use crate::{ comp::{CharacterState, Energy, EnergyChange, EnergySource, Health, HealthSource, Stats}, event::{EventBus, ServerEvent}, metrics::SysMetrics, span, state::DeltaTime, }; use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage}; const ENERGY_REGEN_ACCEL: f32 = 10.0; /// This system kills players, levels them up, and regenerates energy. pub struct Sys; impl<'a> System<'a> for Sys { #[allow(clippy::type_complexity)] type SystemData = ( Entities<'a>, Read<'a, DeltaTime>, Read<'a, EventBus>, ReadExpect<'a, SysMetrics>, ReadStorage<'a, CharacterState>, WriteStorage<'a, Stats>, WriteStorage<'a, Health>, WriteStorage<'a, Energy>, ); fn run( &mut self, ( entities, dt, server_event_bus, sys_metrics, character_states, mut stats, mut healths, mut energies, ): Self::SystemData, ) { let start_time = std::time::Instant::now(); span!(_guard, "run", "stats::Sys::run"); let mut server_event_emitter = server_event_bus.emitter(); // Increment last change timer healths.set_event_emission(false); // avoid unnecessary syncing for health in (&mut healths).join() { health.last_change.0 += f64::from(dt.0); } healths.set_event_emission(true); // Update stats for (entity, mut stats, mut health) in ( &entities, &mut stats.restrict_mut(), &mut healths.restrict_mut(), ) .join() { let (set_dead, level_up) = { let stat = stats.get_unchecked(); let health = health.get_unchecked(); ( health.should_die() && !health.is_dead, stat.exp.current() >= stat.exp.maximum(), ) }; if set_dead { let health = health.get_mut_unchecked(); server_event_emitter.emit(ServerEvent::Destroy { entity, cause: health.last_change.1.cause, }); health.is_dead = true; } if level_up { let stat = stats.get_mut_unchecked(); while stat.exp.current() >= stat.exp.maximum() { stat.exp.change_by(-(stat.exp.maximum() as i64)); stat.level.change_by(1); stat.exp.update_maximum(stat.level.level()); server_event_emitter.emit(ServerEvent::LevelUp(entity, stat.level.level())); } let health = health.get_mut_unchecked(); health.update_max_hp(Some(stat.body_type), stat.level.level()); health.set_to(health.maximum(), HealthSource::LevelUp); } } // Update energies for (character_state, mut energy) in (&character_states, &mut energies.restrict_mut()).join() { match character_state { // Accelerate recharging energy. CharacterState::Idle { .. } | CharacterState::Sit { .. } | CharacterState::Dance { .. } | CharacterState::Sneak { .. } | CharacterState::Glide { .. } | CharacterState::GlideWield { .. } | CharacterState::Wielding { .. } | CharacterState::Equipping { .. } | CharacterState::Boost { .. } => { let res = { let energy = energy.get_unchecked(); energy.current() < energy.maximum() }; if res { let mut energy = energy.get_mut_unchecked(); // Have to account for Calc I differential equations due to acceleration energy.change_by(EnergyChange { amount: (energy.regen_rate * dt.0 + ENERGY_REGEN_ACCEL * dt.0.powi(2) / 2.0) as i32, source: EnergySource::Regen, }); energy.regen_rate = (energy.regen_rate + ENERGY_REGEN_ACCEL * dt.0).min(100.0); } }, // Ability use does not regen and sets the rate back to zero. CharacterState::BasicMelee { .. } | CharacterState::DashMelee { .. } | CharacterState::LeapMelee { .. } | CharacterState::SpinMelee { .. } | CharacterState::ComboMelee { .. } | CharacterState::BasicRanged { .. } | CharacterState::ChargedMelee { .. } | CharacterState::ChargedRanged { .. } | CharacterState::RepeaterRanged { .. } | CharacterState::Shockwave { .. } | CharacterState::BasicBeam { .. } => { if energy.get_unchecked().regen_rate != 0.0 { energy.get_mut_unchecked().regen_rate = 0.0 } }, // recover small amount of passive energy from blocking, and bonus energy from // blocking attacks? CharacterState::BasicBlock => { let res = { let energy = energy.get_unchecked(); energy.current() < energy.maximum() }; if res { energy.get_mut_unchecked().change_by(EnergyChange { amount: -3, source: EnergySource::Regen, }); } }, // Non-combat abilities that consume energy; // temporarily stall energy gain, but preserve regen_rate. CharacterState::Roll { .. } | CharacterState::Climb { .. } => {}, } } sys_metrics.stats_ns.store( start_time.elapsed().as_nanos() as i64, std::sync::atomic::Ordering::Relaxed, ); } }