mirror of
https://gitlab.com/veloren/veloren.git
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289 lines
10 KiB
Rust
289 lines
10 KiB
Rust
use common::{
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comp::{
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self,
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skills::{GeneralSkill, Skill},
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Body, CharacterState, Combo, Energy, EnergyChange, EnergySource, Health, Poise,
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PoiseChange, PoiseSource, Pos, Stats,
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},
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event::{EventBus, ServerEvent},
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outcome::Outcome,
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resources::{DeltaTime, Time},
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uid::Uid,
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};
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use common_ecs::{Job, Origin, Phase, System};
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use hashbrown::HashSet;
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use specs::{
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shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, Write, WriteStorage,
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};
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use vek::Vec3;
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const ENERGY_REGEN_ACCEL: f32 = 10.0;
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const POISE_REGEN_ACCEL: f32 = 2.0;
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#[derive(SystemData)]
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pub struct ReadData<'a> {
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entities: Entities<'a>,
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dt: Read<'a, DeltaTime>,
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time: Read<'a, Time>,
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server_bus: Read<'a, EventBus<ServerEvent>>,
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positions: ReadStorage<'a, Pos>,
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uids: ReadStorage<'a, Uid>,
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bodies: ReadStorage<'a, Body>,
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char_states: ReadStorage<'a, CharacterState>,
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}
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/// This system kills players, levels them up, and regenerates energy.
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#[derive(Default)]
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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ReadData<'a>,
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WriteStorage<'a, Stats>,
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WriteStorage<'a, Health>,
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WriteStorage<'a, Poise>,
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WriteStorage<'a, Energy>,
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WriteStorage<'a, Combo>,
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Write<'a, Vec<Outcome>>,
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);
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const NAME: &'static str = "stats";
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const ORIGIN: Origin = Origin::Common;
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const PHASE: Phase = Phase::Create;
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fn run(
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_job: &mut Job<Self>,
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(
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read_data,
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mut stats,
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mut healths,
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mut poises,
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mut energies,
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mut combos,
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mut outcomes,
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): Self::SystemData,
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) {
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let mut server_event_emitter = read_data.server_bus.emitter();
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let dt = read_data.dt.0;
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// Increment last change timer
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healths.set_event_emission(false); // avoid unnecessary syncing
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poises.set_event_emission(false); // avoid unnecessary syncing
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for mut health in (&mut healths).join() {
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health.last_change.0 += f64::from(dt);
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}
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for mut poise in (&mut poises).join() {
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poise.last_change.0 += f64::from(dt);
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}
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healths.set_event_emission(true);
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poises.set_event_emission(true);
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// Update stats
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for (entity, uid, mut stats, mut health, pos) in (
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&read_data.entities,
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&read_data.uids,
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&mut stats.restrict_mut(),
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&mut healths.restrict_mut(),
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&read_data.positions,
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)
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.join()
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{
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let set_dead = {
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let health = health.get_unchecked();
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health.should_die() && !health.is_dead
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};
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if set_dead {
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let mut health = health.get_mut_unchecked();
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server_event_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: health.last_change.1.cause,
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});
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health.is_dead = true;
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}
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let stat = stats.get_unchecked();
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let update_max_hp = {
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let health = health.get_unchecked();
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(stat.max_health_modifier - 1.0).abs() > f32::EPSILON
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|| health.base_max() != health.maximum()
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};
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if update_max_hp {
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let mut health = health.get_mut_unchecked();
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health.scale_maximum(stat.max_health_modifier);
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}
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let skills_to_level = stat
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.skill_set
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.skill_groups
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.iter()
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.filter_map(|s_g| {
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(s_g.exp >= stat.skill_set.skill_point_cost(s_g.skill_group_kind))
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.then(|| s_g.skill_group_kind)
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})
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.collect::<HashSet<_>>();
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if !skills_to_level.is_empty() {
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let mut stat = stats.get_mut_unchecked();
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for skill_group in skills_to_level {
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stat.skill_set.earn_skill_point(skill_group);
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outcomes.push(Outcome::SkillPointGain {
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uid: *uid,
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skill_tree: skill_group,
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total_points: stat.skill_set.earned_sp(skill_group),
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pos: pos.0,
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});
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}
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}
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}
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// Apply effects from leveling skills
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for (mut stats, mut health, mut energy, body) in (
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&mut stats.restrict_mut(),
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&mut healths.restrict_mut(),
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&mut energies.restrict_mut(),
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&read_data.bodies,
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)
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.join()
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{
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let stat = stats.get_unchecked();
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if stat.skill_set.modify_health {
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let mut health = health.get_mut_unchecked();
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let health_level = stat
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.skill_set
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.skill_level(Skill::General(GeneralSkill::HealthIncrease))
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.unwrap_or(None)
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.unwrap_or(0);
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health.update_max_hp(Some(*body), health_level);
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let mut stat = stats.get_mut_unchecked();
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stat.skill_set.modify_health = false;
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}
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let stat = stats.get_unchecked();
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if stat.skill_set.modify_energy {
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let mut energy = energy.get_mut_unchecked();
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let energy_level = stat
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.skill_set
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.skill_level(Skill::General(GeneralSkill::EnergyIncrease))
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.unwrap_or(None)
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.unwrap_or(0);
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energy.update_max_energy(Some(*body), energy_level);
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let mut stat = stats.get_mut_unchecked();
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stat.skill_set.modify_energy = false;
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}
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}
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// Update energies and poises
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for (character_state, mut energy, mut poise) in (
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&read_data.char_states,
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&mut energies.restrict_mut(),
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&mut poises.restrict_mut(),
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)
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.join()
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{
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match character_state {
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// Accelerate recharging energy.
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CharacterState::Idle { .. }
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| CharacterState::Talk { .. }
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| CharacterState::Sit { .. }
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| CharacterState::Dance { .. }
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| CharacterState::Sneak { .. }
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| CharacterState::GlideWield { .. }
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| CharacterState::Wielding { .. }
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| CharacterState::Equipping { .. }
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| CharacterState::Boost { .. } => {
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let res = {
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let energy = energy.get_unchecked();
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energy.current() < energy.maximum()
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};
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if res {
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let mut energy = energy.get_mut_unchecked();
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let energy = &mut *energy;
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// Have to account for Calc I differential equations due to acceleration
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energy.change_by(EnergyChange {
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amount: (energy.regen_rate * dt + ENERGY_REGEN_ACCEL * dt.powi(2) / 2.0)
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as i32,
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source: EnergySource::Regen,
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});
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energy.regen_rate =
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(energy.regen_rate + ENERGY_REGEN_ACCEL * dt).min(100.0);
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}
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let res_poise = {
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let poise = poise.get_unchecked();
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poise.current() < poise.maximum()
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};
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if res_poise {
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let mut poise = poise.get_mut_unchecked();
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let poise = &mut *poise;
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poise.change_by(
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PoiseChange {
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amount: (poise.regen_rate * dt
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+ POISE_REGEN_ACCEL * dt.powi(2) / 2.0)
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as i32,
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source: PoiseSource::Regen,
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},
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Vec3::zero(),
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);
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poise.regen_rate = (poise.regen_rate + POISE_REGEN_ACCEL * dt).min(10.0);
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}
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},
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// Ability and glider use does not regen and sets the rate back to zero.
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CharacterState::Glide { .. }
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| CharacterState::BasicMelee { .. }
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| CharacterState::DashMelee { .. }
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| CharacterState::LeapMelee { .. }
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| CharacterState::SpinMelee { .. }
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| CharacterState::ComboMelee { .. }
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| CharacterState::BasicRanged { .. }
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| CharacterState::ChargedMelee { .. }
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| CharacterState::ChargedRanged { .. }
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| CharacterState::RepeaterRanged { .. }
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| CharacterState::Shockwave { .. }
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| CharacterState::BasicBeam { .. }
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| CharacterState::BasicAura { .. }
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| CharacterState::HealingBeam { .. }
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| CharacterState::Blink { .. }
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| CharacterState::BasicSummon { .. } => {
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if energy.get_unchecked().regen_rate != 0.0 {
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energy.get_mut_unchecked().regen_rate = 0.0
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}
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},
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// recover small amount of passive energy from blocking, and bonus energy from
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// blocking attacks?
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CharacterState::BasicBlock => {
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let res = {
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let energy = energy.get_unchecked();
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energy.current() < energy.maximum()
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};
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if res {
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energy.get_mut_unchecked().change_by(EnergyChange {
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amount: -3,
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source: EnergySource::Regen,
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});
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}
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},
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// Non-combat abilities that consume energy;
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// temporarily stall energy gain, but preserve regen_rate.
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CharacterState::Roll { .. }
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| CharacterState::Climb { .. }
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| CharacterState::Stunned { .. } => {},
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}
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}
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// Decay combo
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for (_, mut combo) in (&read_data.entities, &mut combos).join() {
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if combo.counter() > 0
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&& read_data.time.0 - combo.last_increase() > comp::combo::COMBO_DECAY_START
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{
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combo.reset();
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}
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}
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}
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}
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