use crate::{ comp::{ buff::{Buff, BuffChange, BuffData, BuffKind, BuffSource}, inventory::{ item::{ armor::Protection, tool::{Tool, ToolKind}, ItemKind, }, slot::EquipSlot, }, poise::PoiseChange, skills::{SkillGroupKind, SkillSet}, Body, EnergyChange, EnergySource, Health, HealthChange, HealthSource, Inventory, Stats, }, event::ServerEvent, uid::Uid, util::Dir, }; use rand::{thread_rng, Rng}; use serde::{Deserialize, Serialize}; use specs::Entity as EcsEntity; use std::time::Duration; use vek::*; #[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)] pub enum GroupTarget { InGroup, OutOfGroup, } #[derive(Clone, Debug, Serialize, Deserialize)] // TODO: Yeet clone derive pub struct Attack { damages: Vec, effects: Vec, crit_chance: f32, crit_multiplier: f32, } impl Default for Attack { fn default() -> Self { Self { damages: Vec::new(), effects: Vec::new(), crit_chance: 0.0, crit_multiplier: 1.0, } } } impl Attack { pub fn with_damage(mut self, damage: DamageComponent) -> Self { self.damages.push(damage); self } pub fn with_effect(mut self, effect: EffectComponent) -> Self { self.effects.push(effect); self } pub fn with_crit(mut self, cc: f32, cm: f32) -> Self { self.crit_chance = cc; self.crit_multiplier = cm; self } #[allow(clippy::too_many_arguments)] pub fn apply_attack( &self, target_group: GroupTarget, attacker_entity: EcsEntity, target_entity: EcsEntity, inventory: Option<&Inventory>, attacker_uid: Uid, dir: Dir, target_dodging: bool, ) -> Vec { let is_crit = thread_rng().gen::() < self.crit_chance; let mut accumulated_damage = 0.0; let mut server_events = Vec::new(); for damage in self .damages .iter() .filter(|d| d.target.map_or(true, |t| t == target_group)) .filter(|d| !(matches!(d.target, Some(GroupTarget::OutOfGroup)) && target_dodging)) { let change = damage.damage.modify_damage( inventory, Some(attacker_uid), is_crit, self.crit_multiplier, ); let damage_damage = -change.amount as f32; accumulated_damage += damage_damage; if change.amount != 0 { server_events.push(ServerEvent::Damage { entity: target_entity, change, }); for effect in damage.effects.iter() { match effect { AttackEffect::Knockback(kb) => { let impulse = kb.calculate_impulse(dir); if !impulse.is_approx_zero() { server_events.push(ServerEvent::Knockback { entity: target_entity, impulse, }); } }, AttackEffect::EnergyReward(ec) => { server_events.push(ServerEvent::EnergyChange { entity: attacker_entity, change: EnergyChange { amount: *ec as i32, source: EnergySource::HitEnemy, }, }); }, AttackEffect::Buff(b) => { if thread_rng().gen::() < b.chance { server_events.push(ServerEvent::Buff { entity: target_entity, buff_change: BuffChange::Add( b.to_buff(attacker_uid, damage_damage), ), }); } }, AttackEffect::Lifesteal(l) => { let change = HealthChange { amount: (damage_damage * l) as i32, cause: HealthSource::Heal { by: Some(attacker_uid), }, }; server_events.push(ServerEvent::Damage { entity: attacker_entity, change, }); }, AttackEffect::Poise(p) => { let change = PoiseChange::from_attack(*p, inventory); server_events.push(ServerEvent::PoiseChange { entity: target_entity, change, kb_dir: *dir, }); }, AttackEffect::Heal(h) => { let change = HealthChange { amount: *h as i32, cause: HealthSource::Heal { by: Some(attacker_uid), }, }; server_events.push(ServerEvent::Damage { entity: target_entity, change, }); }, } } } } for effect in self .effects .iter() .filter(|e| e.target.map_or(true, |t| t == target_group)) .filter(|e| !(matches!(e.target, Some(GroupTarget::OutOfGroup)) && target_dodging)) { if match &effect.requirement { Some(CombatRequirement::AnyDamage) => accumulated_damage != 0.0, None => true, } { match effect.effect { AttackEffect::Knockback(kb) => { let impulse = kb.calculate_impulse(dir); if !impulse.is_approx_zero() { server_events.push(ServerEvent::Knockback { entity: target_entity, impulse, }); } }, AttackEffect::EnergyReward(ec) => { server_events.push(ServerEvent::EnergyChange { entity: attacker_entity, change: EnergyChange { amount: ec as i32, source: EnergySource::HitEnemy, }, }); }, AttackEffect::Buff(b) => { if thread_rng().gen::() < b.chance { server_events.push(ServerEvent::Buff { entity: target_entity, buff_change: BuffChange::Add( b.to_buff(attacker_uid, accumulated_damage), ), }); } }, AttackEffect::Lifesteal(l) => { let change = HealthChange { amount: (accumulated_damage * l) as i32, cause: HealthSource::Heal { by: Some(attacker_uid), }, }; server_events.push(ServerEvent::Damage { entity: attacker_entity, change, }); }, AttackEffect::Poise(p) => { let change = PoiseChange::from_attack(p, inventory); server_events.push(ServerEvent::PoiseChange { entity: target_entity, change, kb_dir: *dir, }); }, AttackEffect::Heal(h) => { let change = HealthChange { amount: h as i32, cause: HealthSource::Heal { by: Some(attacker_uid), }, }; server_events.push(ServerEvent::Damage { entity: target_entity, change, }); }, } } } server_events } } #[derive(Clone, Debug, Serialize, Deserialize)] pub struct DamageComponent { damage: Damage, target: Option, effects: Vec, } impl DamageComponent { pub fn new(damage: Damage, target: Option) -> Self { Self { damage, target, effects: Vec::new(), } } pub fn with_effect(mut self, effect: AttackEffect) -> Self { self.effects.push(effect); self } } #[derive(Clone, Debug, Serialize, Deserialize)] pub struct EffectComponent { target: Option, effect: AttackEffect, requirement: Option, } impl EffectComponent { pub fn new(target: Option, effect: AttackEffect) -> Self { Self { target, effect, requirement: None, } } pub fn with_requirement(mut self, requirement: CombatRequirement) -> Self { self.requirement = Some(requirement); self } } #[derive(Clone, Debug, Serialize, Deserialize)] pub enum AttackEffect { Heal(f32), Buff(CombatBuff), Knockback(Knockback), EnergyReward(u32), Lifesteal(f32), Poise(f32), } #[derive(Clone, Debug, Serialize, Deserialize)] pub enum CombatRequirement { AnyDamage, } #[derive(Copy, Clone, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum DamageSource { Buff(BuffKind), Melee, Healing, Projectile, Explosion, Falling, Shockwave, Energy, Other, } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Damage { pub source: DamageSource, pub value: f32, } impl Damage { /// Returns the total damage reduction provided by all equipped items pub fn compute_damage_reduction(inventory: &Inventory) -> f32 { let protection = inventory .equipped_items() .filter_map(|item| { if let ItemKind::Armor(armor) = &item.kind() { Some(armor.get_protection()) } else { None } }) .map(|protection| match protection { Protection::Normal(protection) => Some(protection), Protection::Invincible => None, }) .sum::>(); match protection { Some(dr) => dr / (60.0 + dr.abs()), None => 1.0, } } pub fn modify_damage( self, inventory: Option<&Inventory>, uid: Option, is_crit: bool, crit_mult: f32, ) -> HealthChange { let mut damage = self.value; let damage_reduction = inventory.map_or(0.0, |inv| Damage::compute_damage_reduction(inv)); match self.source { DamageSource::Melee => { // Critical hit let mut critdamage = 0.0; if is_crit { critdamage = damage * (crit_mult - 1.0); } // Armor damage *= 1.0 - damage_reduction; // Critical damage applies after armor for melee if (damage_reduction - 1.0).abs() > f32::EPSILON { damage += critdamage; } HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Projectile => { // Critical hit if is_crit { damage *= crit_mult; } // Armor damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Explosion => { // Armor damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Shockwave => { // Armor damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Energy => { // Armor damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, } }, DamageSource::Healing => HealthChange { amount: damage as i32, cause: HealthSource::Heal { by: uid }, }, DamageSource::Falling => { // Armor if (damage_reduction - 1.0).abs() < f32::EPSILON { damage = 0.0; } HealthChange { amount: -damage as i32, cause: HealthSource::World, } }, DamageSource::Buff(_) => HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, }, DamageSource::Other => HealthChange { amount: -damage as i32, cause: HealthSource::Damage { kind: self.source, by: uid, }, }, } } pub fn interpolate_damage(&mut self, frac: f32, min: f32) { let new_damage = min + frac * (self.value - min); self.value = new_damage; } } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Knockback { pub direction: KnockbackDir, pub strength: f32, } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub enum KnockbackDir { Away, Towards, Up, TowardsUp, } impl Knockback { pub fn calculate_impulse(self, dir: Dir) -> Vec3 { match self.direction { KnockbackDir::Away => self.strength * *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5), KnockbackDir::Towards => { self.strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5) }, KnockbackDir::Up => self.strength * Vec3::unit_z(), KnockbackDir::TowardsUp => { self.strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.85) }, } } pub fn modify_strength(mut self, power: f32) -> Self { self.strength *= power; self } } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub struct CombatBuff { pub kind: BuffKind, pub dur_secs: f32, pub strength: CombatBuffStrength, pub chance: f32, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub enum CombatBuffStrength { DamageFraction(f32), Value(f32), } impl CombatBuffStrength { fn to_strength(self, damage: f32) -> f32 { match self { CombatBuffStrength::DamageFraction(f) => damage * f, CombatBuffStrength::Value(v) => v, } } } impl CombatBuff { fn to_buff(self, uid: Uid, damage: f32) -> Buff { // TODO: Generate BufCategoryId vec (probably requires damage overhaul?) Buff::new( self.kind, BuffData::new( self.strength.to_strength(damage), Some(Duration::from_secs_f32(self.dur_secs)), ), Vec::new(), BuffSource::Character { by: uid }, ) } pub fn default_physical() -> Self { Self { kind: BuffKind::Bleeding, dur_secs: 10.0, strength: CombatBuffStrength::DamageFraction(0.1), chance: 0.1, } } } fn equipped_tool(inv: &Inventory, slot: EquipSlot) -> Option<&Tool> { inv.equipped(slot).and_then(|i| { if let ItemKind::Tool(tool) = &i.kind() { Some(tool) } else { None } }) } pub fn get_weapons(inv: &Inventory) -> (Option, Option) { ( equipped_tool(inv, EquipSlot::Mainhand).map(|tool| tool.kind), equipped_tool(inv, EquipSlot::Offhand).map(|tool| tool.kind), ) } fn offensive_rating(inv: &Inventory, skillset: &SkillSet) -> f32 { let active_damage = equipped_tool(inv, EquipSlot::Mainhand).map_or(0.0, |tool| { tool.base_power() * tool.base_speed() * (1.0 + 0.05 * skillset.earned_sp(SkillGroupKind::Weapon(tool.kind)) as f32) }); let second_damage = equipped_tool(inv, EquipSlot::Offhand).map_or(0.0, |tool| { tool.base_power() * tool.base_speed() * (1.0 + 0.05 * skillset.earned_sp(SkillGroupKind::Weapon(tool.kind)) as f32) }); active_damage.max(second_damage) } pub fn combat_rating(inventory: &Inventory, health: &Health, stats: &Stats, body: Body) -> f32 { let defensive_weighting = 1.0; let offensive_weighting = 1.0; let defensive_rating = health.maximum() as f32 / (1.0 - Damage::compute_damage_reduction(inventory)).max(0.00001) / 100.0; let offensive_rating = offensive_rating(inventory, &stats.skill_set).max(0.1) + 0.05 * stats.skill_set.earned_sp(SkillGroupKind::General) as f32; let combined_rating = (offensive_rating * offensive_weighting + defensive_rating * defensive_weighting) / (offensive_weighting + defensive_weighting); combined_rating * body.combat_multiplier() }