veloren/common/src/comp/poise.rs
2021-04-29 23:36:22 +00:00

226 lines
7.0 KiB
Rust

use crate::comp::{
inventory::item::{armor::Protection, ItemKind},
Body, Inventory,
};
use serde::{Deserialize, Serialize};
use specs::{Component, DerefFlaggedStorage};
use specs_idvs::IdvStorage;
use vek::*;
/// A change in the poise component. Stores the amount as a signed
/// integer to allow for added or removed poise. Also has a field to
/// label where the poise change came from.
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub struct PoiseChange {
/// Value of the change in poise
pub amount: i32,
/// Source of change in poise
pub source: PoiseSource,
}
impl PoiseChange {
/// Alters poise damage as a result of armor poise damage reduction
pub fn modify_poise_damage(self, inventory: Option<&Inventory>) -> PoiseChange {
let poise_damage_reduction = inventory.map_or(0.0, Poise::compute_poise_damage_reduction);
let poise_damage = self.amount as f32 * (1.0 - poise_damage_reduction);
// Add match on poise source when different calculations per source
// are needed/wanted
PoiseChange {
amount: poise_damage as i32,
source: self.source,
}
}
/// Creates a poise change from a float
pub fn from_value(poise_damage: f32, inventory: Option<&Inventory>) -> Self {
let poise_damage_reduction = inventory.map_or(0.0, Poise::compute_poise_damage_reduction);
let poise_change = -poise_damage * (1.0 - poise_damage_reduction);
Self {
amount: poise_change as i32,
source: PoiseSource::Attack,
}
}
}
/// Sources of poise change
#[derive(Clone, Copy, Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum PoiseSource {
LevelUp,
Attack,
Explosion,
Falling,
Revive,
Regen,
Other,
}
/// Poise component
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub struct Poise {
/// Base poise amount for this entity
base_max: u32,
/// Poise of entity at any given moment
current: u32,
/// Maximum poise of entity at a given time
maximum: u32,
/// Last poise change, storing time since last change, the change itself,
/// and the knockback direction vector
pub last_change: (f64, PoiseChange, Vec3<f32>),
/// Rate of poise regeneration per tick. Starts at zero and accelerates.
pub regen_rate: f32,
}
impl Default for Poise {
fn default() -> Self {
Self {
current: 0,
maximum: 0,
base_max: 0,
last_change: (
0.0,
PoiseChange {
amount: 0,
source: PoiseSource::Revive,
},
Vec3::zero(),
),
regen_rate: 0.0,
}
}
}
/// States to define effects of a poise change
#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize, Eq, Hash)]
pub enum PoiseState {
/// No effect applied
Normal,
/// Poise reset, and target briefly stunned
Interrupted,
/// Poise reset, target stunned and knocked back horizontally
Stunned,
/// Poise reset, target staggered
Dazed,
/// Poise reset, target staggered and knocked back further
KnockedDown,
}
impl Poise {
/// Creates a new poise struct based on the body it is being assigned to
pub fn new(body: Body) -> Self {
let mut poise = Poise::default();
poise.update_base_max(Some(body));
poise.set_maximum(poise.base_max);
poise.set_to(poise.maximum, PoiseSource::Revive);
poise
}
/// Returns knockback as a Vec3
pub fn knockback(&self) -> Vec3<f32> { self.last_change.2 }
/// Defines the poise states based on fraction of maximum poise
pub fn poise_state(&self) -> PoiseState {
if self.current >= 7 * self.maximum / 10 {
PoiseState::Normal
} else if self.current >= 5 * self.maximum / 10 {
PoiseState::Interrupted
} else if self.current >= 4 * self.maximum / 10 {
PoiseState::Stunned
} else if self.current >= 2 * self.maximum / 10 {
PoiseState::Dazed
} else {
PoiseState::KnockedDown
}
}
/// Gets the current poise value
pub fn current(&self) -> u32 { self.current }
/// Gets the maximum poise value
pub fn maximum(&self) -> u32 { self.maximum }
/// Gets the base_max value
pub fn base_max(&self) -> u32 { self.base_max }
/// Sets the poise value to a provided value. First cuts off the value
/// at the maximum. In most cases change_by() should be used.
pub fn set_to(&mut self, amount: u32, cause: PoiseSource) {
let amount = amount.min(self.maximum);
self.last_change = (
0.0,
PoiseChange {
amount: amount as i32 - self.current as i32,
source: cause,
},
Vec3::zero(),
);
self.current = amount;
}
/// Changes the current poise due to an in-game effect.
pub fn change_by(&mut self, change: PoiseChange, impulse: Vec3<f32>) {
self.current = ((self.current as i32 + change.amount).max(0) as u32).min(self.maximum);
self.last_change = (
0.0,
PoiseChange {
amount: change.amount,
source: change.source,
},
impulse,
);
}
/// Resets current value to maximum
pub fn reset(&mut self) { self.current = self.maximum; }
/// Sets the maximum and updates the current value to max out at the new
/// maximum
pub fn set_maximum(&mut self, amount: u32) {
self.maximum = amount;
self.current = self.current.min(self.maximum);
}
/// Sets the `Poise` base_max
fn set_base_max(&mut self, amount: u32) {
self.base_max = amount;
self.current = self.current.min(self.maximum);
}
/// Resets the maximum to the base_max. Example use would be a potion
/// wearing off
pub fn reset_max(&mut self) { self.maximum = self.base_max; }
/// Sets the base_max based on the entity `Body`
pub fn update_base_max(&mut self, body: Option<Body>) {
if let Some(body) = body {
self.set_base_max(body.base_poise());
}
}
/// Returns the total poise damage reduction provided by all equipped items
pub fn compute_poise_damage_reduction(inventory: &Inventory) -> f32 {
let protection = inventory
.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &item.kind() {
Some(armor.get_poise_resilience())
} else {
None
}
})
.map(|protection| match protection {
Protection::Normal(protection) => Some(protection),
Protection::Invincible => None,
})
.sum::<Option<f32>>();
match protection {
Some(dr) => dr / (60.0 + dr.abs()),
None => 1.0,
}
}
}
impl Component for Poise {
type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
}