Max energy stat functional.

This commit is contained in:
Sam 2021-05-20 19:52:29 -05:00 committed by Marcel Märtens
parent 6790b71d53
commit c3b834ec15
6 changed files with 63 additions and 43 deletions

View File

@ -6,9 +6,8 @@ use specs_idvs::IdvStorage;
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct Energy {
current: u32,
maximum: u32,
base_max: u32,
last_max: u32,
maximum: u32,
pub regen_rate: f32,
pub last_change: Option<(i32, f64, EnergySource)>,
}
@ -45,7 +44,6 @@ impl Energy {
current: 0,
maximum: 0,
base_max: 0,
last_max: 0,
regen_rate: 0.0,
last_change: None,
}
@ -53,6 +51,8 @@ impl Energy {
pub fn current(&self) -> u32 { self.current }
pub fn base_max(&self) -> u32 { self.base_max }
pub fn maximum(&self) -> u32 { self.maximum }
pub fn set_to(&mut self, amount: u32, cause: EnergySource) {
@ -74,6 +74,12 @@ impl Energy {
self.current = self.current.min(self.maximum);
}
// Scales the temporary max health by a modifier.
pub fn scale_maximum(&mut self, scaled: f32) {
let scaled_max = (self.base_max as f32 * scaled) as u32;
self.set_maximum(scaled_max);
}
pub fn try_change_by(
&mut self,
amount: i32,
@ -92,29 +98,18 @@ impl Energy {
}
}
//sets last_max to base HP, then if the current is more than your base_max
// it'll set it to base max
pub fn last_set(&mut self) { self.last_max = self.maximum }
pub fn update_max_energy(&mut self, body: Option<Body>, level: u16) {
const ENERGY_PER_LEVEL: u32 = 50;
if let Some(body) = body {
self.set_base_max(body.base_energy() + 50 * level as u32);
self.set_maximum(body.base_energy() + 50 * level as u32);
self.set_base_max(body.base_energy() + ENERGY_PER_LEVEL * level as u32);
self.set_maximum(body.base_energy() + ENERGY_PER_LEVEL * level as u32);
self.change_by(EnergyChange {
amount: 50,
amount: ENERGY_PER_LEVEL as i32,
source: EnergySource::LevelUp,
});
}
}
pub fn reset_max(&mut self) {
self.maximum = self.base_max;
if self.current > self.last_max {
self.current = self.last_max;
self.last_max = self.base_max;
}
}
// This is private because max energy is based on the level
fn set_base_max(&mut self, amount: u32) {
self.base_max = amount;
@ -138,6 +133,29 @@ impl Energy {
.fold(1.0, |a, b| a + b)
})
}
/// Computes the modifier that should be applied to max energy from the
/// currently equipped items
pub fn compute_max_energy_mod_from_inv(&self, inventory: Option<&Inventory>) -> f32 {
use comp::item::ItemKind;
// Defaults to a value of 0 if no inventory is equipped
let energy_increase = inventory.map_or(0, |inv| {
inv.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &item.kind() {
Some(armor.get_energy_max())
} else {
None
}
})
.sum()
});
// Returns the energy increase divided by base max of energy.
// This value is then added to the max_energy_modifier field on stats component.
// Adding is important here, as it ensures that a flat modifier is applied
// correctly.
energy_increase as f32 / self.base_max as f32
}
}
pub struct EnergyChange {

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@ -33,7 +33,7 @@ pub struct Stats {
#[serde(default)]
poise_resilience: Protection,
#[serde(default)]
energy_max: u32,
energy_max: i32,
#[serde(default)]
energy_recovery: f32,
#[serde(default)]
@ -48,7 +48,7 @@ impl Stats {
pub fn new(
protection: Protection,
poise_resilience: Protection,
energy_max: u32,
energy_max: i32,
energy_recovery: f32,
crit_chance: f32,
stealth: f32,
@ -67,7 +67,7 @@ impl Stats {
pub fn get_poise_resilience(&self) -> Protection { self.poise_resilience }
pub fn get_energy_max(&self) -> u32 { self.energy_max }
pub fn get_energy_max(&self) -> i32 { self.energy_max }
pub fn get_energy_recovery(&self) -> f32 { self.energy_recovery }
@ -83,7 +83,7 @@ impl Sub<Stats> for Stats {
Self {
protection: self.protection - other.protection,
poise_resilience: self.poise_resilience - other.poise_resilience,
energy_max: self.energy_max.saturating_sub(other.energy_max),
energy_max: self.energy_max - other.energy_max,
energy_recovery: self.energy_recovery - other.energy_recovery,
crit_chance: self.crit_chance - other.crit_chance,
stealth: self.stealth - other.stealth,
@ -139,7 +139,7 @@ impl Armor {
pub fn get_poise_resilience(&self) -> Protection { self.stats.poise_resilience }
pub fn get_energy_max(&self) -> u32 { self.stats.energy_max }
pub fn get_energy_max(&self) -> i32 { self.stats.energy_max }
pub fn get_energy_recovery(&self) -> f32 { self.stats.energy_recovery }

View File

@ -28,6 +28,7 @@ pub struct Stats {
pub move_speed_modifier: f32,
pub attack_speed_modifier: f32,
pub friction_modifier: f32,
pub max_energy_modifier: f32,
}
impl Stats {
@ -39,6 +40,7 @@ impl Stats {
move_speed_modifier: 1.0,
attack_speed_modifier: 1.0,
friction_modifier: 1.0,
max_energy_modifier: 1.0,
}
}
@ -52,6 +54,7 @@ impl Stats {
move_speed_modifier: 1.0,
attack_speed_modifier: 1.0,
friction_modifier: 1.0,
max_energy_modifier: 1.0,
}
}
@ -62,6 +65,7 @@ impl Stats {
self.move_speed_modifier = 1.0;
self.attack_speed_modifier = 1.0;
self.friction_modifier = 1.0;
self.max_energy_modifier = 1.0;
}
}

View File

@ -23,6 +23,7 @@ pub struct ReadData<'a> {
inventories: ReadStorage<'a, Inventory>,
healths: ReadStorage<'a, Health>,
physics_states: ReadStorage<'a, PhysicsState>,
energies: ReadStorage<'a, Energy>,
}
#[derive(Default)]
@ -30,7 +31,6 @@ pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
ReadData<'a>,
WriteStorage<'a, Energy>,
WriteStorage<'a, Buffs>,
WriteStorage<'a, Stats>,
);
@ -39,20 +39,16 @@ impl<'a> System<'a> for Sys {
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
fn run(
_job: &mut Job<Self>,
(read_data, mut energies, mut buffs, mut stats): Self::SystemData,
) {
fn run(_job: &mut Job<Self>, (read_data, mut buffs, mut stats): Self::SystemData) {
let mut server_emitter = read_data.server_bus.emitter();
let dt = read_data.dt.0;
// Set to false to avoid spamming server
buffs.set_event_emission(false);
energies.set_event_emission(false);
stats.set_event_emission(false);
for (entity, mut buff_comp, mut energy, mut stat, health) in (
for (entity, mut buff_comp, energy, mut stat, health) in (
&read_data.entities,
&mut buffs,
&mut energies,
&read_data.energies,
&mut stats,
&read_data.healths,
)
@ -106,9 +102,7 @@ impl<'a> System<'a> for Sys {
}
}
// Call to reset energy and stats to base values
energy.last_set();
energy.reset_max();
// Call to reset stats to base values
stat.reset_temp_modifiers();
// Iterator over the lists of buffs by kind
@ -160,7 +154,7 @@ impl<'a> System<'a> for Sys {
},
BuffEffect::MaxHealthModifier { value, kind } => match kind {
ModifierKind::Additive => {
stat.max_health_modifier += *value / (health.maximum() as f32);
stat.max_health_modifier += *value / (health.base_max() as f32);
},
ModifierKind::Fractional => {
stat.max_health_modifier *= *value;
@ -168,12 +162,10 @@ impl<'a> System<'a> for Sys {
},
BuffEffect::MaxEnergyModifier { value, kind } => match kind {
ModifierKind::Additive => {
let new_max = (energy.maximum() as f32 + *value) as u32;
energy.set_maximum(new_max);
stat.max_energy_modifier += *value / (energy.base_max() as f32);
},
ModifierKind::Fractional => {
let new_max = (energy.maximum() as f32 + *value) as u32;
energy.set_maximum(new_max);
stat.max_energy_modifier *= *value;
},
},
BuffEffect::DamageReduction(dr) => {
@ -244,7 +236,6 @@ impl<'a> System<'a> for Sys {
}
// Turned back to true
buffs.set_event_emission(true);
energies.set_event_emission(true);
stats.set_event_emission(true);
}
}

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@ -24,8 +24,8 @@ pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
dispatch::<mount::Sys>(dispatch_builder, &[]);
dispatch::<controller::Sys>(dispatch_builder, &[&mount::Sys::sys_name()]);
dispatch::<character_behavior::Sys>(dispatch_builder, &[&controller::Sys::sys_name()]);
dispatch::<stats::Sys>(dispatch_builder, &[]);
dispatch::<buff::Sys>(dispatch_builder, &[]);
dispatch::<stats::Sys>(dispatch_builder, &[&buff::Sys::sys_name()]);
dispatch::<phys::Sys>(dispatch_builder, &[
&interpolation::Sys::sys_name(),
&controller::Sys::sys_name(),

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@ -2,7 +2,7 @@ use common::{
comp::{
self,
skills::{GeneralSkill, Skill},
Body, CharacterState, Combo, Energy, EnergyChange, EnergySource, Health, Poise,
Body, CharacterState, Combo, Energy, EnergyChange, EnergySource, Health, Inventory, Poise,
PoiseChange, PoiseSource, Pos, SkillSet, Stats,
},
event::{EventBus, ServerEvent},
@ -30,6 +30,7 @@ pub struct ReadData<'a> {
uids: ReadStorage<'a, Uid>,
bodies: ReadStorage<'a, Body>,
char_states: ReadStorage<'a, CharacterState>,
inventories: ReadStorage<'a, Inventory>,
}
/// This system kills players, levels them up, and regenerates energy.
@ -84,13 +85,15 @@ impl<'a> System<'a> for Sys {
poises.set_event_emission(true);
// Update stats
for (entity, uid, stats, mut skill_set, mut health, pos) in (
for (entity, uid, stats, mut skill_set, mut health, pos, mut energy, inventory) in (
&read_data.entities,
&read_data.uids,
&stats,
&mut skill_sets.restrict_mut(),
&mut healths.restrict_mut(),
&read_data.positions,
&mut energies,
read_data.inventories.maybe(),
)
.join()
{
@ -123,6 +126,10 @@ impl<'a> System<'a> for Sys {
health.scale_maximum(stat.max_health_modifier);
}
// Happens every tick unlike health in order to apply inventory effects
let max_energy_inventory_mod = energy.compute_max_energy_mod_from_inv(inventory);
energy.scale_maximum(stat.max_energy_modifier + max_energy_inventory_mod);
let skillset = skill_set.get_unchecked();
let skills_to_level = skillset
.skill_groups