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https://gitlab.com/veloren/veloren.git
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Addressed comments.
This commit is contained in:
parent
80954f3ba4
commit
be8df9aef6
@ -30,10 +30,17 @@ pub enum GroupTarget {
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OutOfGroup,
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}
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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<DamageComponent>,
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effects: Vec<EffectComponent>,
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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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@ -50,50 +57,48 @@ impl Default for Attack {
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}
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impl Attack {
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pub fn with_damage(mut self, damage: DamageComponent) -> Self {
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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: EffectComponent) -> Self {
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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, cc: f32, cm: f32) -> Self {
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self.crit_chance = cc;
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self.crit_multiplier = cm;
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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 = &EffectComponent> { self.effects.iter() }
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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_entity: Option<EcsEntity>,
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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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attacker_uid: Option<Uid>,
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attacker_energy: Option<&Energy>,
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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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) -> Vec<ServerEvent> {
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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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let mut server_events = Vec::new();
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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.modify_damage(
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let change = damage.damage.calculate_health_change(
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target_inventory,
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attacker_uid,
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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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@ -101,24 +106,24 @@ impl Attack {
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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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server_events.push(ServerEvent::Damage {
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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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AttackEffect::Knockback(kb) => {
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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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server_events.push(ServerEvent::Knockback {
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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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AttackEffect::EnergyReward(ec) => {
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if let Some(attacker_entity) = attacker_entity {
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server_events.push(ServerEvent::EnergyChange {
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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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@ -127,45 +132,55 @@ impl Attack {
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});
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}
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},
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AttackEffect::Buff(b) => {
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CombatEffect::Buff(b) => {
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if thread_rng().gen::<f32>() < b.chance {
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server_events.push(ServerEvent::Buff {
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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_uid, applied_damage),
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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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AttackEffect::Lifesteal(l) => {
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if let Some(attacker_entity) = attacker_entity {
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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 { by: attacker_uid },
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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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server_events.push(ServerEvent::Damage {
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entity: attacker_entity,
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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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AttackEffect::Poise(p) => {
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let change = PoiseChange::from_attack(*p, target_inventory);
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server_events.push(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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AttackEffect::Heal(h) => {
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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 { by: attacker_uid },
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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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server_events.push(ServerEvent::Damage {
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entity: target_entity,
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change,
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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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@ -180,17 +195,24 @@ impl Attack {
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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 attacker_energy.map_or(true, |e| e.current() >= *r) {
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if let Some(attacker_entity) = attacker_entity {
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server_events.push(ServerEvent::EnergyChange {
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entity: attacker_entity,
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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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true
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sufficient_energy
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} else {
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false
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}
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@ -198,18 +220,18 @@ impl Attack {
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None => true,
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} {
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match effect.effect {
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AttackEffect::Knockback(kb) => {
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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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server_events.push(ServerEvent::Knockback {
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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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AttackEffect::EnergyReward(ec) => {
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if let Some(attacker_entity) = attacker_entity {
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server_events.push(ServerEvent::EnergyChange {
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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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@ -218,61 +240,70 @@ impl Attack {
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});
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}
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},
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AttackEffect::Buff(b) => {
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CombatEffect::Buff(b) => {
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if thread_rng().gen::<f32>() < b.chance {
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server_events.push(ServerEvent::Buff {
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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_uid, accumulated_damage),
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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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AttackEffect::Lifesteal(l) => {
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if let Some(attacker_entity) = attacker_entity {
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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 { by: attacker_uid },
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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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server_events.push(ServerEvent::Damage {
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entity: attacker_entity,
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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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AttackEffect::Poise(p) => {
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let change = PoiseChange::from_attack(p, target_inventory);
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server_events.push(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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AttackEffect::Heal(h) => {
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let change = HealthChange {
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amount: h as i32,
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cause: HealthSource::Heal { by: attacker_uid },
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};
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server_events.push(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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server_events
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}
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct DamageComponent {
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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<AttackEffect>,
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effects: Vec<CombatEffect>,
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}
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impl DamageComponent {
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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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@ -281,21 +312,21 @@ impl DamageComponent {
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}
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}
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pub fn with_effect(mut self, effect: AttackEffect) -> Self {
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pub fn with_effect(mut self, effect: CombatEffect) -> Self {
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self.effects.push(effect);
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self
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}
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct EffectComponent {
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pub struct AttackEffect {
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target: Option<GroupTarget>,
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effect: AttackEffect,
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effect: CombatEffect,
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requirement: Option<CombatRequirement>,
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}
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impl EffectComponent {
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pub fn new(target: Option<GroupTarget>, effect: AttackEffect) -> Self {
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impl AttackEffect {
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pub fn new(target: Option<GroupTarget>, effect: CombatEffect) -> Self {
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Self {
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target,
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effect,
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@ -308,11 +339,11 @@ impl EffectComponent {
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self
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}
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pub fn effect(&self) -> &AttackEffect { &self.effect }
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pub fn effect(&self) -> &CombatEffect { &self.effect }
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum AttackEffect {
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pub enum CombatEffect {
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Heal(f32),
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Buff(CombatBuff),
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Knockback(Knockback),
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@ -368,7 +399,7 @@ impl Damage {
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}
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}
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pub fn modify_damage(
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pub fn calculate_health_change(
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self,
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inventory: Option<&Inventory>,
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uid: Option<Uid>,
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@ -377,7 +408,7 @@ impl Damage {
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damage_modifier: f32,
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) -> HealthChange {
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let mut damage = self.value * damage_modifier;
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let damage_reduction = inventory.map_or(0.0, |inv| Damage::compute_damage_reduction(inv));
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let damage_reduction = inventory.map_or(0.0, Damage::compute_damage_reduction);
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match self.source {
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DamageSource::Melee => {
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// Critical hit
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|
@ -170,7 +170,7 @@ impl Component for CharacterState {
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}
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#[derive(Debug, Serialize, Deserialize)]
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pub struct MeleeAttack {
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pub struct Melee {
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pub attack: Attack,
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pub range: f32,
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pub max_angle: f32,
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@ -178,6 +178,6 @@ pub struct MeleeAttack {
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pub hit_count: u32,
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}
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impl Component for MeleeAttack {
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impl Component for Melee {
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type Storage = VecStorage<Self>;
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}
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|
@ -40,7 +40,7 @@ pub use buff::{
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Buff, BuffCategory, BuffChange, BuffData, BuffEffect, BuffId, BuffKind, BuffSource, Buffs,
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ModifierKind,
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};
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pub use character_state::{CharacterState, MeleeAttack, StateUpdate};
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pub use character_state::{CharacterState, Melee, StateUpdate};
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pub use chat::{
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ChatMode, ChatMsg, ChatType, Faction, SpeechBubble, SpeechBubbleType, UnresolvedChatMsg,
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};
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|
@ -21,8 +21,7 @@ pub struct PoiseChange {
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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 =
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inventory.map_or(0.0, |inv| Poise::compute_poise_damage_reduction(inv));
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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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@ -32,10 +31,9 @@ impl PoiseChange {
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}
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}
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/// Creates a poise change from an attack
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pub fn from_attack(poise_damage: f32, inventory: Option<&Inventory>) -> Self {
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let poise_damage_reduction =
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inventory.map_or(0.0, |inv| Poise::compute_poise_damage_reduction(inv));
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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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|
@ -1,7 +1,7 @@
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use crate::{
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combat::{
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Attack, AttackEffect, CombatBuff, CombatRequirement, Damage, DamageComponent, DamageSource,
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EffectComponent, GroupTarget, Knockback, KnockbackDir,
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Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage,
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DamageSource, GroupTarget, Knockback, KnockbackDir,
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},
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uid::Uid,
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Explosion, RadiusEffect,
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@ -14,16 +14,10 @@ use std::time::Duration;
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#[derive(Debug, Serialize, Deserialize)]
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pub enum Effect {
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Attack(Attack),
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//Knockback(Knockback),
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//RewardEnergy(u32),
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Explode(Explosion),
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Vanish,
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Stick,
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Possess,
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/* Buff {
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* buff: BuffEffect,
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* chance: Option<f32>,
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* }, */
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}
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|
||||
#[derive(Debug, Serialize, Deserialize)]
|
||||
@ -76,22 +70,25 @@ impl ProjectileConstructor {
|
||||
knockback,
|
||||
energy_regen,
|
||||
} => {
|
||||
let knockback = AttackEffect::Knockback(Knockback {
|
||||
strength: knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
});
|
||||
let knockback = EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
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 energy = AttackEffect::EnergyReward(energy_regen);
|
||||
let energy = EffectComponent::new(None, energy)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = AttackEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = Damage {
|
||||
source: DamageSource::Projectile,
|
||||
value: damage,
|
||||
};
|
||||
let damage =
|
||||
DamageComponent::new(damage, Some(GroupTarget::OutOfGroup)).with_effect(buff);
|
||||
let buff = CombatEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Projectile,
|
||||
value: damage,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
)
|
||||
.with_effect(buff);
|
||||
let attack = Attack::default()
|
||||
.with_damage(damage)
|
||||
.with_crit(0.5, 1.2)
|
||||
@ -111,14 +108,15 @@ impl ProjectileConstructor {
|
||||
radius,
|
||||
energy_regen,
|
||||
} => {
|
||||
let energy = AttackEffect::EnergyReward(energy_regen);
|
||||
let energy = EffectComponent::new(None, energy)
|
||||
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy_regen))
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let damage = Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: damage,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup));
|
||||
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![
|
||||
@ -139,14 +137,15 @@ impl ProjectileConstructor {
|
||||
damage,
|
||||
energy_regen,
|
||||
} => {
|
||||
let energy = AttackEffect::EnergyReward(energy_regen);
|
||||
let energy = EffectComponent::new(None, energy)
|
||||
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy_regen))
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let damage = Damage {
|
||||
source: DamageSource::Energy,
|
||||
value: damage,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup));
|
||||
let damage = AttackDamage::new(
|
||||
Damage {
|
||||
source: DamageSource::Energy,
|
||||
value: damage,
|
||||
},
|
||||
Some(GroupTarget::OutOfGroup),
|
||||
);
|
||||
let attack = Attack::default().with_damage(damage).with_effect(energy);
|
||||
|
||||
Projectile {
|
||||
@ -162,13 +161,14 @@ impl ProjectileConstructor {
|
||||
damage,
|
||||
radius,
|
||||
} => {
|
||||
let damage = Damage {
|
||||
source: DamageSource::Explosion,
|
||||
value: damage,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup));
|
||||
let heal = AttackEffect::Heal(heal);
|
||||
let heal = EffectComponent::new(Some(GroupTarget::InGroup), heal);
|
||||
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)],
|
||||
|
@ -1,7 +1,7 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatRequirement, Damage, DamageComponent, DamageSource,
|
||||
EffectComponent, GroupTarget,
|
||||
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageSource,
|
||||
GroupTarget,
|
||||
},
|
||||
comp::{beam, Body, CharacterState, EnergyChange, EnergySource, Ori, Pos, StateUpdate},
|
||||
event::ServerEvent,
|
||||
@ -122,25 +122,32 @@ 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 = self.static_data.base_hps as f32 / self.static_data.tick_rate;
|
||||
let heal = AttackEffect::Heal(heal);
|
||||
let speed =
|
||||
self.static_data.range / self.static_data.beam_duration.as_secs_f32();
|
||||
|
||||
let energy = AttackEffect::EnergyReward(self.static_data.energy_regen);
|
||||
let energy = EffectComponent::new(None, energy)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let lifesteal = AttackEffect::Lifesteal(self.static_data.lifesteal_eff);
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
|
||||
.with_effect(lifesteal);
|
||||
let heal = EffectComponent::new(Some(GroupTarget::InGroup), heal)
|
||||
.with_requirement(CombatRequirement::SufficientEnergy(
|
||||
self.static_data.energy_cost,
|
||||
));
|
||||
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)
|
||||
|
@ -1,8 +1,6 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatBuff, CombatRequirement, DamageComponent, EffectComponent,
|
||||
},
|
||||
comp::{CharacterState, MeleeAttack, StateUpdate},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
@ -92,25 +90,30 @@ impl CharacterBehavior for Data {
|
||||
..*self
|
||||
});
|
||||
|
||||
let poise = AttackEffect::Poise(self.static_data.base_poise_damage as f32);
|
||||
let poise = EffectComponent::new(Some(GroupTarget::OutOfGroup), poise)
|
||||
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 knockback = AttackEffect::Knockback(Knockback {
|
||||
strength: self.static_data.knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
});
|
||||
let knockback = EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let energy = AttackEffect::EnergyReward(50);
|
||||
let energy = EffectComponent::new(None, energy)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = AttackEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
|
||||
.with_effect(buff);
|
||||
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)
|
||||
@ -119,7 +122,7 @@ impl CharacterBehavior for Data {
|
||||
.with_effect(knockback);
|
||||
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, MeleeAttack {
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: self.static_data.max_angle,
|
||||
@ -158,14 +161,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<MeleeAttack>(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::<MeleeAttack>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
use crate::{
|
||||
comp::{
|
||||
Beam, Body, CharacterState, ControlAction, Controller, ControllerInputs, Energy, Health,
|
||||
Inventory, MeleeAttack, Ori, PhysicsState, Pos, StateUpdate, Stats, Vel,
|
||||
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 melee_attack: Option<&'a MeleeAttack>,
|
||||
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 MeleeAttack>,
|
||||
Option<&'a Melee>,
|
||||
Option<&'a Beam>,
|
||||
&'a Stats,
|
||||
);
|
||||
|
@ -1,8 +1,6 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatBuff, CombatRequirement, DamageComponent, EffectComponent,
|
||||
},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, MeleeAttack, StateUpdate},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::{StageSection, *},
|
||||
@ -155,27 +153,33 @@ impl CharacterBehavior for Data {
|
||||
exhausted: true,
|
||||
..*self
|
||||
});
|
||||
let poise = self.static_data.initial_poise_damage as f32
|
||||
+ self.charge_amount * self.static_data.scaled_poise_damage as f32;
|
||||
let poise = AttackEffect::Poise(poise);
|
||||
let poise = EffectComponent::new(Some(GroupTarget::OutOfGroup), poise)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = self.static_data.initial_knockback
|
||||
+ self.charge_amount * self.static_data.scaled_knockback;
|
||||
let knockback = AttackEffect::Knockback(Knockback {
|
||||
strength: knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
});
|
||||
let knockback = EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = AttackEffect::Buff(CombatBuff::default_physical());
|
||||
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 damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
|
||||
.with_effect(buff);
|
||||
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)
|
||||
@ -183,7 +187,7 @@ impl CharacterBehavior for Data {
|
||||
.with_effect(knockback);
|
||||
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, MeleeAttack {
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: self.static_data.max_angle.to_radians(),
|
||||
@ -222,14 +226,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<MeleeAttack>(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::<MeleeAttack>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatBuff, CombatRequirement, Damage, DamageComponent, DamageSource,
|
||||
EffectComponent, GroupTarget, Knockback, KnockbackDir,
|
||||
Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement, Damage,
|
||||
DamageSource, GroupTarget, Knockback, KnockbackDir,
|
||||
},
|
||||
comp::{
|
||||
projectile, Body, CharacterState, EnergyChange, EnergySource, Gravity, LightEmitter,
|
||||
@ -103,22 +103,25 @@ impl CharacterBehavior for Data {
|
||||
let charge_frac = (self.timer.as_secs_f32()
|
||||
/ self.static_data.charge_duration.as_secs_f32())
|
||||
.min(1.0);
|
||||
let knockback = self.static_data.initial_knockback
|
||||
+ charge_frac * self.static_data.scaled_knockback;
|
||||
let knockback = AttackEffect::Knockback(Knockback {
|
||||
strength: knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
});
|
||||
let knockback = EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = AttackEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = Damage {
|
||||
source: DamageSource::Projectile,
|
||||
value: self.static_data.initial_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_damage as f32,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
|
||||
.with_effect(buff);
|
||||
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)
|
||||
|
@ -1,8 +1,6 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatBuff, CombatRequirement, DamageComponent, EffectComponent,
|
||||
},
|
||||
comp::{CharacterState, MeleeAttack, StateUpdate},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
@ -174,37 +172,40 @@ 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 = 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;
|
||||
let poise = AttackEffect::Poise(poise as f32);
|
||||
let poise = EffectComponent::new(Some(GroupTarget::OutOfGroup), poise)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
|
||||
let knockback = AttackEffect::Knockback(Knockback {
|
||||
strength: self.static_data.stage_data[stage_index].knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
});
|
||||
let knockback = EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
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::EnergyReward(energy);
|
||||
let energy = EffectComponent::new(None, energy)
|
||||
let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy))
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = AttackEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: damage as f32,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
|
||||
.with_effect(buff);
|
||||
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)
|
||||
@ -212,7 +213,7 @@ impl CharacterBehavior for Data {
|
||||
.with_effect(poise)
|
||||
.with_effect(knockback);
|
||||
|
||||
data.updater.insert(data.entity, MeleeAttack {
|
||||
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(),
|
||||
@ -290,14 +291,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<MeleeAttack>(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::<MeleeAttack>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
@ -312,7 +313,7 @@ impl CharacterBehavior for Data {
|
||||
stage_section: self.stage_section,
|
||||
next_stage: self.next_stage,
|
||||
});
|
||||
data.updater.remove::<MeleeAttack>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,8 +1,6 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatBuff, CombatRequirement, DamageComponent, EffectComponent,
|
||||
},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, MeleeAttack, StateUpdate},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::*,
|
||||
@ -132,36 +130,40 @@ 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 poise = self.static_data.base_poise_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_poise_damage as f32;
|
||||
let poise = AttackEffect::Poise(poise);
|
||||
let poise = EffectComponent::new(Some(GroupTarget::OutOfGroup), poise)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = self.static_data.base_knockback
|
||||
+ charge_frac * self.static_data.scaled_knockback;
|
||||
let knockback = AttackEffect::Knockback(Knockback {
|
||||
strength: knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
});
|
||||
let knockback =
|
||||
EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = AttackEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32
|
||||
+ charge_frac * self.static_data.scaled_damage as f32,
|
||||
};
|
||||
let damage =
|
||||
DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
|
||||
.with_effect(buff);
|
||||
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, MeleeAttack {
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: self.static_data.angle.to_radians(),
|
||||
@ -246,14 +248,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<MeleeAttack>(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::<MeleeAttack>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,8 +1,6 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatBuff, CombatRequirement, DamageComponent, EffectComponent,
|
||||
},
|
||||
comp::{CharacterState, MeleeAttack, StateUpdate},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, Melee, StateUpdate},
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
utils::{StageSection, *},
|
||||
@ -150,22 +148,28 @@ impl CharacterBehavior for Data {
|
||||
},
|
||||
StageSection::Recover => {
|
||||
if !self.exhausted {
|
||||
let poise = AttackEffect::Poise(self.static_data.base_poise_damage as f32);
|
||||
let poise = EffectComponent::new(Some(GroupTarget::OutOfGroup), poise)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::Knockback(Knockback {
|
||||
strength: self.static_data.knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
});
|
||||
let knockback = EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = AttackEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
|
||||
.with_effect(buff);
|
||||
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)
|
||||
@ -173,7 +177,7 @@ impl CharacterBehavior for Data {
|
||||
.with_effect(knockback);
|
||||
|
||||
// Hit attempt, when animation plays
|
||||
data.updater.insert(data.entity, MeleeAttack {
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: self.static_data.max_angle.to_radians(),
|
||||
@ -202,14 +206,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<MeleeAttack>(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::<MeleeAttack>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatRequirement, Damage, DamageComponent, DamageSource,
|
||||
EffectComponent, GroupTarget, Knockback,
|
||||
Attack, AttackDamage, AttackEffect, CombatEffect, CombatRequirement, Damage, DamageSource,
|
||||
GroupTarget, Knockback,
|
||||
},
|
||||
comp::{shockwave, CharacterState, StateUpdate},
|
||||
event::ServerEvent,
|
||||
@ -83,17 +83,23 @@ impl CharacterBehavior for Data {
|
||||
});
|
||||
} else {
|
||||
// Attack
|
||||
let poise = AttackEffect::Poise(self.static_data.poise_damage as f32);
|
||||
let poise = EffectComponent::new(Some(GroupTarget::OutOfGroup), poise)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::Knockback(self.static_data.knockback);
|
||||
let knockback = EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let damage = Damage {
|
||||
source: DamageSource::Shockwave,
|
||||
value: self.static_data.damage as f32,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup));
|
||||
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)
|
||||
|
@ -1,8 +1,6 @@
|
||||
use crate::{
|
||||
combat::{
|
||||
Attack, AttackEffect, CombatBuff, CombatRequirement, DamageComponent, EffectComponent,
|
||||
},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, MeleeAttack, StateUpdate},
|
||||
combat::{Attack, AttackDamage, AttackEffect, CombatBuff, CombatEffect, CombatRequirement},
|
||||
comp::{CharacterState, EnergyChange, EnergySource, Melee, StateUpdate},
|
||||
consts::GRAVITY,
|
||||
states::{
|
||||
behavior::{CharacterBehavior, JoinData},
|
||||
@ -115,22 +113,28 @@ impl CharacterBehavior for Data {
|
||||
..*self
|
||||
});
|
||||
|
||||
let poise = AttackEffect::Poise(self.static_data.base_poise_damage as f32);
|
||||
let poise = EffectComponent::new(Some(GroupTarget::OutOfGroup), poise)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let knockback = AttackEffect::Knockback(Knockback {
|
||||
strength: self.static_data.knockback,
|
||||
direction: KnockbackDir::Away,
|
||||
});
|
||||
let knockback = EffectComponent::new(Some(GroupTarget::OutOfGroup), knockback)
|
||||
.with_requirement(CombatRequirement::AnyDamage);
|
||||
let buff = AttackEffect::Buff(CombatBuff::default_physical());
|
||||
let damage = Damage {
|
||||
source: DamageSource::Melee,
|
||||
value: self.static_data.base_damage as f32,
|
||||
};
|
||||
let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup))
|
||||
.with_effect(buff);
|
||||
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)
|
||||
@ -138,7 +142,7 @@ impl CharacterBehavior for Data {
|
||||
.with_effect(knockback);
|
||||
|
||||
// Hit attempt
|
||||
data.updater.insert(data.entity, MeleeAttack {
|
||||
data.updater.insert(data.entity, Melee {
|
||||
attack,
|
||||
range: self.static_data.range,
|
||||
max_angle: 180_f32.to_radians(),
|
||||
@ -213,14 +217,14 @@ impl CharacterBehavior for Data {
|
||||
// Done
|
||||
update.character = CharacterState::Wielding;
|
||||
// Make sure attack component is removed
|
||||
data.updater.remove::<MeleeAttack>(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::<MeleeAttack>(data.entity);
|
||||
data.updater.remove::<Melee>(data.entity);
|
||||
},
|
||||
}
|
||||
|
||||
|
@ -1,4 +1,5 @@
|
||||
use common::{
|
||||
combat::AttackerInfo,
|
||||
comp::{
|
||||
group, Beam, BeamSegment, Body, Energy, Health, HealthSource, Inventory, Last, Ori, Pos,
|
||||
Scale,
|
||||
@ -168,25 +169,27 @@ impl<'a> System<'a> for Sys {
|
||||
continue;
|
||||
}
|
||||
|
||||
let server_events = beam_segment.properties.attack.apply_attack(
|
||||
let attacker_info =
|
||||
beam_owner
|
||||
.zip(beam_segment.owner)
|
||||
.map(|(entity, uid)| AttackerInfo {
|
||||
entity,
|
||||
uid,
|
||||
energy: energies.get(entity),
|
||||
});
|
||||
|
||||
beam_segment.properties.attack.apply_attack(
|
||||
target_group,
|
||||
beam_owner,
|
||||
attacker_info,
|
||||
b,
|
||||
inventory_b_maybe,
|
||||
beam_segment.owner,
|
||||
beam_owner.and_then(|e| energies.get(e)),
|
||||
ori.0,
|
||||
false,
|
||||
1.0,
|
||||
|e| server_emitter.emit(e),
|
||||
);
|
||||
|
||||
if !server_events.is_empty() {
|
||||
hit_entities.push(*uid_b);
|
||||
}
|
||||
|
||||
for event in server_events {
|
||||
server_emitter.emit(event);
|
||||
}
|
||||
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},
|
||||
Beam, Body, CharacterState, Controller, Energy, Health, Inventory, MeleeAttack, 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, MeleeAttack>,
|
||||
ReadStorage<'a, Melee>,
|
||||
ReadStorage<'a, Beam>,
|
||||
ReadStorage<'a, Uid>,
|
||||
ReadStorage<'a, Mounting>,
|
||||
|
@ -1,5 +1,6 @@
|
||||
use common::{
|
||||
comp::{group, Body, CharacterState, Energy, Health, Inventory, MeleeAttack, Ori, Pos, Scale},
|
||||
combat::AttackerInfo,
|
||||
comp::{group, Body, CharacterState, Energy, Health, Inventory, Melee, Ori, Pos, Scale},
|
||||
event::{EventBus, LocalEvent, ServerEvent},
|
||||
metrics::SysMetrics,
|
||||
span,
|
||||
@ -29,7 +30,7 @@ impl<'a> System<'a> for Sys {
|
||||
ReadStorage<'a, Energy>,
|
||||
ReadStorage<'a, Inventory>,
|
||||
ReadStorage<'a, group::Group>,
|
||||
WriteStorage<'a, MeleeAttack>,
|
||||
WriteStorage<'a, Melee>,
|
||||
ReadStorage<'a, CharacterState>,
|
||||
);
|
||||
|
||||
@ -129,25 +130,24 @@ impl<'a> System<'a> for Sys {
|
||||
|
||||
let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
|
||||
|
||||
let server_events = attack.attack.apply_attack(
|
||||
let attacker_info = Some(AttackerInfo {
|
||||
entity,
|
||||
uid: *uid,
|
||||
energy: energies.get(entity),
|
||||
});
|
||||
|
||||
attack.attack.apply_attack(
|
||||
target_group,
|
||||
Some(entity),
|
||||
attacker_info,
|
||||
b,
|
||||
inventory_b_maybe,
|
||||
Some(*uid),
|
||||
energies.get(entity),
|
||||
dir,
|
||||
is_dodge,
|
||||
1.0,
|
||||
|e| server_emitter.emit(e),
|
||||
);
|
||||
|
||||
if !server_events.is_empty() {
|
||||
attack.hit_count += 1;
|
||||
}
|
||||
|
||||
for event in server_events {
|
||||
server_emitter.emit(event);
|
||||
}
|
||||
attack.hit_count += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
use common::{
|
||||
combat::AttackerInfo,
|
||||
comp::{
|
||||
projectile, Energy, Group, HealthSource, Inventory, Ori, PhysicsState, Pos, Projectile, Vel,
|
||||
},
|
||||
@ -109,50 +110,28 @@ impl<'a> System<'a> for Sys {
|
||||
let owner_entity = projectile
|
||||
.owner
|
||||
.and_then(|u| uid_allocator.retrieve_entity_internal(u.into()));
|
||||
let server_events = attack.apply_attack(
|
||||
|
||||
let attacker_info =
|
||||
owner_entity.zip(projectile.owner).map(|(entity, uid)| {
|
||||
AttackerInfo {
|
||||
entity,
|
||||
uid,
|
||||
energy: energies.get(entity),
|
||||
}
|
||||
});
|
||||
|
||||
attack.apply_attack(
|
||||
target_group,
|
||||
owner_entity,
|
||||
attacker_info,
|
||||
target_entity,
|
||||
inventories.get(target_entity),
|
||||
projectile.owner,
|
||||
owner_entity.and_then(|e| energies.get(e)),
|
||||
ori.0,
|
||||
false,
|
||||
1.0,
|
||||
|e| server_emitter.emit(e),
|
||||
);
|
||||
|
||||
for event in server_events {
|
||||
server_emitter.emit(event);
|
||||
}
|
||||
}
|
||||
},
|
||||
// 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,
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
// 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,
|
||||
// },
|
||||
// });
|
||||
// }
|
||||
// },
|
||||
projectile::Effect::Explode(e) => {
|
||||
server_emitter.emit(ServerEvent::Explosion {
|
||||
pos: pos.0,
|
||||
@ -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),
|
||||
// });
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
_ => {},
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,5 @@
|
||||
use common::{
|
||||
combat::AttackerInfo,
|
||||
comp::{
|
||||
group, Body, Energy, Health, HealthSource, Inventory, Last, Ori, PhysicsState, Pos, Scale,
|
||||
Shockwave, ShockwaveHitEntities,
|
||||
@ -195,25 +196,27 @@ impl<'a> System<'a> for Sys {
|
||||
if hit {
|
||||
let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
|
||||
|
||||
let server_events = shockwave.properties.attack.apply_attack(
|
||||
let attacker_info =
|
||||
shockwave_owner
|
||||
.zip(shockwave.owner)
|
||||
.map(|(entity, uid)| AttackerInfo {
|
||||
entity,
|
||||
uid,
|
||||
energy: energies.get(entity),
|
||||
});
|
||||
|
||||
shockwave.properties.attack.apply_attack(
|
||||
target_group,
|
||||
shockwave_owner,
|
||||
attacker_info,
|
||||
b,
|
||||
inventories.get(b),
|
||||
shockwave.owner,
|
||||
shockwave_owner.and_then(|e| energies.get(e)),
|
||||
dir,
|
||||
false,
|
||||
1.0,
|
||||
|e| server_emitter.emit(e),
|
||||
);
|
||||
|
||||
if !server_events.is_empty() {
|
||||
shockwave_hit_list.hit_entities.push(*uid_b);
|
||||
}
|
||||
|
||||
for event in server_events {
|
||||
server_emitter.emit(event);
|
||||
}
|
||||
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::MeleeAttack>();
|
||||
ecs.register::<comp::Melee>();
|
||||
ecs.register::<comp::ItemDrop>();
|
||||
ecs.register::<comp::ChatMode>();
|
||||
ecs.register::<comp::Faction>();
|
||||
|
@ -174,7 +174,7 @@ pub fn handle_beam(server: &mut Server, properties: beam::Properties, pos: Pos,
|
||||
heal: properties
|
||||
.attack
|
||||
.effects()
|
||||
.any(|e| matches!(e.effect(), combat::AttackEffect::Heal(h) if *h > 0.0)),
|
||||
.any(|e| matches!(e.effect(), combat::CombatEffect::Heal(h) if *h > 0.0)),
|
||||
});
|
||||
state.create_beam(properties, pos, ori).build();
|
||||
}
|
||||
|
@ -510,7 +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, false, 0.0, 1.0);
|
||||
let change =
|
||||
damage.calculate_health_change(inventories.get(entity), None, false, 0.0, 1.0);
|
||||
health.change_by(change);
|
||||
}
|
||||
// Handle poise change
|
||||
@ -578,7 +579,7 @@ 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::Attack(a) if a.effects().any(|e| matches!(e.effect(), combat::AttackEffect::Heal(h) if *h > 0.0)))) {
|
||||
* 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
|
||||
@ -708,23 +709,27 @@ pub fn handle_explosion(
|
||||
.unwrap_or_else(Vec3::unit_z),
|
||||
);
|
||||
|
||||
let server_events = attack.apply_attack(
|
||||
target_group,
|
||||
owner_entity,
|
||||
entity_b,
|
||||
inventory_b_maybe,
|
||||
owner,
|
||||
owner_entity.and_then(|e| energies.get(e)),
|
||||
dir,
|
||||
false,
|
||||
strength,
|
||||
);
|
||||
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>>();
|
||||
|
||||
for event in server_events {
|
||||
server_eventbus.emit_now(event);
|
||||
}
|
||||
attack.apply_attack(
|
||||
target_group,
|
||||
attacker_info,
|
||||
entity_b,
|
||||
inventory_b_maybe,
|
||||
dir,
|
||||
false,
|
||||
strength,
|
||||
|e| server_eventbus.emit_now(e),
|
||||
);
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -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, false, 0.0, 1.0);
|
||||
let change = damage.calculate_health_change(
|
||||
inventories.get(entity),
|
||||
source,
|
||||
false,
|
||||
0.0,
|
||||
1.0,
|
||||
);
|
||||
self.ecs()
|
||||
.write_storage::<comp::Health>()
|
||||
.get_mut(entity)
|
||||
|
Loading…
Reference in New Issue
Block a user