veloren/common/systems/src/stats.rs

218 lines
7.8 KiB
Rust

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<ServerEvent>>,
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 {
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<Self>,
(
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;
if let Some(new_max) = health.needs_maximum_update(stat.max_health_modifiers) {
// Only call this if we need to since mutable access will trigger sending an
// update to the client.
health.update_internal_integer_maximum(new_max);
}
// 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,
};
if let Some(new_max) = energy.needs_maximum_update(energy_mods) {
// Only call this if we need to since mutable access will trigger sending an
// update to the client.
energy.update_internal_integer_maximum(new_max);
}
}
// 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();
}
}
}
}