Merge branch 'payload1/add-endurance-fitness-willpower' into 'master'

endurance, fitness, willpower stats and improve movement speed based on fitness

Closes #402 and #400

See merge request veloren/veloren!723
This commit is contained in:
Timo Koesters 2020-01-21 19:15:07 +00:00
commit c0d2ac3ada
7 changed files with 76 additions and 38 deletions

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@ -1,3 +1,4 @@
use crate::comp::{body::humanoid::Race, Body};
use crate::{comp, sync::Uid};
use specs::{Component, FlaggedStorage};
use specs_idvs::IDVStorage;
@ -135,7 +136,7 @@ impl Level {
}
pub fn change_by(&mut self, level: u32) {
self.amount = self.amount + level;
self.amount += level;
}
}
@ -146,6 +147,9 @@ pub struct Stats {
pub level: Level,
pub exp: Exp,
pub equipment: Equipment,
pub endurance: u32,
pub fitness: u32,
pub willpower: u32,
pub is_dead: bool,
}
@ -166,7 +170,23 @@ impl Stats {
}
impl Stats {
pub fn new(name: String, main: Option<comp::Item>) -> Self {
pub fn new(name: String, body: Body, main: Option<comp::Item>) -> Self {
let race = if let comp::Body::Humanoid(hbody) = body {
Some(hbody.race)
} else {
None
};
let (endurance, fitness, willpower) = match race {
Some(Race::Danari) => (0, 2, 3), // Small, flexible, intelligent, physically weak
Some(Race::Dwarf) => (2, 2, 1), // phyiscally strong, intelligent, slow reflexes
Some(Race::Elf) => (1, 2, 2), // Intelligent, quick, physically weak
Some(Race::Human) => (2, 1, 2), // Perfectly balanced
Some(Race::Orc) => (3, 2, 0), // Physically strong, non intelligent, medium reflexes
Some(Race::Undead) => (1, 3, 1), // Very good reflexes, equally intelligent and strong
None => (0, 0, 0),
};
let mut stats = Self {
name,
health: Health {
@ -186,6 +206,9 @@ impl Stats {
maximum: 50,
},
equipment: Equipment { main, alt: None },
endurance,
fitness,
willpower,
is_dead: false,
};

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@ -15,13 +15,13 @@ use vek::*;
pub const ROLL_DURATION: Duration = Duration::from_millis(600);
const HUMANOID_ACCEL: f32 = 100.0;
const HUMANOID_SPEED: f32 = 120.0;
const HUMANOID_AIR_ACCEL: f32 = 15.0;
const HUMANOID_AIR_SPEED: f32 = 100.0;
const HUMANOID_WATER_ACCEL: f32 = 70.0;
const HUMANOID_WATER_SPEED: f32 = 120.0;
const HUMANOID_CLIMB_ACCEL: f32 = 10.0;
const BASE_HUMANOID_ACCEL: f32 = 100.0;
const BASE_HUMANOID_SPEED: f32 = 120.0;
const BASE_HUMANOID_AIR_ACCEL: f32 = 15.0;
const BASE_HUMANOID_AIR_SPEED: f32 = 100.0;
const BASE_HUMANOID_WATER_ACCEL: f32 = 70.0;
const BASE_HUMANOID_WATER_SPEED: f32 = 120.0;
const BASE_HUMANOID_CLIMB_ACCEL: f32 = 10.0;
const ROLL_SPEED: f32 = 17.0;
const CHARGE_SPEED: f32 = 20.0;
const GLIDE_ACCEL: f32 = 15.0;
@ -142,24 +142,33 @@ impl<'a> System<'a> for Sys {
vel.0 += Vec2::broadcast(dt.0)
* inputs.move_dir
* match (physics.on_ground, &character.movement) {
(true, Run) if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) => {
HUMANOID_ACCEL
(true, Run)
if vel.0.magnitude_squared()
< (BASE_HUMANOID_SPEED + stats.fitness as f32 * 50.0).powf(2.0) =>
{
BASE_HUMANOID_ACCEL
}
(false, Climb) if vel.0.magnitude_squared() < HUMANOID_SPEED.powf(2.0) => {
HUMANOID_CLIMB_ACCEL
(false, Climb)
if vel.0.magnitude_squared() < BASE_HUMANOID_SPEED.powf(2.0) =>
{
BASE_HUMANOID_CLIMB_ACCEL
}
(false, Glide) if vel.0.magnitude_squared() < GLIDE_SPEED.powf(2.0) => {
GLIDE_ACCEL
}
(false, Fall) | (false, Jump)
if vel.0.magnitude_squared() < HUMANOID_AIR_SPEED.powf(2.0) =>
if vel.0.magnitude_squared()
< (BASE_HUMANOID_AIR_SPEED + stats.fitness as f32 * 10.0)
.powf(2.0) =>
{
HUMANOID_AIR_ACCEL
BASE_HUMANOID_AIR_ACCEL
}
(false, Swim)
if vel.0.magnitude_squared() < HUMANOID_WATER_SPEED.powf(2.0) =>
if vel.0.magnitude_squared()
< (BASE_HUMANOID_WATER_SPEED + stats.fitness as f32 * 30.0)
.powf(2.0) =>
{
HUMANOID_WATER_ACCEL
BASE_HUMANOID_WATER_ACCEL + stats.fitness as f32 * 10.0
}
_ => 0.0,
};
@ -228,7 +237,7 @@ impl<'a> System<'a> for Sys {
}
if character.movement == Swim && inputs.jump.is_pressed() {
vel.0.z = (vel.0.z + dt.0 * GRAVITY * 1.25).min(HUMANOID_WATER_SPEED);
vel.0.z = (vel.0.z + dt.0 * GRAVITY * 1.25).min(BASE_HUMANOID_WATER_SPEED);
}
}
}

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@ -69,7 +69,7 @@ impl<'a> System<'a> for Sys {
stat.update_max_hp();
stat.health
.set_to(stat.health.maximum(), HealthSource::LevelUp)
.set_to(stat.health.maximum(), HealthSource::LevelUp);
}
// Accelerate recharging energy if not wielding.

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@ -484,9 +484,14 @@ fn handle_spawn(server: &mut Server, entity: EcsEntity, args: String, action: &C
);
let body = kind_to_body(id);
let new_entity = server
.state
.create_npc(pos, comp::Stats::new(get_npc_name(id), None), body)
.create_npc(
pos,
comp::Stats::new(get_npc_name(id), body, None),
body,
)
.with(comp::Vel(vel))
.with(comp::MountState::Unmounted)
.with(agent.clone())

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@ -257,7 +257,7 @@ impl Server {
let spawn_point = state.ecs().read_resource::<SpawnPoint>().0;
state.write_component(entity, body);
state.write_component(entity, comp::Stats::new(name, main));
state.write_component(entity, comp::Stats::new(name, body, main));
state.write_component(entity, comp::Energy::new(1000));
state.write_component(entity, comp::Controller::default());
state.write_component(entity, comp::Pos(spawn_point));
@ -501,14 +501,13 @@ impl Server {
.get(entity)
.map(|inv| !inv.is_full())
.unwrap_or(false)
&& state.try_set_block(pos, Block::empty()).is_some()
{
if state.try_set_block(pos, Block::empty()).is_some() {
comp::Item::try_reclaim_from_block(block)
.map(|item| state.give_item(entity, item));
}
}
}
}
comp::InventoryManip::Use(slot) => {
let item_opt = state
@ -517,8 +516,8 @@ impl Server {
.get_mut(entity)
.and_then(|inv| inv.remove(slot));
match item_opt {
Some(item) => match item.kind {
if let Some(item) = item_opt {
match item.kind {
comp::ItemKind::Tool { .. } => {
if let Some(stats) = state
.ecs()
@ -548,8 +547,7 @@ impl Server {
.get_mut(entity)
.map(|inv| inv.insert(slot, item));
}
},
_ => {}
}
}
state.write_component(entity, comp::InventoryUpdate);

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@ -97,15 +97,16 @@ impl<'a> System<'a> for Sys {
// Handle chunk supplement
for npc in supplement.npcs {
let (mut stats, mut body) = if rand::random() {
let body = comp::Body::Humanoid(comp::humanoid::Body::random());
let stats = comp::Stats::new(
"Traveler".to_string(),
body,
Some(assets::load_expect_cloned("common.items.weapons.staff_1")),
);
let body = comp::Body::Humanoid(comp::humanoid::Body::random());
(stats, body)
} else {
let stats = comp::Stats::new("Wolf".to_string(), None);
let body = comp::Body::QuadrupedMedium(comp::quadruped_medium::Body::random());
let stats = comp::Stats::new("Wolf".to_string(), body, None);
(stats, body)
};
let mut scale = 1.0;
@ -115,11 +116,13 @@ impl<'a> System<'a> for Sys {
if npc.boss {
if rand::random::<f32>() < 0.8 {
let hbody = comp::humanoid::Body::random();
body = comp::Body::Humanoid(hbody);
stats = comp::Stats::new(
"Fearless Wanderer".to_string(),
body,
Some(assets::load_expect_cloned("common.items.weapons.hammer_1")),
);
body = comp::Body::Humanoid(comp::humanoid::Body::random());
}
stats.level.set_level(rand::thread_rng().gen_range(8, 15));
scale = 2.0 + rand::random::<f32>();

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@ -116,13 +116,13 @@ fn main() {
panic!("Failed to save settings: {:?}", err);
}
let mut audio = if settings.audio.audio_on {
let audio_device = match &settings.audio.audio_device {
let audio_device = || match &settings.audio.audio_device {
Some(d) => d.to_string(),
None => audio::get_default_device(),
};
AudioFrontend::new(audio_device, 16)
let mut audio = if settings.audio.audio_on {
AudioFrontend::new(audio_device(), 16)
} else {
AudioFrontend::no_audio()
};