use crate::{ comp::{HealthChange, HealthSource, Loadout}, sync::Uid, util::Dir, }; use serde::{Deserialize, Serialize}; use vek::*; pub const BLOCK_EFFICIENCY: f32 = 0.9; /// Each section of this struct determines what damage is applied to a /// particular target, using some identifier #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Damages { /// Targets enemies, and all other creatures not in your group pub enemy: Option, /// Targets people in the same group as you, and any pets you have pub group: Option, } impl Damages { pub fn new(enemy: Option, group: Option) -> Self { Damages { enemy, group } } pub fn get_damage(self, same_group: bool) -> Option { if same_group { self.group } else { self.enemy } } pub fn contains_damage(self, source: DamageSource) -> bool { self.enemy.map_or(false, |e| e.source == source) || self.group.map_or(false, |g| g.source == source) } } #[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)] pub enum DamageSource { Melee, Healing, Projectile, Explosion, Falling, Shockwave, Energy, } #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] pub struct Damage { pub source: DamageSource, pub value: f32, } impl Damage { pub fn modify_damage( self, block: bool, loadout: Option<&Loadout>, uid: Option, ) -> HealthChange { let mut damage = self.value; match self.source { DamageSource::Melee => { // Critical hit let mut critdamage = 0.0; if rand::random() { critdamage = damage * 0.3; } // Block if block { damage *= 1.0 - BLOCK_EFFICIENCY } // Armor let damage_reduction = loadout.map_or(0.0, |l| l.get_damage_reduction()); 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::Attack { by: uid.unwrap() }, } }, DamageSource::Projectile => { // Critical hit if rand::random() { damage *= 1.2; } // Block if block { damage *= 1.0 - BLOCK_EFFICIENCY } // Armor let damage_reduction = loadout.map_or(0.0, |l| l.get_damage_reduction()); damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Projectile { owner: uid }, } }, DamageSource::Explosion => { // Block if block { damage *= 1.0 - BLOCK_EFFICIENCY } // Armor let damage_reduction = loadout.map_or(0.0, |l| l.get_damage_reduction()); damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Explosion { owner: uid }, } }, DamageSource::Shockwave => { // Armor let damage_reduction = loadout.map_or(0.0, |l| l.get_damage_reduction()); damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Attack { by: uid.unwrap() }, } }, DamageSource::Energy => { // Armor let damage_reduction = loadout.map_or(0.0, |l| l.get_damage_reduction()); damage *= 1.0 - damage_reduction; HealthChange { amount: -damage as i32, cause: HealthSource::Energy { owner: uid }, } }, DamageSource::Healing => HealthChange { amount: damage as i32, cause: HealthSource::Healing { by: uid }, }, DamageSource::Falling => { // Armor let damage_reduction = loadout.map_or(0.0, |l| l.get_damage_reduction()); if (damage_reduction - 1.0).abs() < f32::EPSILON { damage = 0.0; } HealthChange { amount: -damage as i32, cause: HealthSource::World, } }, } } 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 enum Knockback { Away(f32), Towards(f32), Up(f32), TowardsUp(f32), } impl Knockback { pub fn calculate_impulse(self, dir: Dir) -> Vec3 { match self { Knockback::Away(strength) => strength * *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5), Knockback::Towards(strength) => { strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5) }, Knockback::Up(strength) => strength * Vec3::unit_z(), Knockback::TowardsUp(strength) => { strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.85) }, } } }