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Effect::Poise(p) => format!("{:+} poise", p),
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Effect::Damage(d) => format!("{:+}", d.value),
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Effect::Buff(e) => format!("{:?} buff", e),
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}
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@ -31,7 +31,7 @@ impl Effect {
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pub fn is_harm(&self) -> bool {
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match self {
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Effect::Health(c) => c.amount < 0.0,
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Effect::PoiseChange(c) => c.amount < 0,
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Effect::Poise(p) => *p < 0.0,
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Effect::Damage(_) => true,
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Effect::Buff(e) => !e.kind.is_buff(),
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}
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@ -42,8 +42,8 @@ impl Effect {
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Effect::Health(change) => {
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change.amount *= modifier;
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},
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Effect::PoiseChange(change) => {
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change.amount = (change.amount as f32 * modifier) as i32;
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Effect::Poise(poise) => {
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*poise *= modifier;
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},
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Effect::Damage(damage) => {
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damage.interpolate_damage(modifier, 0.0);
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@ -53,7 +53,7 @@ pub enum ServerEvent {
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},
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PoiseChange {
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entity: EcsEntity,
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change: comp::PoiseChange,
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change: f32,
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kb_dir: Vec3<f32>,
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},
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Delete(EcsEntity),
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@ -173,7 +173,7 @@ impl<'a> System<'a> for Sys {
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});
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server_emitter.emit(ServerEvent::Knockback {
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entity,
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impulse: 5.0 * poise.knockback(),
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impulse: 5.0 * *poise.knockback(),
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});
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},
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PoiseState::Dazed => {
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@ -195,7 +195,7 @@ impl<'a> System<'a> for Sys {
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});
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server_emitter.emit(ServerEvent::Knockback {
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entity,
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impulse: 10.0 * poise.knockback(),
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impulse: 10.0 * *poise.knockback(),
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});
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},
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PoiseState::KnockedDown => {
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@ -217,7 +217,7 @@ impl<'a> System<'a> for Sys {
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});
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server_emitter.emit(ServerEvent::Knockback {
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entity,
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impulse: 10.0 * poise.knockback(),
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impulse: 10.0 * *poise.knockback(),
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});
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},
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}
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|
@ -3,8 +3,8 @@ use common::{
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comp::{
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self,
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skills::{GeneralSkill, Skill},
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Body, CharacterState, Combo, Energy, Health, Inventory, Poise, PoiseChange, PoiseSource,
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Pos, SkillSet, Stats, StatsModifier,
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Body, CharacterState, Combo, Energy, Health, Inventory, Poise, Pos, SkillSet, Stats,
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StatsModifier,
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},
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event::{EventBus, ServerEvent},
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outcome::Outcome,
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@ -75,15 +75,10 @@ impl<'a> System<'a> for Sys {
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// Increment last change timer
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healths.set_event_emission(false); // avoid unnecessary syncing
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poises.set_event_emission(false); // avoid unnecessary syncing
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for mut health in (&mut healths).join() {
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health.last_change.0 += f64::from(dt);
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}
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for mut poise in (&mut poises).join() {
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poise.last_change.0 += f64::from(dt);
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}
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healths.set_event_emission(true);
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poises.set_event_emission(true);
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// Update stats
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for (entity, uid, stats, mut skill_set, mut health, pos, mut energy, inventory) in (
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@ -217,15 +212,7 @@ impl<'a> System<'a> for Sys {
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|
||||
if res_poise {
|
||||
let poise = &mut *poise;
|
||||
poise.change_by(
|
||||
PoiseChange {
|
||||
amount: (poise.regen_rate * dt
|
||||
+ POISE_REGEN_ACCEL * dt.powi(2) / 2.0)
|
||||
as i32,
|
||||
source: PoiseSource::Regen,
|
||||
},
|
||||
Vec3::zero(),
|
||||
);
|
||||
poise.change_by(poise.regen_rate * dt, Vec3::zero());
|
||||
poise.regen_rate = (poise.regen_rate + POISE_REGEN_ACCEL * dt).min(10.0);
|
||||
}
|
||||
},
|
||||
|
@ -18,7 +18,7 @@ use common::{
|
||||
chat::{KillSource, KillType},
|
||||
inventory::item::MaterialStatManifest,
|
||||
object, Alignment, Auras, Body, CharacterState, Energy, Group, Health, HealthChange,
|
||||
Inventory, Player, Poise, PoiseChange, PoiseSource, Pos, SkillSet, Stats,
|
||||
Inventory, Player, Poise, Pos, SkillSet, Stats,
|
||||
},
|
||||
event::{EventBus, ServerEvent},
|
||||
lottery::{LootSpec, Lottery},
|
||||
@ -40,12 +40,7 @@ use specs::{join::Join, saveload::MarkerAllocator, Builder, Entity as EcsEntity,
|
||||
use tracing::error;
|
||||
use vek::{Vec2, Vec3};
|
||||
|
||||
pub fn handle_poise(
|
||||
server: &Server,
|
||||
entity: EcsEntity,
|
||||
change: PoiseChange,
|
||||
knockback_dir: Vec3<f32>,
|
||||
) {
|
||||
pub fn handle_poise(server: &Server, entity: EcsEntity, change: f32, knockback_dir: Vec3<f32>) {
|
||||
let ecs = &server.state.ecs();
|
||||
if let Some(character_state) = ecs.read_storage::<CharacterState>().get(entity) {
|
||||
// Entity is invincible to poise change during stunned/staggered character state
|
||||
@ -620,11 +615,8 @@ pub fn handle_land_on_ground(server: &Server, entity: EcsEntity, vel: Vec3<f32>)
|
||||
}
|
||||
// Handle poise change
|
||||
if let Some(mut poise) = ecs.write_storage::<comp::Poise>().get_mut(entity) {
|
||||
let poise_damage = PoiseChange {
|
||||
amount: -(mass.0 * vel.magnitude_squared() / 1500.0) as i32,
|
||||
source: PoiseSource::Falling,
|
||||
};
|
||||
let poise_change = poise_damage.modify_poise_damage(inventories.get(entity));
|
||||
let poise_damage = -(mass.0 * vel.magnitude_squared() / 1500.0);
|
||||
let poise_change = Poise::apply_poise_reduction(poise_damage, inventories.get(entity));
|
||||
poise.change_by(poise_change, Vec3::unit_z());
|
||||
}
|
||||
}
|
||||
|
@ -142,9 +142,9 @@ impl StateExt for State {
|
||||
.get_mut(entity)
|
||||
.map(|mut health| health.change_by(change));
|
||||
},
|
||||
Effect::PoiseChange(poise_damage) => {
|
||||
Effect::Poise(poise) => {
|
||||
let inventories = self.ecs().read_storage::<Inventory>();
|
||||
let change = poise_damage.modify_poise_damage(inventories.get(entity));
|
||||
let change = Poise::apply_poise_reduction(poise, inventories.get(entity));
|
||||
// Check to make sure the entity is not already stunned
|
||||
if let Some(character_state) = self
|
||||
.ecs()
|
||||
|
@ -1,5 +1,5 @@
|
||||
use common::{
|
||||
comp::{Object, PhysicsState, PoiseChange, PoiseSource, Pos, Vel},
|
||||
comp::{Object, PhysicsState, Pos, Vel},
|
||||
effect::Effect,
|
||||
event::{EventBus, ServerEvent},
|
||||
resources::DeltaTime,
|
||||
@ -56,10 +56,7 @@ impl<'a> System<'a> for Sys {
|
||||
kind: DamageKind::Energy,
|
||||
value: 40.0,
|
||||
})),
|
||||
RadiusEffect::Entity(Effect::PoiseChange(PoiseChange {
|
||||
source: PoiseSource::Explosion,
|
||||
amount: -100,
|
||||
})),
|
||||
RadiusEffect::Entity(Effect::Poise(-100.0)),
|
||||
RadiusEffect::TerrainDestruction(4.0),
|
||||
],
|
||||
radius: 12.0,
|
||||
@ -151,10 +148,7 @@ impl<'a> System<'a> for Sys {
|
||||
kind: DamageKind::Energy,
|
||||
value: 5.0,
|
||||
})),
|
||||
RadiusEffect::Entity(Effect::PoiseChange(PoiseChange {
|
||||
source: PoiseSource::Explosion,
|
||||
amount: -40,
|
||||
})),
|
||||
RadiusEffect::Entity(Effect::Poise(-40.0)),
|
||||
RadiusEffect::TerrainDestruction(4.0),
|
||||
],
|
||||
radius: 12.0,
|
||||
|
@ -603,8 +603,8 @@ fn selected_entity_window(
|
||||
ui.label("State");
|
||||
poise_state_label(ui, poise);
|
||||
ui.end_row();
|
||||
two_col_row(ui, "Current", format!("{}/{}", poise.current(), poise.maximum()));
|
||||
two_col_row(ui, "Base Max", poise.base_max().to_string());
|
||||
two_col_row(ui, "Current", format!("{:.1}/{:.1}", poise.current(), poise.maximum()));
|
||||
two_col_row(ui, "Base Max", format!("{:.1}", poise.base_max()));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user