use crate::{ comp::{BuffChange, BuffEffect, Buffs, HealthChange, HealthSource, Stats}, event::{EventBus, ServerEvent}, state::DeltaTime, sync::Uid, }; use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage}; use std::time::Duration; /// This system modifies entity stats, changing them using buffs /// Currently, the system is VERY, VERY CRUDE and SYNC UN-FRIENDLY. /// It does not use events and uses `Vec`s stored in component. /// /// TODO: Make this production-quality system/design pub struct Sys; impl<'a> System<'a> for Sys { #[allow(clippy::type_complexity)] type SystemData = ( Entities<'a>, Read<'a, DeltaTime>, Read<'a, EventBus>, ReadStorage<'a, Uid>, WriteStorage<'a, Stats>, WriteStorage<'a, Buffs>, ); fn run(&mut self, (entities, dt, server_bus, uids, mut stats, mut buffs): Self::SystemData) { let mut server_emitter = server_bus.emitter(); for (entity, uid, mut buffs) in (&entities, &uids, &mut buffs.restrict_mut()).join() { let buff_comp = buffs.get_mut_unchecked(); let (mut active_buff_indices_for_removal, mut inactive_buff_indices_for_removal) = (Vec::::new(), Vec::::new()); // Tick all de/buffs on a Buffs component. for i in 0..buff_comp.active_buffs.len() { // First, tick the buff and subtract delta from it // and return how much "real" time the buff took (for tick independence). // TODO: handle delta for "indefinite" buffs, i.e. time since they got removed. let buff_delta = if let Some(remaining_time) = &mut buff_comp.active_buffs[i].time { let pre_tick = remaining_time.as_secs_f32(); let new_duration = remaining_time.checked_sub(Duration::from_secs_f32(dt.0)); let post_tick = if let Some(dur) = new_duration { // The buff still continues. *remaining_time -= Duration::from_secs_f32(dt.0); dur.as_secs_f32() } else { // The buff has expired. // Remove it. active_buff_indices_for_removal.push(i); 0.0 }; pre_tick - post_tick } else { // The buff is indefinite, and it takes full tick (delta). // TODO: Delta for indefinite buffs might be shorter since they can get removed // *during a tick* and this treats it as it always happens on a *tick end*. dt.0 }; // Now, execute the buff, based on it's delta for effect in &mut buff_comp.active_buffs[i].effects { #[allow(clippy::single_match)] // Remove clippy when more effects are added here match effect { // Only add an effect here if it is continuous or it is not immediate BuffEffect::HealthChangeOverTime { rate, accumulated } => { *accumulated += *rate * buff_delta; // Apply only 0.5 or higher damage if accumulated.abs() > 5.0 { if let Some(stats) = stats.get_mut(entity) { let change = HealthChange { amount: *accumulated as i32, cause: HealthSource::Unknown, }; stats.health.change_by(change); } *accumulated = 0.0; }; }, _ => {}, }; } } for i in 0..buff_comp.inactive_buffs.len() { // First, tick the buff and subtract delta from it // and return how much "real" time the buff took (for tick independence). // TODO: handle delta for "indefinite" buffs, i.e. time since they got removed. if let Some(remaining_time) = &mut buff_comp.inactive_buffs[i].time { let new_duration = remaining_time.checked_sub(Duration::from_secs_f32(dt.0)); if new_duration.is_some() { // The buff still continues. *remaining_time -= Duration::from_secs_f32(dt.0); } else { // The buff has expired. // Remove it. inactive_buff_indices_for_removal.push(i); }; } } server_emitter.emit(ServerEvent::Buff { uid: *uid, buff_change: BuffChange::RemoveByIndex( active_buff_indices_for_removal, inactive_buff_indices_for_removal, ), }); } } }