use crate::{ combat::{ Attack, AttackEffect, CombatBuff, CombatRequirement, Damage, DamageComponent, DamageSource, EffectComponent, GroupTarget, Knockback, KnockbackDir, }, effect, uid::Uid, Explosion, RadiusEffect, }; use serde::{Deserialize, Serialize}; use specs::Component; use specs_idvs::IdvStorage; use std::time::Duration; #[derive(Debug, Serialize, Deserialize)] pub enum Effect { Attack(Attack), //Knockback(Knockback), //RewardEnergy(u32), Explode(Explosion), Vanish, Stick, Possess, /*Buff { * buff: BuffEffect, * chance: Option, */ /* */ } #[derive(Debug, Serialize, Deserialize)] pub struct Projectile { // TODO: use SmallVec for these effects pub hit_solid: Vec, pub hit_entity: Vec, /// Time left until the projectile will despawn pub time_left: Duration, pub owner: Option, /// Whether projectile collides with entities in the same group as its /// owner pub ignore_group: bool, } impl Component for Projectile { type Storage = IdvStorage; } #[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)] pub enum ProjectileConstructor { Arrow { damage: f32, knockback: f32, energy_regen: u32, }, Fireball { damage: f32, radius: f32, energy_regen: u32, }, Firebolt { damage: f32, energy_regen: u32, }, Heal { heal: f32, damage: f32, radius: f32, }, Possess, } impl ProjectileConstructor { pub fn create_projectile(self, owner: Option) -> Projectile { use ProjectileConstructor::*; match self { Arrow { damage, knockback, energy_regen, } => { let damage = Damage { source: DamageSource::Projectile, value: damage, }; let knockback = AttackEffect::Knockback(Knockback { strength: knockback, direction: KnockbackDir::Away, }); 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 = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup)) .with_effect(knockback) .with_effect(buff); let attack = Attack::default() .with_damage(damage) .with_crit(0.5, 1.2) .with_effect(energy); Projectile { hit_solid: vec![Effect::Stick], hit_entity: vec![Effect::Attack(attack), Effect::Vanish], time_left: Duration::from_secs(15), owner, ignore_group: true, } }, Fireball { damage, radius, energy_regen, } => Projectile { hit_solid: vec![ Effect::Explode(Explosion { effects: vec![ RadiusEffect::Entity( Some(GroupTarget::OutOfGroup), effect::Effect::Damage(Damage { source: DamageSource::Explosion, value: damage, }), ), RadiusEffect::TerrainDestruction(2.0), ], radius, energy_regen, }), Effect::Vanish, ], hit_entity: vec![ Effect::Explode(Explosion { effects: vec![RadiusEffect::Entity( Some(GroupTarget::OutOfGroup), effect::Effect::Damage(Damage { source: DamageSource::Explosion, value: damage, }), )], radius, energy_regen, }), Effect::Vanish, ], time_left: Duration::from_secs(10), owner, ignore_group: true, }, Firebolt { damage, energy_regen, } => { let damage = Damage { source: DamageSource::Energy, value: damage, }; let energy = AttackEffect::EnergyReward(energy_regen); let energy = EffectComponent::new(None, energy) .with_requirement(CombatRequirement::AnyDamage); let damage = DamageComponent::new(damage, Some(GroupTarget::OutOfGroup)); let attack = Attack::default().with_damage(damage).with_effect(energy); Projectile { hit_solid: vec![Effect::Vanish], hit_entity: vec![Effect::Attack(attack), Effect::Vanish], time_left: Duration::from_secs(10), owner, ignore_group: true, } }, Heal { heal, damage, radius, } => Projectile { hit_solid: vec![ Effect::Explode(Explosion { effects: vec![ RadiusEffect::Entity( Some(GroupTarget::OutOfGroup), effect::Effect::Damage(Damage { source: DamageSource::Explosion, value: damage, }), ), RadiusEffect::Entity( Some(GroupTarget::InGroup), effect::Effect::Damage(Damage { source: DamageSource::Healing, value: heal, }), ), ], radius, energy_regen: 0, }), Effect::Vanish, ], hit_entity: vec![ Effect::Explode(Explosion { effects: vec![ RadiusEffect::Entity( Some(GroupTarget::OutOfGroup), effect::Effect::Damage(Damage { source: DamageSource::Explosion, value: damage, }), ), RadiusEffect::Entity( Some(GroupTarget::InGroup), effect::Effect::Damage(Damage { source: DamageSource::Healing, value: heal, }), ), ], radius, energy_regen: 0, }), Effect::Vanish, ], time_left: Duration::from_secs(10), owner, ignore_group: true, }, Possess => Projectile { hit_solid: vec![Effect::Stick], hit_entity: vec![Effect::Stick, Effect::Possess], time_left: Duration::from_secs(10), owner, ignore_group: false, }, } } pub fn modified_projectile( mut self, power: f32, regen: f32, range: f32, heal_power: f32, ) -> Self { use ProjectileConstructor::*; match self { Arrow { ref mut damage, ref mut energy_regen, .. } => { *damage *= power; *energy_regen = (*energy_regen as f32 * regen) as u32; }, Fireball { ref mut damage, ref mut energy_regen, ref mut radius, .. } => { *damage *= power; *energy_regen = (*energy_regen as f32 * regen) as u32; *radius *= range; }, Firebolt { ref mut damage, ref mut energy_regen, .. } => { *damage *= power; *energy_regen = (*energy_regen as f32 * regen) as u32; }, Heal { ref mut damage, ref mut heal, ref mut radius, .. } => { *damage *= power; *heal *= heal_power; *radius *= range; }, Possess => {}, } self } pub fn fireball_to_firebolt(self) -> Self { if let ProjectileConstructor::Fireball { damage, energy_regen, .. } = self { ProjectileConstructor::Firebolt { damage, energy_regen: energy_regen * 2, } } else { self } } }