veloren/common/src/comp/stats.rs
Monty Marz fdfab6a807 refactor: create_projectile doesn't take a light
It returns a builder so the caller can just do it
2019-10-17 20:59:36 +00:00

252 lines
5.8 KiB
Rust

use crate::{comp, state::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
Suicide,
World,
Revive,
Command,
LevelUp,
Item,
Unknown,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum EnergySource {
CastSpell,
LevelUp,
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 Energy {
current: u32,
maximum: u32,
pub last_change: Option<(i32, f64, EnergySource)>,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub struct Exp {
current: u32,
maximum: u32,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub struct Level {
amount: u32,
}
#[derive(Clone, PartialEq, Eq, Hash, Debug, Serialize, Deserialize)]
pub struct Equipment {
pub main: Option<comp::Item>,
pub alt: Option<comp::Item>,
// TODO: Armor
}
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);
}
pub fn set_maximum(&mut self, amount: u32) {
self.maximum = amount;
self.current = self.current.min(self.maximum);
}
}
impl Energy {
pub fn current(&self) -> u32 {
self.current
}
pub fn maximum(&self) -> u32 {
self.maximum
}
pub fn set_to(&mut self, amount: u32, cause: EnergySource) {
let amount = amount.min(self.maximum);
self.last_change = Some((amount as i32 - self.current as i32, 0.0, cause));
self.current = amount;
}
pub fn change_by(&mut self, amount: i32, cause: EnergySource) {
self.current = ((self.current as i32 + amount).max(0) as u32).min(self.maximum);
self.last_change = Some((amount, 0.0, cause));
}
pub fn set_maximum(&mut self, amount: u32) {
self.maximum = amount;
self.current = self.current.min(self.maximum);
}
}
impl Exp {
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;
}
// TODO: Uncomment when needed
// pub fn set_maximum(&mut self, maximum: u32) {
// self.maximum = maximum;
// }
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;
}
}
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 = self.amount + level;
}
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Stats {
pub name: String,
pub health: Health,
pub energy: Energy,
pub level: Level,
pub exp: Exp,
pub equipment: Equipment,
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(42 * self.level.amount);
}
}
impl Stats {
pub fn new(name: String, main: Option<comp::Item>) -> Self {
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,
},
energy: Energy {
current: 200,
maximum: 200,
last_change: None,
},
equipment: Equipment {
main: main,
alt: None,
},
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
}
pub fn with_max_energy(mut self, amount: u32) -> Self {
self.energy.maximum = amount;
self.energy.current = amount;
self
}
}
impl Component for Stats {
type Storage = FlaggedStorage<Self, IDVStorage<Self>>;
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
pub struct Dying {
pub cause: HealthSource,
}
impl Component for Dying {
type Storage = IDVStorage<Self>;
}