veloren/common/src/comp/ability.rs

549 lines
19 KiB
Rust

use crate::{
comp::{
item::{armor::Protection, Item, ItemKind},
Body, CharacterState, EnergySource, Gravity, LightEmitter, Projectile, StateUpdate,
},
states::{utils::StageSection, *},
sys::character_behavior::JoinData,
};
use arraygen::Arraygen;
use serde::{Deserialize, Serialize};
use specs::{Component, FlaggedStorage};
use specs_idvs::IdvStorage;
use std::time::Duration;
use vek::Vec3;
#[derive(Copy, Clone, Hash, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum CharacterAbilityType {
BasicMelee,
BasicRanged,
Boost,
ChargedRanged,
DashMelee,
BasicBlock,
ComboMelee(StageSection, u32),
LeapMelee,
SpinMelee,
GroundShockwave,
BasicBeam,
}
impl From<&CharacterState> for CharacterAbilityType {
fn from(state: &CharacterState) -> Self {
match state {
CharacterState::BasicMelee(_) => Self::BasicMelee,
CharacterState::BasicRanged(_) => Self::BasicRanged,
CharacterState::Boost(_) => Self::Boost,
CharacterState::DashMelee(_) => Self::DashMelee,
CharacterState::BasicBlock => Self::BasicBlock,
CharacterState::LeapMelee(_) => Self::LeapMelee,
CharacterState::ComboMelee(data) => Self::ComboMelee(data.stage_section, data.stage),
CharacterState::SpinMelee(_) => Self::SpinMelee,
CharacterState::ChargedRanged(_) => Self::ChargedRanged,
CharacterState::GroundShockwave(_) => Self::ChargedRanged,
CharacterState::BasicBeam(_) => Self::BasicBeam,
_ => Self::BasicMelee,
}
}
}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
pub enum CharacterAbility {
BasicMelee {
energy_cost: u32,
buildup_duration: Duration,
recover_duration: Duration,
base_healthchange: i32,
knockback: f32,
range: f32,
max_angle: f32,
},
BasicRanged {
energy_cost: u32,
holdable: bool,
prepare_duration: Duration,
recover_duration: Duration,
projectile: Projectile,
projectile_body: Body,
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
projectile_speed: f32,
},
Boost {
duration: Duration,
only_up: bool,
},
DashMelee {
energy_cost: u32,
base_damage: u32,
max_damage: u32,
base_knockback: f32,
max_knockback: f32,
range: f32,
angle: f32,
energy_drain: u32,
forward_speed: f32,
buildup_duration: Duration,
charge_duration: Duration,
swing_duration: Duration,
recover_duration: Duration,
infinite_charge: bool,
is_interruptible: bool,
},
BasicBlock,
Roll,
ComboMelee {
stage_data: Vec<combo_melee::Stage>,
initial_energy_gain: u32,
max_energy_gain: u32,
energy_increase: u32,
speed_increase: f32,
max_speed_increase: f32,
is_interruptible: bool,
},
LeapMelee {
energy_cost: u32,
movement_duration: Duration,
buildup_duration: Duration,
recover_duration: Duration,
base_damage: u32,
},
SpinMelee {
buildup_duration: Duration,
swing_duration: Duration,
recover_duration: Duration,
base_damage: u32,
knockback: f32,
range: f32,
energy_cost: u32,
is_infinite: bool,
is_helicopter: bool,
is_interruptible: bool,
forward_speed: f32,
num_spins: u32,
},
ChargedRanged {
energy_cost: u32,
energy_drain: u32,
initial_damage: u32,
max_damage: u32,
initial_knockback: f32,
max_knockback: f32,
prepare_duration: Duration,
charge_duration: Duration,
recover_duration: Duration,
projectile_body: Body,
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
initial_projectile_speed: f32,
max_projectile_speed: f32,
},
GroundShockwave {
energy_cost: u32,
buildup_duration: Duration,
recover_duration: Duration,
damage: u32,
knockback: f32,
shockwave_angle: f32,
shockwave_speed: f32,
shockwave_duration: Duration,
requires_ground: bool,
},
BasicBeam {
energy_cost: u32,
buildup_duration: Duration,
recover_duration: Duration,
base_hps: u32,
base_dps: u32,
range: f32,
max_angle: f32,
lifesteal_eff: f32,
energy_regen: u32,
},
}
impl CharacterAbility {
/// Attempts to fulfill requirements, mutating `update` (taking energy) if
/// applicable.
pub fn requirements_paid(&self, data: &JoinData, update: &mut StateUpdate) -> bool {
match self {
CharacterAbility::Roll => {
data.physics.on_ground
&& data.body.is_humanoid()
&& data.vel.0.xy().magnitude_squared() > 0.5
&& update
.energy
.try_change_by(-220, EnergySource::Ability)
.is_ok()
},
CharacterAbility::DashMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::BasicMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::BasicRanged { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::LeapMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::SpinMelee { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::ChargedRanged { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::GroundShockwave { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::BasicBeam { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
_ => true,
}
}
}
#[derive(Clone, PartialEq, Debug, Serialize, Deserialize)]
pub struct ItemConfig {
pub item: Item,
pub ability1: Option<CharacterAbility>,
pub ability2: Option<CharacterAbility>,
pub ability3: Option<CharacterAbility>,
pub block_ability: Option<CharacterAbility>,
pub dodge_ability: Option<CharacterAbility>,
}
impl From<Item> for ItemConfig {
fn from(item: Item) -> Self {
if let ItemKind::Tool(tool) = &item.kind() {
let mut abilities = tool.get_abilities();
let mut ability_drain = abilities.drain(..);
return ItemConfig {
item,
ability1: ability_drain.next(),
ability2: ability_drain.next(),
ability3: ability_drain.next(),
block_ability: Some(CharacterAbility::BasicBlock),
dodge_ability: Some(CharacterAbility::Roll),
};
}
unimplemented!("ItemConfig is currently only supported for Tools")
}
}
#[derive(Arraygen, Clone, PartialEq, Default, Debug, Serialize, Deserialize)]
#[gen_array(pub fn get_armor: &Option<Item>)]
pub struct Loadout {
pub active_item: Option<ItemConfig>,
pub second_item: Option<ItemConfig>,
pub lantern: Option<Item>,
pub glider: Option<Item>,
#[in_array(get_armor)]
pub shoulder: Option<Item>,
#[in_array(get_armor)]
pub chest: Option<Item>,
#[in_array(get_armor)]
pub belt: Option<Item>,
#[in_array(get_armor)]
pub hand: Option<Item>,
#[in_array(get_armor)]
pub pants: Option<Item>,
#[in_array(get_armor)]
pub foot: Option<Item>,
#[in_array(get_armor)]
pub back: Option<Item>,
#[in_array(get_armor)]
pub ring: Option<Item>,
#[in_array(get_armor)]
pub neck: Option<Item>,
#[in_array(get_armor)]
pub head: Option<Item>,
#[in_array(get_armor)]
pub tabard: Option<Item>,
}
impl Loadout {
pub fn get_damage_reduction(&self) -> f32 {
let protection = self
.get_armor()
.iter()
.flat_map(|armor| armor.as_ref())
.filter_map(|item| {
if let ItemKind::Armor(armor) = &item.kind() {
Some(armor.get_protection())
} 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 From<&CharacterAbility> for CharacterState {
fn from(ability: &CharacterAbility) -> Self {
match ability {
CharacterAbility::BasicMelee {
buildup_duration,
recover_duration,
base_healthchange,
knockback,
range,
max_angle,
energy_cost: _,
} => CharacterState::BasicMelee(basic_melee::Data {
exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_healthchange: *base_healthchange,
knockback: *knockback,
range: *range,
max_angle: *max_angle,
}),
CharacterAbility::BasicRanged {
holdable,
prepare_duration,
recover_duration,
projectile,
projectile_body,
projectile_light,
projectile_gravity,
projectile_speed,
energy_cost: _,
} => CharacterState::BasicRanged(basic_ranged::Data {
exhausted: false,
prepare_timer: Duration::default(),
holdable: *holdable,
prepare_duration: *prepare_duration,
recover_duration: *recover_duration,
projectile: projectile.clone(),
projectile_body: *projectile_body,
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
projectile_speed: *projectile_speed,
}),
CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data {
duration: *duration,
only_up: *only_up,
}),
CharacterAbility::DashMelee {
energy_cost: _,
base_damage,
max_damage,
base_knockback,
max_knockback,
range,
angle,
energy_drain,
forward_speed,
buildup_duration,
charge_duration,
swing_duration,
recover_duration,
infinite_charge,
is_interruptible,
} => CharacterState::DashMelee(dash_melee::Data {
static_data: dash_melee::StaticData {
base_damage: *base_damage,
max_damage: *max_damage,
base_knockback: *base_knockback,
max_knockback: *max_knockback,
range: *range,
angle: *angle,
energy_drain: *energy_drain,
forward_speed: *forward_speed,
infinite_charge: *infinite_charge,
buildup_duration: *buildup_duration,
charge_duration: *charge_duration,
swing_duration: *swing_duration,
recover_duration: *recover_duration,
is_interruptible: *is_interruptible,
},
end_charge: false,
timer: Duration::default(),
stage_section: StageSection::Buildup,
exhausted: false,
}),
CharacterAbility::BasicBlock => CharacterState::BasicBlock,
CharacterAbility::Roll => CharacterState::Roll(roll::Data {
remaining_duration: Duration::from_millis(500),
was_wielded: false, // false by default. utils might set it to true
}),
CharacterAbility::ComboMelee {
stage_data,
initial_energy_gain,
max_energy_gain,
energy_increase,
speed_increase,
max_speed_increase,
is_interruptible,
} => CharacterState::ComboMelee(combo_melee::Data {
static_data: combo_melee::StaticData {
num_stages: stage_data.len() as u32,
stage_data: stage_data.clone(),
initial_energy_gain: *initial_energy_gain,
max_energy_gain: *max_energy_gain,
energy_increase: *energy_increase,
speed_increase: 1.0 - *speed_increase,
max_speed_increase: *max_speed_increase - 1.0,
is_interruptible: *is_interruptible,
},
stage: 1,
combo: 0,
timer: Duration::default(),
stage_section: StageSection::Buildup,
next_stage: false,
}),
CharacterAbility::LeapMelee {
energy_cost: _,
movement_duration,
buildup_duration,
recover_duration,
base_damage,
} => CharacterState::LeapMelee(leap_melee::Data {
initialize: true,
exhausted: false,
movement_duration: *movement_duration,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_damage: *base_damage,
}),
CharacterAbility::SpinMelee {
buildup_duration,
swing_duration,
recover_duration,
base_damage,
knockback,
range,
energy_cost,
is_infinite,
is_helicopter,
is_interruptible,
forward_speed,
num_spins,
} => CharacterState::SpinMelee(spin_melee::Data {
static_data: spin_melee::StaticData {
buildup_duration: *buildup_duration,
swing_duration: *swing_duration,
recover_duration: *recover_duration,
base_damage: *base_damage,
knockback: *knockback,
range: *range,
energy_cost: *energy_cost,
is_infinite: *is_infinite,
is_helicopter: *is_helicopter,
is_interruptible: *is_interruptible,
forward_speed: *forward_speed,
num_spins: *num_spins,
},
timer: Duration::default(),
spins_remaining: *num_spins - 1,
stage_section: StageSection::Buildup,
exhausted: false,
}),
CharacterAbility::ChargedRanged {
energy_cost: _,
energy_drain,
initial_damage,
max_damage,
initial_knockback,
max_knockback,
prepare_duration,
charge_duration,
recover_duration,
projectile_body,
projectile_light,
projectile_gravity,
initial_projectile_speed,
max_projectile_speed,
} => CharacterState::ChargedRanged(charged_ranged::Data {
exhausted: false,
energy_drain: *energy_drain,
initial_damage: *initial_damage,
max_damage: *max_damage,
initial_knockback: *initial_knockback,
max_knockback: *max_knockback,
prepare_duration: *prepare_duration,
charge_duration: *charge_duration,
charge_timer: Duration::default(),
recover_duration: *recover_duration,
projectile_body: *projectile_body,
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
initial_projectile_speed: *initial_projectile_speed,
max_projectile_speed: *max_projectile_speed,
}),
CharacterAbility::GroundShockwave {
energy_cost: _,
buildup_duration,
recover_duration,
damage,
knockback,
shockwave_angle,
shockwave_speed,
shockwave_duration,
requires_ground,
} => CharacterState::GroundShockwave(ground_shockwave::Data {
exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
damage: *damage,
knockback: *knockback,
shockwave_angle: *shockwave_angle,
shockwave_speed: *shockwave_speed,
shockwave_duration: *shockwave_duration,
requires_ground: *requires_ground,
}),
CharacterAbility::BasicBeam {
energy_cost: _,
buildup_duration,
recover_duration,
base_hps,
base_dps,
range,
max_angle,
lifesteal_eff,
energy_regen,
} => CharacterState::BasicBeam(basic_beam::Data {
exhausted: false,
particle_ori: None::<Vec3<f32>>,
buildup_duration: *buildup_duration,
cooldown_duration: Duration::from_millis(250),
cooldown_duration_default: Duration::from_millis(250),
recover_duration: *recover_duration,
base_hps: *base_hps,
base_dps: *base_dps,
range: *range,
max_angle: *max_angle,
lifesteal_eff: *lifesteal_eff,
energy_regen: *energy_regen,
}),
}
}
}
impl Component for Loadout {
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
}