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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Add energy comsumption on rolling and charging, and accelerating
regeneration when idle.
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parent
df26a24eaa
commit
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@ -5,6 +5,7 @@ use specs_idvs::IDVStorage;
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pub struct Energy {
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current: u32,
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maximum: u32,
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pub regen_rate: i32,
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pub last_change: Option<(i32, f64, EnergySource)>,
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}
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@ -12,6 +13,7 @@ pub struct Energy {
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pub enum EnergySource {
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CastSpell,
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LevelUp,
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Regen,
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Unknown,
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}
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@ -20,6 +22,7 @@ impl Energy {
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Energy {
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current: amount,
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maximum: amount,
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regen_rate: 0,
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last_change: None,
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}
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}
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@ -26,7 +26,7 @@ pub use controller::{
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ControlEvent, Controller, ControllerInputs, Input, InputState, InventoryManip, MountState,
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Mounting,
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};
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pub use energy::Energy;
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pub use energy::{Energy, EnergySource};
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pub use inputs::CanBuild;
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pub use inventory::{item, Inventory, InventoryUpdate, Item, ItemKind};
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pub use last::Last;
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@ -164,10 +164,7 @@ impl Stats {
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current: 0,
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maximum: 50,
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},
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equipment: Equipment {
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main: main,
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alt: None,
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},
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equipment: Equipment { main, alt: None },
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is_dead: false,
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};
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@ -1,9 +1,13 @@
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use crate::{
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comp::{HealthSource, Stats},
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comp::{ActionState, CharacterState, Energy, EnergySource, HealthSource, Stats},
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event::{EventBus, ServerEvent},
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state::DeltaTime,
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};
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use specs::{Entities, Join, Read, System, WriteStorage};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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const ENERGY_REGEN_ACCEL: i32 = 1;
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const BLOCK_COST: i32 = 50;
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const ROLL_CHARGE_COST: i32 = 200;
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/// This system kills players
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/// and handles players levelling up
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@ -13,10 +17,15 @@ impl<'a> System<'a> for Sys {
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Entities<'a>,
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Read<'a, DeltaTime>,
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Read<'a, EventBus<ServerEvent>>,
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ReadStorage<'a, CharacterState>,
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WriteStorage<'a, Stats>,
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WriteStorage<'a, Energy>,
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);
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fn run(&mut self, (entities, dt, server_event_bus, mut stats): Self::SystemData) {
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fn run(
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&mut self,
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(entities, dt, server_event_bus, character_states, mut stats,mut energies): Self::SystemData,
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) {
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let mut server_event_emitter = server_event_bus.emitter();
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// Increment last change timer
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@ -27,7 +36,14 @@ impl<'a> System<'a> for Sys {
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stats.set_event_emission(true);
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// Mutates all stats every tick causing the server to resend this component for every entity every tick
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for (entity, mut stats) in (&entities, &mut stats.restrict_mut()).join() {
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for (entity, character_state, mut stats, energy) in (
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&entities,
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&character_states,
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&mut stats.restrict_mut(),
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&mut energies,
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)
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.join()
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{
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let (set_dead, level_up) = {
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let stat = stats.get_unchecked();
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(
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@ -58,6 +74,26 @@ impl<'a> System<'a> for Sys {
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stat.health
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.set_to(stat.health.maximum(), HealthSource::LevelUp)
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}
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// Recharge energy if not wielding, and accelerate.
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match character_state.action {
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ActionState::Wield { .. } | ActionState::Attack { .. } => energy.regen_rate = 0,
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ActionState::Block { .. } => {
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energy.change_by(framerate_dt(-BLOCK_COST, dt.0), EnergySource::CastSpell)
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}
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ActionState::Roll { .. } | ActionState::Charge { .. } => energy.change_by(
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framerate_dt(-ROLL_CHARGE_COST, dt.0),
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EnergySource::CastSpell,
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),
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ActionState::Idle => {
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energy.regen_rate += ENERGY_REGEN_ACCEL;
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energy.change_by(energy.regen_rate, EnergySource::Regen);
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}
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}
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}
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}
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}
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/// Convience method to scale an integer by dt
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fn framerate_dt(a: i32, dt: f32) -> i32 {
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(a as f32 * (dt)) as i32
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}
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