use crate::sync::Uid; use serde::{Deserialize, Serialize}; use specs::{Component, FlaggedStorage}; use specs_idvs::IdvStorage; use std::time::Duration; /// De/buff ID. /// ID can be independant of an actual type/config of a `BuffEffect`. /// Therefore, information provided by `BuffId` can be incomplete/incorrect. /// /// For example, there could be two regeneration buffs, each with /// different strength, but they could use the same `BuffId`, /// making it harder to recognize which is which. /// /// Also, this should be dehardcoded eventually. #[derive(Clone, PartialEq, Debug, Serialize, Deserialize)] pub enum BuffId { /// Restores health/time for some period Regeneration, /// Lowers health/time for some period, but faster Poison, /// Lowers health over time for some duration Bleeding, /// Changes entity name as to "Cursed {}" Cursed, } /// De/buff category ID. /// Similar to `BuffId`, but to mark a category (for more generic usage, like /// positive/negative buffs). #[derive(Clone, PartialEq, Debug, Serialize, Deserialize)] pub enum BuffCategoryId { Natural, Physical, Magical, Divine, Negative, Positive, } /// Data indicating and configuring behaviour of a de/buff. /// /// NOTE: Contents of this enum are WIP/Placeholder #[derive(Clone, Debug, Serialize, Deserialize)] pub enum BuffEffect { /// Periodically damages or heals entity HealthChangeOverTime { rate: f32, accumulated: f32 }, /// Changes name on_add/on_remove NameChange { prefix: String }, } /// Actual de/buff. /// Buff can timeout after some time if `time` is Some. If `time` is None, /// Buff will last indefinitely, until removed manually (by some action, like /// uncursing). The `time` field might be moved into the `Buffs` component /// (so that `Buff` does not own this information). /// /// Buff has an id and data, which can be independent on each other. /// This makes it hard to create buff stacking "helpers", as the system /// does not assume that the same id is always the same behaviour (data). /// Therefore id=behaviour relationship has to be enforced elsewhere (if /// desired). /// /// To provide more classification info when needed, /// buff can be in one or more buff category. /// /// `data` is separate, to make this system more flexible /// (at the cost of the fact that id=behaviour relationship might not apply). #[derive(Clone, Debug, Serialize, Deserialize)] pub struct Buff { pub id: BuffId, pub cat_ids: Vec, pub time: Option, pub effects: Vec, } /// Information about whether buff addition or removal was requested. /// This to implement "on_add" and "on_remove" hooks for constant buffs. #[derive(Clone, Debug, Serialize, Deserialize)] pub enum BuffChange { /// Adds this buff. Add(Buff), /// Removes all buffs with this ID. RemoveById(BuffId), /// Removes buff of this index RemoveByIndex(Vec), } /// Source of the de/buff #[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)] pub enum BuffSource { /// Applied by a character Character { by: Uid }, /// Applied by world, like a poisonous fumes from a swamp World, /// Applied by command Command, /// Applied by an item Item, /// Applied by another buff (like an after-effect) Buff, /// Some other source Unknown, } /// Component holding all de/buffs that gets resolved each tick. /// On each tick, remaining time of buffs get lowered and /// buff effect of each buff is applied or not, depending on the `BuffEffect` /// (specs system will decide based on `BuffEffect`, to simplify /// implementation). TODO: Something like `once` flag for `Buff` to remove the /// dependence on `BuffEffect` enum? /// /// In case of one-time buffs, buff effects will be applied on addition /// and undone on removal of the buff (by the specs system). /// Example could be decreasing max health, which, if repeated each tick, /// would be probably an undesired effect). /// /// TODO: Make this net/sync-friendly. Events could help there /// (probably replacing `changes`). Also, the "buff ticking" is really /// not needed to be synced often, only in case that a buff begins/ends /// (as the buff ECS system will probably run on a client too). #[derive(Clone, Debug, Serialize, Deserialize, Default)] pub struct Buffs { /// Active de/buffs. pub buffs: Vec, } impl Buffs { /// This is a primitive check if a specific buff is present. /// (for purposes like blocking usage of abilities or something like this). pub fn has_buff_id(&self, id: &BuffId) -> bool { self.buffs.iter().any(|buff| buff.id == *id) } } impl Component for Buffs { type Storage = FlaggedStorage>; }