use common::{ combat, comp::{ self, skills::{GeneralSkill, Skill}, Body, CharacterState, Combo, Energy, Health, Inventory, Poise, PoiseChange, Pos, SkillSet, Stats, StatsModifier, }, event::{EventBus, ServerEvent}, resources::{DeltaTime, EntitiesDiedLastTick, Time}, }; use common_ecs::{Job, Origin, Phase, System}; use specs::{ shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, Write, WriteStorage, }; use vek::Vec3; const ENERGY_REGEN_ACCEL: f32 = 1.0; const POISE_REGEN_ACCEL: f32 = 2.0; #[derive(SystemData)] pub struct ReadData<'a> { entities: Entities<'a>, dt: Read<'a, DeltaTime>, time: Read<'a, Time>, server_bus: Read<'a, EventBus>, positions: ReadStorage<'a, Pos>, bodies: ReadStorage<'a, Body>, char_states: ReadStorage<'a, CharacterState>, inventories: ReadStorage<'a, Inventory>, } /// This system kills players, levels them up, and regenerates energy. #[derive(Default)] pub struct Sys; impl<'a> System<'a> for Sys { #[allow(clippy::type_complexity)] type SystemData = ( ReadData<'a>, WriteStorage<'a, Stats>, WriteStorage<'a, SkillSet>, WriteStorage<'a, Health>, WriteStorage<'a, Poise>, WriteStorage<'a, Energy>, WriteStorage<'a, Combo>, Write<'a, EntitiesDiedLastTick>, ); const NAME: &'static str = "stats"; const ORIGIN: Origin = Origin::Common; const PHASE: Phase = Phase::Create; fn run( _job: &mut Job, ( read_data, stats, mut skill_sets, mut healths, mut poises, mut energies, mut combos, mut entities_died_last_tick, ): Self::SystemData, ) { entities_died_last_tick.0.clear(); let mut server_event_emitter = read_data.server_bus.emitter(); let dt = read_data.dt.0; // Update stats for (entity, stats, mut health, pos, mut energy, inventory) in ( &read_data.entities, &stats, &mut healths, &read_data.positions, &mut energies, read_data.inventories.maybe(), ) .join() { let set_dead = { health.should_die() && !health.is_dead }; if set_dead { let cloned_entity = (entity, *pos); entities_died_last_tick.0.push(cloned_entity); server_event_emitter.emit(ServerEvent::Destroy { entity, cause: health.last_change, }); health.is_dead = true; } let stat = stats; let update_max_hp = { stat.max_health_modifiers.update_maximum() || (health.base_max() - health.maximum()).abs() > Health::HEALTH_EPSILON }; if update_max_hp { health.update_maximum(stat.max_health_modifiers); } let (change_energy, energy_mods) = { // Calculates energy scaling from stats and inventory let energy_mods = StatsModifier { add_mod: stat.max_energy_modifiers.add_mod + combat::compute_max_energy_mod(inventory), mult_mod: stat.max_energy_modifiers.mult_mod, }; ( energy_mods.update_maximum() || (energy.base_max() - energy.maximum()).abs() > Energy::ENERGY_EPSILON, energy_mods, ) }; // If modifier sufficiently different, mutably access energy if change_energy { energy.update_maximum(energy_mods); } } // Apply effects from leveling skills for (mut skill_set, mut health, mut energy, body) in ( &mut skill_sets, &mut healths, &mut energies, &read_data.bodies, ) .join() { if skill_set.modify_health { let health_level = skill_set .skill_level(Skill::General(GeneralSkill::HealthIncrease)) .unwrap_or(0); health.update_max_hp(*body, health_level); skill_set.modify_health = false; } if skill_set.modify_energy { let energy_level = skill_set .skill_level(Skill::General(GeneralSkill::EnergyIncrease)) .unwrap_or(0); energy.update_max_energy(*body, energy_level); skill_set.modify_energy = false; } } // Update energies and poises for (character_state, mut energy, mut poise) in (&read_data.char_states, &mut energies, &mut poises).join() { match character_state { // Accelerate recharging energy. CharacterState::Idle { .. } | CharacterState::Talk { .. } | CharacterState::Sit { .. } | CharacterState::Dance { .. } | CharacterState::Glide { .. } | CharacterState::GlideWield { .. } | CharacterState::Wielding { .. } | CharacterState::Equipping { .. } | CharacterState::Boost { .. } => { let res = { energy.current() < energy.maximum() }; if res { let energy = &mut *energy; energy.change_by(energy.regen_rate * dt); energy.regen_rate = (energy.regen_rate + ENERGY_REGEN_ACCEL * dt).min(10.0); } let res_poise = { poise.current() < poise.maximum() }; if res_poise { let poise = &mut *poise; let poise_change = PoiseChange { amount: poise.regen_rate * dt, impulse: Vec3::zero(), by: None, cause: None, time: *read_data.time, }; poise.change(poise_change); poise.regen_rate = (poise.regen_rate + POISE_REGEN_ACCEL * dt).min(10.0); } }, // Ability use does not regen and sets the rate back to zero. CharacterState::BasicMelee { .. } | CharacterState::DashMelee { .. } | CharacterState::LeapMelee { .. } | CharacterState::SpinMelee { .. } | CharacterState::ComboMelee { .. } | CharacterState::BasicRanged { .. } | CharacterState::ChargedMelee { .. } | CharacterState::ChargedRanged { .. } | CharacterState::RepeaterRanged { .. } | CharacterState::Shockwave { .. } | CharacterState::BasicBeam { .. } | CharacterState::BasicAura { .. } | CharacterState::Blink { .. } | CharacterState::BasicSummon { .. } | CharacterState::SelfBuff { .. } | CharacterState::SpriteSummon { .. } => { if energy.regen_rate != 0.0 { energy.regen_rate = 0.0 } }, // Abilities that temporarily stall energy gain, but preserve regen_rate. CharacterState::Roll { .. } | CharacterState::Climb { .. } | CharacterState::Stunned { .. } | CharacterState::BasicBlock { .. } | CharacterState::UseItem { .. } | CharacterState::SpriteInteract { .. } => {}, } } // Decay combo for (_, mut combo) in (&read_data.entities, &mut combos).join() { if combo.counter() > 0 && read_data.time.0 - combo.last_increase() > comp::combo::COMBO_DECAY_START { combo.reset(); } } } }