veloren/common/src/combat.rs

1485 lines
55 KiB
Rust

use crate::{
comp::{
ability::Capability,
buff::{Buff, BuffChange, BuffData, BuffKind, BuffSource},
inventory::{
item::{
armor::Protection,
tool::{self, ToolKind},
ItemDesc, ItemKind, MaterialStatManifest,
},
slot::EquipSlot,
},
skillset::SkillGroupKind,
Alignment, Body, Buffs, CharacterState, Combo, Energy, Group, Health, HealthChange,
Inventory, Ori, Player, Poise, PoiseChange, SkillSet, Stats,
},
event::ServerEvent,
outcome::Outcome,
resources::{Secs, Time},
states::utils::StageSection,
uid::{IdMaps, Uid},
util::Dir,
};
use rand::Rng;
use serde::{Deserialize, Serialize};
use specs::{Entity as EcsEntity, ReadStorage};
use std::ops::{Mul, MulAssign};
use vek::*;
#[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)]
pub enum GroupTarget {
InGroup,
OutOfGroup,
}
#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
pub enum AttackSource {
Melee,
Projectile,
Beam,
GroundShockwave,
AirShockwave,
UndodgeableShockwave,
Explosion,
}
pub const FULL_FLANK_ANGLE: f32 = std::f32::consts::PI / 4.0;
pub const PARTIAL_FLANK_ANGLE: f32 = std::f32::consts::PI * 3.0 / 4.0;
// NOTE: Do we want to change this to be a configurable parameter on body?
pub const PROJECTILE_HEADSHOT_PROPORTION: f32 = 0.1;
pub const BEAM_DURATION_PRECISION: f32 = 2.5;
pub const MAX_BACK_FLANK_PRECISION: f32 = 0.75;
pub const MAX_SIDE_FLANK_PRECISION: f32 = 0.25;
pub const MAX_HEADSHOT_PRECISION: f32 = 1.0;
pub const MAX_TOP_HEADSHOT_PRECISION: f32 = 0.5;
pub const MAX_BEAM_DUR_PRECISION: f32 = 0.25;
pub const MAX_MELEE_POISE_PRECISION: f32 = 0.5;
#[derive(Copy, Clone)]
pub struct AttackerInfo<'a> {
pub entity: EcsEntity,
pub uid: Uid,
pub group: Option<&'a Group>,
pub energy: Option<&'a Energy>,
pub combo: Option<&'a Combo>,
pub inventory: Option<&'a Inventory>,
pub stats: Option<&'a Stats>,
}
pub struct TargetInfo<'a> {
pub entity: EcsEntity,
pub uid: Uid,
pub inventory: Option<&'a Inventory>,
pub stats: Option<&'a Stats>,
pub health: Option<&'a Health>,
pub pos: Vec3<f32>,
pub ori: Option<&'a Ori>,
pub char_state: Option<&'a CharacterState>,
pub energy: Option<&'a Energy>,
pub buffs: Option<&'a Buffs>,
}
#[derive(Clone, Copy)]
pub struct AttackOptions {
pub target_dodging: bool,
pub may_harm: bool,
pub target_group: GroupTarget,
pub precision_mult: Option<f32>,
}
#[derive(Clone, Debug, Serialize, Deserialize)] // TODO: Yeet clone derive
pub struct Attack {
damages: Vec<AttackDamage>,
effects: Vec<AttackEffect>,
precision_multiplier: f32,
}
impl Default for Attack {
fn default() -> Self {
Self {
damages: Vec::new(),
effects: Vec::new(),
precision_multiplier: 1.0,
}
}
}
impl Attack {
#[must_use]
pub fn with_damage(mut self, damage: AttackDamage) -> Self {
self.damages.push(damage);
self
}
#[must_use]
pub fn with_effect(mut self, effect: AttackEffect) -> Self {
self.effects.push(effect);
self
}
#[must_use]
pub fn with_precision(mut self, precision_multiplier: f32) -> Self {
self.precision_multiplier = precision_multiplier;
self
}
#[must_use]
pub fn with_combo(self, combo: i32) -> Self {
self.with_effect(
AttackEffect::new(None, CombatEffect::Combo(combo))
.with_requirement(CombatRequirement::AnyDamage),
)
}
#[must_use]
pub fn with_combo_increment(self) -> Self { self.with_combo(1) }
pub fn effects(&self) -> impl Iterator<Item = &AttackEffect> { self.effects.iter() }
pub fn compute_damage_reduction(
attacker: Option<&AttackerInfo>,
target: &TargetInfo,
source: AttackSource,
dir: Dir,
damage: Damage,
msm: &MaterialStatManifest,
mut emit: impl FnMut(ServerEvent),
mut emit_outcome: impl FnMut(Outcome),
) -> f32 {
if damage.value > 0.0 {
let attacker_penetration = attacker
.and_then(|a| a.stats)
.map_or(0.0, |s| s.mitigations_penetration)
.clamp(0.0, 1.0);
let raw_damage_reduction =
Damage::compute_damage_reduction(Some(damage), target.inventory, target.stats, msm);
let damage_reduction = (1.0 - attacker_penetration) * raw_damage_reduction;
let block_reduction =
if let (Some(char_state), Some(ori)) = (target.char_state, target.ori) {
if ori.look_vec().angle_between(-*dir) < char_state.block_angle() {
if char_state.is_parry(source) {
emit_outcome(Outcome::Block {
parry: true,
pos: target.pos,
uid: target.uid,
});
emit(ServerEvent::ParryHook {
defender: target.entity,
attacker: attacker.map(|a| a.entity),
source,
});
1.0
} else if let Some(block_strength) = char_state.block_strength(source) {
emit_outcome(Outcome::Block {
parry: false,
pos: target.pos,
uid: target.uid,
});
block_strength
} else {
0.0
}
} else {
0.0
}
} else {
0.0
};
1.0 - (1.0 - damage_reduction) * (1.0 - block_reduction)
} else {
0.0
}
}
pub fn apply_attack(
&self,
attacker: Option<AttackerInfo>,
target: &TargetInfo,
dir: Dir,
options: AttackOptions,
// Currently strength_modifier just modifies damage,
// maybe look into modifying strength of other effects?
strength_modifier: f32,
attack_source: AttackSource,
time: Time,
mut emit: impl FnMut(ServerEvent),
mut emit_outcome: impl FnMut(Outcome),
rng: &mut rand::rngs::ThreadRng,
damage_instance_offset: u64,
) -> bool {
// TODO: Maybe move this higher and pass it as argument into this function?
let msm = &MaterialStatManifest::load().read();
let AttackOptions {
target_dodging,
may_harm,
target_group,
precision_mult,
} = options;
// target == OutOfGroup is basic heuristic that this
// "attack" has negative effects.
//
// so if target dodges this "attack" or we don't want to harm target,
// it should avoid such "damage" or effect
let avoid_damage = |attack_damage: &AttackDamage| {
matches!(attack_damage.target, Some(GroupTarget::OutOfGroup))
&& (target_dodging || !may_harm)
};
let avoid_effect = |attack_effect: &AttackEffect| {
matches!(attack_effect.target, Some(GroupTarget::OutOfGroup))
&& (target_dodging || !may_harm)
};
let precision_mult = attacker
.and_then(|a| a.stats)
.and_then(|s| s.precision_multiplier_override)
.or(precision_mult);
let mut is_applied = false;
let mut accumulated_damage = 0.0;
let damage_modifier = attacker
.and_then(|a| a.stats)
.map_or(1.0, |s| s.attack_damage_modifier);
for damage in self
.damages
.iter()
.filter(|d| d.target.map_or(true, |t| t == target_group))
.filter(|d| !avoid_damage(d))
{
let damage_instance = damage.instance + damage_instance_offset;
is_applied = true;
let damage_reduction = Attack::compute_damage_reduction(
attacker.as_ref(),
target,
attack_source,
dir,
damage.damage,
msm,
&mut emit,
&mut emit_outcome,
);
let change = damage.damage.calculate_health_change(
damage_reduction,
attacker.map(|x| x.into()),
precision_mult,
self.precision_multiplier,
strength_modifier * damage_modifier,
time,
damage_instance,
);
let applied_damage = -change.amount;
accumulated_damage += applied_damage;
if change.amount.abs() > Health::HEALTH_EPSILON {
emit(ServerEvent::HealthChange {
entity: target.entity,
change,
});
match damage.damage.kind {
DamageKind::Slashing => {
// For slashing damage, reduce target energy by some fraction of applied
// damage. When target would lose more energy than they have, deal an
// equivalent amount of damage
if let Some(target_energy) = target.energy {
let energy_change = applied_damage * SLASHING_ENERGY_FRACTION;
if energy_change > target_energy.current() {
let health_damage = energy_change - target_energy.current();
accumulated_damage += health_damage;
let health_change = HealthChange {
amount: -health_damage,
by: attacker.map(|x| x.into()),
cause: Some(damage.damage.source),
time,
precise: precision_mult.is_some(),
instance: damage_instance,
};
emit(ServerEvent::HealthChange {
entity: target.entity,
change: health_change,
});
}
emit(ServerEvent::EnergyChange {
entity: target.entity,
change: -energy_change,
});
}
},
DamageKind::Crushing => {
// For crushing damage, reduce target poise by some fraction of the amount
// of damage that was reduced by target's protection
// Damage reduction should never equal 1 here as otherwise the check above
// that health change amount is greater than 0 would fail.
let reduced_damage =
applied_damage * damage_reduction / (1.0 - damage_reduction);
let poise = reduced_damage
* CRUSHING_POISE_FRACTION
* attacker
.and_then(|a| a.stats)
.map_or(1.0, |s| s.poise_damage_modifier);
let change = -Poise::apply_poise_reduction(
poise,
target.inventory,
msm,
target.char_state,
target.stats,
);
let poise_change = PoiseChange {
amount: change,
impulse: *dir,
by: attacker.map(|x| x.into()),
cause: Some(damage.damage.source),
time,
};
if change.abs() > Poise::POISE_EPSILON {
// If target is in a stunned state, apply extra poise damage as health
// damage instead
if let Some(CharacterState::Stunned(data)) = target.char_state {
let health_change =
change * data.static_data.poise_state.damage_multiplier();
let health_change = HealthChange {
amount: health_change,
by: attacker.map(|x| x.into()),
cause: Some(damage.damage.source),
instance: damage_instance,
precise: precision_mult.is_some(),
time,
};
emit(ServerEvent::HealthChange {
entity: target.entity,
change: health_change,
});
} else {
emit(ServerEvent::PoiseChange {
entity: target.entity,
change: poise_change,
});
}
}
},
// Piercing damage ignores some penetration, and is handled when damage
// reduction is computed Energy is a placeholder damage type
DamageKind::Piercing | DamageKind::Energy => {},
}
for effect in damage.effects.iter() {
match effect {
CombatEffect::Knockback(kb) => {
let impulse =
kb.calculate_impulse(dir, target.char_state) * strength_modifier;
if !impulse.is_approx_zero() {
emit(ServerEvent::Knockback {
entity: target.entity,
impulse,
});
}
},
CombatEffect::EnergyReward(ec) => {
if let Some(attacker) = attacker {
emit(ServerEvent::EnergyChange {
entity: attacker.entity,
change: *ec
* compute_energy_reward_mod(attacker.inventory, msm)
* strength_modifier
* attacker.stats.map_or(1.0, |s| s.energy_reward_modifier),
});
}
},
CombatEffect::Buff(b) => {
if rng.gen::<f32>() < b.chance {
emit(ServerEvent::Buff {
entity: target.entity,
buff_change: BuffChange::Add(b.to_buff(
time,
attacker.map(|a| a.uid),
target.stats,
target.health,
applied_damage,
strength_modifier,
)),
});
}
},
CombatEffect::Lifesteal(l) => {
// Not modified by strength_modifier as damage already is
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
let change = HealthChange {
amount: applied_damage * l,
by: attacker.map(|a| a.into()),
cause: None,
time,
precise: false,
instance: rand::random(),
};
if change.amount.abs() > Health::HEALTH_EPSILON {
emit(ServerEvent::HealthChange {
entity: attacker_entity,
change,
});
}
}
},
CombatEffect::Poise(p) => {
let change = -Poise::apply_poise_reduction(
*p,
target.inventory,
msm,
target.char_state,
target.stats,
) * strength_modifier
* attacker
.and_then(|a| a.stats)
.map_or(1.0, |s| s.poise_damage_modifier);
if change.abs() > Poise::POISE_EPSILON {
let poise_change = PoiseChange {
amount: change,
impulse: *dir,
by: attacker.map(|x| x.into()),
cause: Some(damage.damage.source),
time,
};
emit(ServerEvent::PoiseChange {
entity: target.entity,
change: poise_change,
});
}
},
CombatEffect::Heal(h) => {
let change = HealthChange {
amount: *h * strength_modifier,
by: attacker.map(|a| a.into()),
cause: None,
time,
precise: false,
instance: rand::random(),
};
if change.amount.abs() > Health::HEALTH_EPSILON {
emit(ServerEvent::HealthChange {
entity: target.entity,
change,
});
}
},
CombatEffect::Combo(c) => {
// Not affected by strength modifier as integer
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
emit(ServerEvent::ComboChange {
entity: attacker_entity,
change: *c,
});
}
},
CombatEffect::StageVulnerable(damage, section) => {
if target
.char_state
.map_or(false, |cs| cs.stage_section() == Some(*section))
{
let change = {
let mut change = change;
change.amount *= damage;
change
};
emit(ServerEvent::HealthChange {
entity: target.entity,
change,
});
}
},
CombatEffect::RefreshBuff(chance, b) => {
if rng.gen::<f32>() < *chance {
emit(ServerEvent::Buff {
entity: target.entity,
buff_change: BuffChange::Refresh(*b),
});
}
},
CombatEffect::BuffsVulnerable(damage, buff) => {
if target.buffs.map_or(false, |b| b.contains(*buff)) {
let change = {
let mut change = change;
change.amount *= damage;
change
};
emit(ServerEvent::HealthChange {
entity: target.entity,
change,
});
}
},
CombatEffect::StunnedVulnerable(damage) => {
if target.char_state.map_or(false, |cs| cs.is_stunned()) {
let change = {
let mut change = change;
change.amount *= damage;
change
};
emit(ServerEvent::HealthChange {
entity: target.entity,
change,
});
}
},
}
}
}
}
for effect in self
.effects
.iter()
.chain(
attacker
.and_then(|attacker| attacker.stats)
.iter()
.flat_map(|stats| stats.effects_on_attack.iter()),
)
.filter(|e| e.target.map_or(true, |t| t == target_group))
.filter(|e| !avoid_effect(e))
{
let requirements_met = effect.requirements.iter().all(|req| match req {
CombatRequirement::AnyDamage => accumulated_damage > 0.0 && target.health.is_some(),
CombatRequirement::Energy(r) => {
if let Some(AttackerInfo {
entity,
energy: Some(e),
..
}) = attacker
{
let sufficient_energy = e.current() >= *r;
if sufficient_energy {
emit(ServerEvent::EnergyChange {
entity,
change: -*r,
});
}
sufficient_energy
} else {
false
}
},
CombatRequirement::Combo(r) => {
if let Some(AttackerInfo {
entity,
combo: Some(c),
..
}) = attacker
{
let sufficient_combo = c.counter() >= *r;
if sufficient_combo {
emit(ServerEvent::ComboChange {
entity,
change: -(*r as i32),
});
}
sufficient_combo
} else {
false
}
},
CombatRequirement::TargetHasBuff(buff) => {
target.buffs.map_or(false, |buffs| buffs.contains(*buff))
},
});
if requirements_met {
is_applied = true;
match effect.effect {
CombatEffect::Knockback(kb) => {
let impulse =
kb.calculate_impulse(dir, target.char_state) * strength_modifier;
if !impulse.is_approx_zero() {
emit(ServerEvent::Knockback {
entity: target.entity,
impulse,
});
}
},
CombatEffect::EnergyReward(ec) => {
if let Some(attacker) = attacker {
emit(ServerEvent::EnergyChange {
entity: attacker.entity,
change: ec
* compute_energy_reward_mod(attacker.inventory, msm)
* strength_modifier
* attacker.stats.map_or(1.0, |s| s.energy_reward_modifier),
});
}
},
CombatEffect::Buff(b) => {
if rng.gen::<f32>() < b.chance {
emit(ServerEvent::Buff {
entity: target.entity,
buff_change: BuffChange::Add(b.to_buff(
time,
attacker.map(|a| a.uid),
target.stats,
target.health,
accumulated_damage,
strength_modifier,
)),
});
}
},
CombatEffect::Lifesteal(l) => {
// Not modified by strength_modifier as damage already is
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
let change = HealthChange {
amount: accumulated_damage * l,
by: attacker.map(|a| a.into()),
cause: None,
time,
precise: false,
instance: rand::random(),
};
if change.amount.abs() > Health::HEALTH_EPSILON {
emit(ServerEvent::HealthChange {
entity: attacker_entity,
change,
});
}
}
},
CombatEffect::Poise(p) => {
let change = -Poise::apply_poise_reduction(
p,
target.inventory,
msm,
target.char_state,
target.stats,
) * strength_modifier
* attacker
.and_then(|a| a.stats)
.map_or(1.0, |s| s.poise_damage_modifier);
if change.abs() > Poise::POISE_EPSILON {
let poise_change = PoiseChange {
amount: change,
impulse: *dir,
by: attacker.map(|x| x.into()),
cause: Some(attack_source.into()),
time,
};
emit(ServerEvent::PoiseChange {
entity: target.entity,
change: poise_change,
});
}
},
CombatEffect::Heal(h) => {
let change = HealthChange {
amount: h * strength_modifier,
by: attacker.map(|a| a.into()),
cause: None,
time,
precise: false,
instance: rand::random(),
};
if change.amount.abs() > Health::HEALTH_EPSILON {
emit(ServerEvent::HealthChange {
entity: target.entity,
change,
});
}
},
CombatEffect::Combo(c) => {
// Not affected by strength modifier as integer
if let Some(attacker_entity) = attacker.map(|a| a.entity) {
emit(ServerEvent::ComboChange {
entity: attacker_entity,
change: c,
});
}
},
// Only has an effect when attached to a damage
CombatEffect::StageVulnerable(_, _) => {},
CombatEffect::RefreshBuff(chance, b) => {
if rng.gen::<f32>() < chance {
emit(ServerEvent::Buff {
entity: target.entity,
buff_change: BuffChange::Refresh(b),
});
}
},
// Only has an effect when attached to a damage
CombatEffect::BuffsVulnerable(_, _) => {},
CombatEffect::StunnedVulnerable(_) => {},
}
}
}
// Emits event to handle things that should happen for any successful attack,
// regardless of if the attack had any damages or effects in it
if is_applied {
emit(ServerEvent::EntityAttackedHook {
entity: target.entity,
attacker: attacker.map(|a| a.entity),
});
}
is_applied
}
}
/// Function that checks for unintentional PvP between players.
///
/// Returns `false` if attack will create unintentional conflict,
/// e.g. if player with PvE mode will harm pets of other players
/// or other players will do the same to such player.
///
/// If both players have PvP mode enabled, interact with NPC and
/// in any other case, this function will return `true`
// TODO: add parameter for doing self-harm?
pub fn may_harm(
alignments: &ReadStorage<Alignment>,
players: &ReadStorage<Player>,
id_maps: &IdMaps,
attacker: Option<EcsEntity>,
target: EcsEntity,
) -> bool {
// Return owner entity if pet,
// or just return entity back otherwise
let owner_if_pet = |entity| {
let alignment = alignments.get(entity).copied();
if let Some(Alignment::Owned(uid)) = alignment {
// return original entity
// if can't get owner
id_maps.uid_entity(uid).unwrap_or(entity)
} else {
entity
}
};
// Just return ok if attacker is unknown, it's probably
// environment or command.
let attacker = match attacker {
Some(attacker) => attacker,
None => return true,
};
// "Dereference" to owner if this is a pet.
let attacker = owner_if_pet(attacker);
let target = owner_if_pet(target);
// Get player components
let attacker_info = players.get(attacker);
let target_info = players.get(target);
// Return `true` if not players.
attacker_info
.zip(target_info)
.map_or(true, |(a, t)| a.may_harm(t))
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct AttackDamage {
damage: Damage,
target: Option<GroupTarget>,
effects: Vec<CombatEffect>,
/// A random ID, used to group up attacks
instance: u64,
}
impl AttackDamage {
pub fn new(damage: Damage, target: Option<GroupTarget>, instance: u64) -> Self {
Self {
damage,
target,
effects: Vec::new(),
instance,
}
}
#[must_use]
pub fn with_effect(mut self, effect: CombatEffect) -> Self {
self.effects.push(effect);
self
}
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct AttackEffect {
target: Option<GroupTarget>,
effect: CombatEffect,
requirements: Vec<CombatRequirement>,
}
impl AttackEffect {
pub fn new(target: Option<GroupTarget>, effect: CombatEffect) -> Self {
Self {
target,
effect,
requirements: Vec::new(),
}
}
#[must_use]
pub fn with_requirement(mut self, requirement: CombatRequirement) -> Self {
self.requirements.push(requirement);
self
}
pub fn effect(&self) -> &CombatEffect { &self.effect }
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
pub enum CombatEffect {
Heal(f32),
Buff(CombatBuff),
Knockback(Knockback),
EnergyReward(f32),
Lifesteal(f32),
Poise(f32),
Combo(i32),
/// If the attack hits the target while they are in the buildup portion of a
/// character state, deal increased damage
/// Only has an effect when attached to a damage, otherwise does nothing if
/// only attached to the attack
// TODO: Maybe try to make it do something if tied to
// attack, not sure if it should double count in that instance?
StageVulnerable(f32, StageSection),
/// Resets duration of all buffs of this buffkind, with some probability
RefreshBuff(f32, BuffKind),
/// If the target hit by an attack has this buff, they will take increased
/// damage.
/// Only has an effect when attached to a damage, otherwise does nothing if
/// only attached to the attack
// TODO: Maybe try to make it do something if tied to attack, not sure if it should double
// count in that instance?
BuffsVulnerable(f32, BuffKind),
/// If the target hit by an attack is in a stunned state, they will take
/// increased damage.
/// Only has an effect when attached to a damage, otherwise does nothing if
/// only attached to the attack
// TODO: Maybe try to make it do something if tied to attack, not sure if it should double
// count in that instance?
StunnedVulnerable(f32),
}
impl CombatEffect {
pub fn adjusted_by_stats(self, stats: tool::Stats) -> Self {
match self {
CombatEffect::Heal(h) => CombatEffect::Heal(h * stats.effect_power),
CombatEffect::Buff(CombatBuff {
kind,
dur_secs,
strength,
chance,
}) => CombatEffect::Buff(CombatBuff {
kind,
dur_secs,
strength: strength * stats.buff_strength,
chance,
}),
CombatEffect::Knockback(Knockback {
direction,
strength,
}) => CombatEffect::Knockback(Knockback {
direction,
strength: strength * stats.effect_power,
}),
CombatEffect::EnergyReward(e) => CombatEffect::EnergyReward(e),
CombatEffect::Lifesteal(l) => CombatEffect::Lifesteal(l * stats.effect_power),
CombatEffect::Poise(p) => CombatEffect::Poise(p * stats.effect_power),
CombatEffect::Combo(c) => CombatEffect::Combo(c),
CombatEffect::StageVulnerable(v, s) => {
CombatEffect::StageVulnerable(v * stats.effect_power, s)
},
CombatEffect::RefreshBuff(c, b) => CombatEffect::RefreshBuff(c, b),
CombatEffect::BuffsVulnerable(v, b) => {
CombatEffect::BuffsVulnerable(v * stats.effect_power, b)
},
CombatEffect::StunnedVulnerable(v) => {
CombatEffect::StunnedVulnerable(v * stats.effect_power)
},
}
}
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum CombatRequirement {
AnyDamage,
Energy(f32),
Combo(u32),
TargetHasBuff(BuffKind),
}
#[derive(Clone, Debug, Serialize, Deserialize)]
pub enum DamagedEffect {
Combo(i32),
}
#[derive(Clone, Copy, Debug, Hash, Eq, PartialEq, Serialize, Deserialize)]
pub enum DamageContributor {
Solo(Uid),
Group { entity_uid: Uid, group: Group },
}
impl DamageContributor {
pub fn new(uid: Uid, group: Option<Group>) -> Self {
if let Some(group) = group {
DamageContributor::Group {
entity_uid: uid,
group,
}
} else {
DamageContributor::Solo(uid)
}
}
pub fn uid(&self) -> Uid {
match self {
DamageContributor::Solo(uid) => *uid,
DamageContributor::Group {
entity_uid,
group: _,
} => *entity_uid,
}
}
}
impl From<AttackerInfo<'_>> for DamageContributor {
fn from(attacker_info: AttackerInfo) -> Self {
DamageContributor::new(attacker_info.uid, attacker_info.group.copied())
}
}
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum DamageSource {
Buff(BuffKind),
Melee,
Projectile,
Explosion,
Falling,
Shockwave,
Energy,
Other,
}
impl From<AttackSource> for DamageSource {
fn from(attack: AttackSource) -> Self {
match attack {
AttackSource::Melee => DamageSource::Melee,
AttackSource::Projectile => DamageSource::Projectile,
AttackSource::Explosion => DamageSource::Explosion,
AttackSource::AirShockwave
| AttackSource::GroundShockwave
| AttackSource::UndodgeableShockwave => DamageSource::Shockwave,
AttackSource::Beam => DamageSource::Energy,
}
}
}
/// DamageKind for the purpose of differentiating damage reduction
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
pub enum DamageKind {
/// Bypasses some protection from armor
Piercing,
/// Reduces energy of target, dealing additional damage when target energy
/// is 0
Slashing,
/// Deals additional poise damage the more armored the target is
Crushing,
/// Catch all for remaining damage kinds (TODO: differentiate further with
/// staff/sceptre reworks
Energy,
}
const PIERCING_PENETRATION_FRACTION: f32 = 1.5;
const SLASHING_ENERGY_FRACTION: f32 = 0.5;
const CRUSHING_POISE_FRACTION: f32 = 1.0;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Damage {
pub source: DamageSource,
pub kind: DamageKind,
pub value: f32,
}
impl Damage {
/// Returns the total damage reduction provided by all equipped items
pub fn compute_damage_reduction(
damage: Option<Self>,
inventory: Option<&Inventory>,
stats: Option<&Stats>,
msm: &MaterialStatManifest,
) -> f32 {
let protection = compute_protection(inventory, msm);
let penetration = if let Some(damage) = damage {
if let DamageKind::Piercing = damage.kind {
(damage.value * PIERCING_PENETRATION_FRACTION).clamp(0.0, protection.unwrap_or(0.0))
} else {
0.0
}
} else {
0.0
};
let protection = protection.map(|p| p - penetration);
const FIFTY_PERCENT_DR_THRESHOLD: f32 = 60.0;
let inventory_dr = match protection {
Some(dr) => dr / (FIFTY_PERCENT_DR_THRESHOLD + dr.abs()),
None => 1.0,
};
let stats_dr = if let Some(stats) = stats {
stats.damage_reduction
} else {
0.0
};
1.0 - (1.0 - inventory_dr) * (1.0 - stats_dr)
}
pub fn calculate_health_change(
self,
damage_reduction: f32,
damage_contributor: Option<DamageContributor>,
precision_mult: Option<f32>,
precision_power: f32,
damage_modifier: f32,
time: Time,
instance: u64,
) -> HealthChange {
let mut damage = self.value * damage_modifier;
let precise_damage = damage * precision_mult.unwrap_or(0.0) * (precision_power - 1.0);
match self.source {
DamageSource::Melee
| DamageSource::Projectile
| DamageSource::Explosion
| DamageSource::Shockwave
| DamageSource::Energy => {
// Precise hit
damage += precise_damage;
// Armor
damage *= 1.0 - damage_reduction;
HealthChange {
amount: -damage,
by: damage_contributor,
cause: Some(self.source),
time,
precise: precision_mult.is_some(),
instance,
}
},
DamageSource::Falling => {
// Armor
if (damage_reduction - 1.0).abs() < f32::EPSILON {
damage = 0.0;
}
HealthChange {
amount: -damage,
by: None,
cause: Some(self.source),
time,
precise: false,
instance,
}
},
DamageSource::Buff(_) | DamageSource::Other => HealthChange {
amount: -damage,
by: None,
cause: Some(self.source),
time,
precise: false,
instance,
},
}
}
pub fn interpolate_damage(&mut self, frac: f32, min: f32) {
let new_damage = min + frac * (self.value - min);
self.value = new_damage;
}
}
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Knockback {
pub direction: KnockbackDir,
pub strength: f32,
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
pub enum KnockbackDir {
Away,
Towards,
Up,
TowardsUp,
}
impl Knockback {
pub fn calculate_impulse(self, dir: Dir, char_state: Option<&CharacterState>) -> Vec3<f32> {
let from_char = {
let resistant = char_state
.and_then(|cs| cs.ability_info())
.map(|a| a.ability_meta)
.map_or(false, |a| {
a.capabilities.contains(Capability::KNOCKBACK_RESISTANT)
});
if resistant { 0.5 } else { 1.0 }
};
// TEMP: 50.0 multiplication kept until source knockback values have been
// updated
50.0 * self.strength
* from_char
* match self.direction {
KnockbackDir::Away => *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5),
KnockbackDir::Towards => *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5),
KnockbackDir::Up => Vec3::unit_z(),
KnockbackDir::TowardsUp => *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.85),
}
}
#[must_use]
pub fn modify_strength(mut self, power: f32) -> Self {
self.strength *= power;
self
}
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
pub struct CombatBuff {
pub kind: BuffKind,
pub dur_secs: f32,
pub strength: CombatBuffStrength,
pub chance: f32,
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
pub enum CombatBuffStrength {
DamageFraction(f32),
Value(f32),
}
impl CombatBuffStrength {
fn to_strength(self, damage: f32, strength_modifier: f32) -> f32 {
match self {
// Not affected by strength modifier as damage already is
CombatBuffStrength::DamageFraction(f) => damage * f,
CombatBuffStrength::Value(v) => v * strength_modifier,
}
}
}
impl MulAssign<f32> for CombatBuffStrength {
fn mul_assign(&mut self, mul: f32) { *self = *self * mul; }
}
impl Mul<f32> for CombatBuffStrength {
type Output = Self;
fn mul(self, mult: f32) -> Self {
match self {
Self::DamageFraction(val) => Self::DamageFraction(val * mult),
Self::Value(val) => Self::Value(val * mult),
}
}
}
impl CombatBuff {
fn to_buff(
self,
time: Time,
uid: Option<Uid>,
tgt_stats: Option<&Stats>,
tgt_health: Option<&Health>,
damage: f32,
strength_modifier: f32,
) -> Buff {
// TODO: Generate BufCategoryId vec (probably requires damage overhaul?)
let source = if let Some(uid) = uid {
BuffSource::Character { by: uid }
} else {
BuffSource::Unknown
};
Buff::new(
self.kind,
BuffData::new(
self.strength.to_strength(damage, strength_modifier),
Some(Secs(self.dur_secs as f64)),
),
Vec::new(),
source,
time,
tgt_stats,
tgt_health,
)
}
}
pub fn get_weapon_kinds(inv: &Inventory) -> (Option<ToolKind>, Option<ToolKind>) {
(
inv.equipped(EquipSlot::ActiveMainhand).and_then(|i| {
if let ItemKind::Tool(tool) = &*i.kind() {
Some(tool.kind)
} else {
None
}
}),
inv.equipped(EquipSlot::ActiveOffhand).and_then(|i| {
if let ItemKind::Tool(tool) = &*i.kind() {
Some(tool.kind)
} else {
None
}
}),
)
}
// TODO: Either remove msm or use it as argument in fn kind
fn weapon_rating<T: ItemDesc>(item: &T, _msm: &MaterialStatManifest) -> f32 {
const POWER_WEIGHT: f32 = 2.0;
const SPEED_WEIGHT: f32 = 3.0;
const RANGE_WEIGHT: f32 = 0.8;
const EFFECT_WEIGHT: f32 = 1.5;
const EQUIP_TIME_WEIGHT: f32 = 0.0;
const ENERGY_EFFICIENCY_WEIGHT: f32 = 1.5;
const BUFF_STRENGTH_WEIGHT: f32 = 1.5;
let rating = if let ItemKind::Tool(tool) = &*item.kind() {
let stats = tool.stats(item.stats_durability_multiplier());
// TODO: Look into changing the 0.5 to reflect armor later maybe?
// Since it is only for weapon though, it probably makes sense to leave
// independent for now
let power_rating = stats.power;
let speed_rating = stats.speed - 1.0;
let range_rating = stats.range - 1.0;
let effect_rating = stats.effect_power - 1.0;
let equip_time_rating = 0.5 - stats.equip_time_secs;
let energy_efficiency_rating = stats.energy_efficiency - 1.0;
let buff_strength_rating = stats.buff_strength - 1.0;
power_rating * POWER_WEIGHT
+ speed_rating * SPEED_WEIGHT
+ range_rating * RANGE_WEIGHT
+ effect_rating * EFFECT_WEIGHT
+ equip_time_rating * EQUIP_TIME_WEIGHT
+ energy_efficiency_rating * ENERGY_EFFICIENCY_WEIGHT
+ buff_strength_rating * BUFF_STRENGTH_WEIGHT
} else {
0.0
};
rating.max(0.0)
}
fn weapon_skills(inventory: &Inventory, skill_set: &SkillSet) -> f32 {
let (mainhand, offhand) = get_weapon_kinds(inventory);
let mainhand_skills = if let Some(tool) = mainhand {
skill_set.earned_sp(SkillGroupKind::Weapon(tool)) as f32
} else {
0.0
};
let offhand_skills = if let Some(tool) = offhand {
skill_set.earned_sp(SkillGroupKind::Weapon(tool)) as f32
} else {
0.0
};
mainhand_skills.max(offhand_skills)
}
fn get_weapon_rating(inventory: &Inventory, msm: &MaterialStatManifest) -> f32 {
let mainhand_rating = if let Some(item) = inventory.equipped(EquipSlot::ActiveMainhand) {
weapon_rating(item, msm)
} else {
0.0
};
let offhand_rating = if let Some(item) = inventory.equipped(EquipSlot::ActiveOffhand) {
weapon_rating(item, msm)
} else {
0.0
};
mainhand_rating.max(offhand_rating)
}
pub fn combat_rating(
inventory: &Inventory,
health: &Health,
energy: &Energy,
poise: &Poise,
skill_set: &SkillSet,
body: Body,
msm: &MaterialStatManifest,
) -> f32 {
const WEAPON_WEIGHT: f32 = 1.0;
const HEALTH_WEIGHT: f32 = 1.5;
const ENERGY_WEIGHT: f32 = 0.5;
const SKILLS_WEIGHT: f32 = 1.0;
const POISE_WEIGHT: f32 = 0.5;
const PRECISION_WEIGHT: f32 = 0.5;
// Normalized with a standard max health of 100
let health_rating = health.base_max()
/ 100.0
/ (1.0 - Damage::compute_damage_reduction(None, Some(inventory), None, msm)).max(0.00001);
// Normalized with a standard max energy of 100 and energy reward multiplier of
// x1
let energy_rating = (energy.base_max() + compute_max_energy_mod(Some(inventory), msm)) / 100.0
* compute_energy_reward_mod(Some(inventory), msm);
// Normalized with a standard max poise of 100
let poise_rating = poise.base_max()
/ 100.0
/ (1.0 - Poise::compute_poise_damage_reduction(Some(inventory), msm, None, None))
.max(0.00001);
// Normalized with a standard precision multiplier of 1.2
let precision_rating = compute_precision_mult(Some(inventory), msm) / 1.2;
// Assumes a standard person has earned 20 skill points in the general skill
// tree and 10 skill points for the weapon skill tree
let skills_rating = (skill_set.earned_sp(SkillGroupKind::General) as f32 / 20.0
+ weapon_skills(inventory, skill_set) / 10.0)
/ 2.0;
let weapon_rating = get_weapon_rating(inventory, msm);
let combined_rating = (health_rating * HEALTH_WEIGHT
+ energy_rating * ENERGY_WEIGHT
+ poise_rating * POISE_WEIGHT
+ precision_rating * PRECISION_WEIGHT
+ skills_rating * SKILLS_WEIGHT
+ weapon_rating * WEAPON_WEIGHT)
/ (HEALTH_WEIGHT
+ ENERGY_WEIGHT
+ POISE_WEIGHT
+ PRECISION_WEIGHT
+ SKILLS_WEIGHT
+ WEAPON_WEIGHT);
// Body multiplier meant to account for an enemy being harder than equipment and
// skills would account for. It should only not be 1.0 for non-humanoids
combined_rating * body.combat_multiplier()
}
pub fn compute_precision_mult(inventory: Option<&Inventory>, msm: &MaterialStatManifest) -> f32 {
// Starts with a value of 0.1 when summing the stats from each armor piece, and
// defaults to a value of 0.1 if no inventory is equipped. Precision multiplier
// cannot go below 1
1.0 + inventory
.map_or(0.1, |inv| {
inv.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &*item.kind() {
armor
.stats(msm, item.stats_durability_multiplier())
.precision_power
} else {
None
}
})
.fold(0.1, |a, b| a + b)
})
.max(0.0)
}
/// Computes the energy reward modifier from worn armor
pub fn compute_energy_reward_mod(inventory: Option<&Inventory>, msm: &MaterialStatManifest) -> f32 {
// Starts with a value of 1.0 when summing the stats from each armor piece, and
// defaults to a value of 1.0 if no inventory is present
inventory.map_or(1.0, |inv| {
inv.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &*item.kind() {
armor
.stats(msm, item.stats_durability_multiplier())
.energy_reward
} else {
None
}
})
.fold(1.0, |a, b| a + b)
})
}
/// Computes the additive modifier that should be applied to max energy from the
/// currently equipped items
pub fn compute_max_energy_mod(inventory: Option<&Inventory>, msm: &MaterialStatManifest) -> f32 {
// Defaults to a value of 0 if no inventory is present
inventory.map_or(0.0, |inv| {
inv.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &*item.kind() {
armor
.stats(msm, item.stats_durability_multiplier())
.energy_max
} else {
None
}
})
.sum()
})
}
/// Returns a value to be included as a multiplicative factor in perception
/// distance checks.
pub fn perception_dist_multiplier_from_stealth(
inventory: Option<&Inventory>,
character_state: Option<&CharacterState>,
msm: &MaterialStatManifest,
) -> f32 {
const SNEAK_MULTIPLIER: f32 = 0.7;
let item_stealth_multiplier = stealth_multiplier_from_items(inventory, msm);
let is_sneaking = character_state.map_or(false, |state| state.is_stealthy());
let multiplier = item_stealth_multiplier * if is_sneaking { SNEAK_MULTIPLIER } else { 1.0 };
multiplier.clamp(0.0, 1.0)
}
pub fn stealth_multiplier_from_items(
inventory: Option<&Inventory>,
msm: &MaterialStatManifest,
) -> f32 {
let stealth_sum = inventory.map_or(0.0, |inv| {
inv.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &*item.kind() {
armor.stats(msm, item.stats_durability_multiplier()).stealth
} else {
None
}
})
.sum()
});
(1.0 / (1.0 + stealth_sum)).clamp(0.0, 1.0)
}
/// Computes the total protection provided from armor. Is used to determine the
/// damage reduction applied to damage received by an entity None indicates that
/// the armor equipped makes the entity invulnerable
pub fn compute_protection(
inventory: Option<&Inventory>,
msm: &MaterialStatManifest,
) -> Option<f32> {
inventory.map_or(Some(0.0), |inv| {
inv.equipped_items()
.filter_map(|item| {
if let ItemKind::Armor(armor) = &*item.kind() {
armor
.stats(msm, item.stats_durability_multiplier())
.protection
} else {
None
}
})
.map(|protection| match protection {
Protection::Normal(protection) => Some(protection),
Protection::Invincible => None,
})
.sum::<Option<f32>>()
})
}
/// Used to compute the precision multiplier achieved by flanking a target
pub fn precision_mult_from_flank(attack_dir: Vec3<f32>, target_ori: Option<&Ori>) -> Option<f32> {
let angle = target_ori.map(|t_ori| t_ori.look_dir().angle_between(attack_dir));
match angle {
Some(angle) if angle < FULL_FLANK_ANGLE => Some(MAX_BACK_FLANK_PRECISION),
Some(angle) if angle < PARTIAL_FLANK_ANGLE => Some(MAX_SIDE_FLANK_PRECISION),
Some(_) | None => None,
}
}