use crate::{ comp, comp::{body::humanoid::Species, Body}, sync::Uid, }; use specs::{Component, FlaggedStorage}; use specs_idvs::IDVStorage; #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub struct HealthChange { pub amount: i32, pub cause: HealthSource, } #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)] pub enum HealthSource { Attack { by: Uid }, // TODO: Implement weapon Projectile { owner: Option }, Suicide, World, Revive, Command, LevelUp, Item, Unknown, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub struct Health { current: u32, maximum: u32, pub last_change: (f64, HealthChange), } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub struct Exp { current: u32, maximum: u32, } #[derive(Clone, Copy, Debug, Serialize, Deserialize)] pub struct Level { amount: u32, } impl Health { pub fn current(&self) -> u32 { self.current } pub fn maximum(&self) -> u32 { self.maximum } pub fn set_to(&mut self, amount: u32, cause: HealthSource) { let amount = amount.min(self.maximum); self.last_change = (0.0, HealthChange { amount: amount as i32 - self.current as i32, cause, }); self.current = amount; } pub fn change_by(&mut self, change: HealthChange) { self.current = ((self.current as i32 + change.amount).max(0) as u32).min(self.maximum); self.last_change = (0.0, change); } // This is private because max hp is based on the level fn set_maximum(&mut self, amount: u32) { self.maximum = amount; self.current = self.current.min(self.maximum); } } #[derive(Debug)] pub enum StatChangeError { Underflow, Overflow, } use std::{error::Error, fmt}; impl fmt::Display for StatChangeError { fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { write!(f, "{}", match self { Self::Underflow => "insufficient stat quantity", Self::Overflow => "stat quantity would overflow", }) } } impl Error for StatChangeError {} impl Exp { /// Used to determine how much exp is required to reach the next level. When /// a character levels up, the next level target is increased by this value const EXP_INCREASE_FACTOR: u32 = 25; pub fn current(&self) -> u32 { self.current } pub fn maximum(&self) -> u32 { self.maximum } pub fn set_current(&mut self, current: u32) { self.current = current; } pub fn change_by(&mut self, current: i64) { self.current = ((self.current as i64) + current) as u32; } pub fn change_maximum_by(&mut self, maximum: i64) { self.maximum = ((self.maximum as i64) + maximum) as u32; } pub fn update_maximum(&mut self, level: u32) { self.maximum = level .saturating_mul(Self::EXP_INCREASE_FACTOR) .saturating_add(Self::EXP_INCREASE_FACTOR); } } impl Level { pub fn set_level(&mut self, level: u32) { self.amount = level; } pub fn level(&self) -> u32 { self.amount } pub fn change_by(&mut self, level: u32) { self.amount += level; } } #[derive(Clone, Debug, Serialize, Deserialize)] pub struct Stats { pub name: String, pub health: Health, pub level: Level, pub exp: Exp, pub endurance: u32, pub fitness: u32, pub willpower: u32, pub is_dead: bool, } impl Stats { pub fn should_die(&self) -> bool { self.health.current == 0 } pub fn revive(&mut self) { self.health .set_to(self.health.maximum(), HealthSource::Revive); self.is_dead = false; } // TODO: Delete this once stat points will be a thing pub fn update_max_hp(&mut self) { self.health.set_maximum(52 + 3 * self.level.amount); } } impl Stats { pub fn new(name: String, body: Body) -> Self { let species = if let comp::Body::Humanoid(hbody) = body { Some(hbody.species) } else { None }; // TODO: define base stats somewhere else (maybe method on Body?) let (endurance, fitness, willpower) = match species { Some(Species::Danari) => (0, 2, 3), // Small, flexible, intelligent, physically weak Some(Species::Dwarf) => (2, 2, 1), // phyiscally strong, intelligent, slow reflexes Some(Species::Elf) => (1, 2, 2), // Intelligent, quick, physically weak Some(Species::Human) => (2, 1, 2), // Perfectly balanced Some(Species::Orc) => (3, 2, 0), /* Physically strong, non intelligent, medium */ // reflexes Some(Species::Undead) => (1, 3, 1), /* Very good reflexes, equally intelligent and */ // strong None => (0, 0, 0), }; let mut stats = Self { name, health: Health { current: 0, maximum: 0, last_change: (0.0, HealthChange { amount: 0, cause: HealthSource::Revive, }), }, level: Level { amount: 1 }, exp: Exp { current: 0, maximum: 50, }, endurance, fitness, willpower, is_dead: false, }; stats.update_max_hp(); stats .health .set_to(stats.health.maximum(), HealthSource::Revive); stats } pub fn with_max_health(mut self, amount: u32) -> Self { self.health.maximum = amount; self.health.current = amount; self } } impl Component for Stats { type Storage = FlaggedStorage>; } #[derive(Copy, Clone, Debug, Serialize, Deserialize)] pub struct Dying { pub cause: HealthSource, } impl Component for Dying { type Storage = IDVStorage; }