mirror of
https://gitlab.com/veloren/veloren.git
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495 lines
17 KiB
Rust
495 lines
17 KiB
Rust
#![allow(clippy::nonstandard_macro_braces)] //tmp as of false positive !?
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use crate::uid::Uid;
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use core::{cmp::Ordering, time::Duration};
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#[cfg(not(target_arch = "wasm32"))]
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use hashbrown::HashMap;
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use serde::{Deserialize, Serialize};
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#[cfg(not(target_arch = "wasm32"))]
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use specs::{Component, DerefFlaggedStorage};
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#[cfg(not(target_arch = "wasm32"))]
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use specs_idvs::IdvStorage;
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use strum_macros::EnumIter;
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/// De/buff Kind.
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/// This is used to determine what effects a buff will have
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#[derive(
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Clone, Copy, PartialEq, Eq, Hash, Debug, Serialize, Deserialize, PartialOrd, Ord, EnumIter,
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)]
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pub enum BuffKind {
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// Buffs
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/// Restores health/time for some period
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/// Strength should be 10x the healing per second
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Regeneration,
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/// Restores health/time for some period for consumables
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/// Strength should be 10x the healing per second
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Saturation,
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/// Applied when drinking a potion
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/// Strength should be 10x the healing per second
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Potion,
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/// Applied when sitting at a campfire
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/// Strength is fraction of health resotred per second
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CampfireHeal,
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/// Raises maximum stamina
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/// Strength should be 10x the effect to max energy
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IncreaseMaxEnergy,
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/// Raises maximum health
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/// Strength should be 10x the effect to max health
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IncreaseMaxHealth,
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/// Makes you immune to attacks
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/// Strength does not affect this buff
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Invulnerability,
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/// Reduces incoming damage
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/// Strength scales the damage reduction non-linearly. 0.5 provides 50% DR,
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/// 1.0 provides 67% DR
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ProtectingWard,
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/// Increases movement speed and gives health regeneration
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/// Strength scales the movement speed linearly. 0.5 is 150% speed, 1.0 is
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/// 200% speed. Provides regeneration at 10x the value of the strength
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Frenzied,
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// Debuffs
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/// Does damage to a creature over time
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/// Strength should be 10x the DPS of the debuff
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Burning,
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/// Lowers health over time for some duration
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/// Strength should be 10x the DPS of the debuff
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Bleeding,
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/// Lower a creature's max health over time
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/// Strength only affects the target max health, 0.5 targets 50% of base
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/// max, 1.0 targets 100% of base max
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Cursed,
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/// Reduces movement speed and causes bleeding damage
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/// Strength scales the movement speed debuff non-linearly. 0.5 is 50%
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/// speed, 1.0 is 33% speed. Bleeding is at 10x the value of the strength.
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Crippled,
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/// Slows movement and attack speed.
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/// Strength scales the attack speed debuff non-linearly. 0.5 is ~50%
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/// speed, 1.0 is 33% speed. Movement speed debuff is scaled to be slightly
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/// smaller than attack speed debuff.
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Frozen,
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/// Makes you wet and causes you to have reduced friction on the ground.
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/// Strength scales the friction you ignore non-linearly. 0.5 is 50% ground
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/// friction, 1.0 is 33% ground friction.
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Wet,
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/// Makes you move slower.
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/// Strength scales the movement speed debuff non-linearly. 0.5 is 50%
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/// speed, 1.0 is 33% speed.
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Ensnared,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl BuffKind {
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/// Checks if buff is buff or debuff
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pub fn is_buff(self) -> bool {
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match self {
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BuffKind::Regeneration => true,
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BuffKind::Saturation => true,
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BuffKind::Bleeding => false,
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BuffKind::Cursed => false,
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BuffKind::Potion => true,
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BuffKind::CampfireHeal => true,
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BuffKind::IncreaseMaxEnergy => true,
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BuffKind::IncreaseMaxHealth => true,
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BuffKind::Invulnerability => true,
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BuffKind::ProtectingWard => true,
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BuffKind::Burning => false,
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BuffKind::Crippled => false,
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BuffKind::Frenzied => true,
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BuffKind::Frozen => false,
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BuffKind::Wet => false,
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BuffKind::Ensnared => false,
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}
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}
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/// Checks if buff should queue
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pub fn queues(self) -> bool { matches!(self, BuffKind::Saturation) }
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}
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// Struct used to store data relevant to a buff
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#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
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pub struct BuffData {
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pub strength: f32,
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pub duration: Option<Duration>,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl BuffData {
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pub fn new(strength: f32, duration: Option<Duration>) -> Self { Self { strength, duration } }
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}
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/// De/buff category ID.
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/// Similar to `BuffKind`, but to mark a category (for more generic usage, like
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/// positive/negative buffs).
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#[derive(Clone, Copy, Eq, PartialEq, Debug, Serialize, Deserialize)]
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pub enum BuffCategory {
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Natural,
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Physical,
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Magical,
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Divine,
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PersistOnDeath,
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FromAura(bool), // bool used to check if buff recently set by aura
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum ModifierKind {
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Additive,
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Fractional,
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}
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/// Data indicating and configuring behaviour of a de/buff.
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum BuffEffect {
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/// Periodically damages or heals entity
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HealthChangeOverTime {
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rate: f32,
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accumulated: f32,
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kind: ModifierKind,
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},
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/// Changes maximum health by a certain amount
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MaxHealthModifier { value: f32, kind: ModifierKind },
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/// Changes maximum stamina by a certain amount
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MaxEnergyModifier { value: f32, kind: ModifierKind },
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/// Reduces damage after armor is accounted for by this fraction
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DamageReduction(f32),
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/// Gradually changes an entities max health over time
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MaxHealthChangeOverTime {
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rate: f32,
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kind: ModifierKind,
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target_fraction: f32,
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achieved_fraction: Option<f32>,
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},
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/// Modifies move speed of target
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MovementSpeed(f32),
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/// Modifies attack speed of target
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AttackSpeed(f32),
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/// Modifies ground friction of target
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GroundFriction(f32),
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}
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/// Actual de/buff.
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/// Buff can timeout after some time if `time` is Some. If `time` is None,
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/// Buff will last indefinitely, until removed manually (by some action, like
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/// uncursing).
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///
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/// Buff has a kind, which is used to determine the effects in a builder
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/// function.
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///
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/// To provide more classification info when needed,
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/// buff can be in one or more buff category.
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct Buff {
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pub kind: BuffKind,
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pub data: BuffData,
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pub cat_ids: Vec<BuffCategory>,
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pub time: Option<Duration>,
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pub effects: Vec<BuffEffect>,
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pub source: BuffSource,
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}
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/// Information about whether buff addition or removal was requested.
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/// This to implement "on_add" and "on_remove" hooks for constant buffs.
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#[derive(Clone, Debug)]
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pub enum BuffChange {
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/// Adds this buff.
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Add(Buff),
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/// Removes all buffs with this ID.
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RemoveByKind(BuffKind),
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/// Removes all buffs with this ID, but not debuffs.
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RemoveFromController(BuffKind),
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/// Removes buffs of these indices (first vec is for active buffs, second is
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/// for inactive buffs), should only be called when buffs expire
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RemoveById(Vec<BuffId>),
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/// Removes buffs of these categories (first vec is of categories of which
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/// all are required, second vec is of categories of which at least one is
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/// required, third vec is of categories that will not be removed)
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RemoveByCategory {
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all_required: Vec<BuffCategory>,
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any_required: Vec<BuffCategory>,
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none_required: Vec<BuffCategory>,
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},
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl Buff {
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/// Builder function for buffs
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pub fn new(
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kind: BuffKind,
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data: BuffData,
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cat_ids: Vec<BuffCategory>,
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source: BuffSource,
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) -> Self {
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// Normalized nonlinear scaling
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let nn_scaling = |a| a / (a + 0.5);
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let (effects, time) = match kind {
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BuffKind::Bleeding => (
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vec![BuffEffect::HealthChangeOverTime {
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rate: -data.strength,
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accumulated: 0.0,
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kind: ModifierKind::Additive,
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}],
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data.duration,
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),
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BuffKind::Regeneration | BuffKind::Saturation | BuffKind::Potion => (
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vec![BuffEffect::HealthChangeOverTime {
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rate: data.strength,
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accumulated: 0.0,
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kind: ModifierKind::Additive,
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}],
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data.duration,
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),
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BuffKind::CampfireHeal => (
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vec![BuffEffect::HealthChangeOverTime {
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rate: data.strength,
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accumulated: 0.0,
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kind: ModifierKind::Fractional,
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}],
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data.duration,
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),
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BuffKind::Cursed => (
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vec![
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BuffEffect::MaxHealthChangeOverTime {
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rate: -10.0,
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kind: ModifierKind::Additive,
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target_fraction: 1.0 - data.strength,
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achieved_fraction: None,
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},
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BuffEffect::HealthChangeOverTime {
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rate: -10.0,
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accumulated: 0.0,
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kind: ModifierKind::Additive,
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},
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],
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data.duration,
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),
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BuffKind::IncreaseMaxEnergy => (
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vec![BuffEffect::MaxEnergyModifier {
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value: data.strength,
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kind: ModifierKind::Additive,
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}],
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data.duration,
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),
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BuffKind::IncreaseMaxHealth => (
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vec![BuffEffect::MaxHealthModifier {
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value: data.strength,
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kind: ModifierKind::Additive,
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}],
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data.duration,
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),
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BuffKind::Invulnerability => (vec![BuffEffect::DamageReduction(1.0)], data.duration),
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BuffKind::ProtectingWard => (
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vec![BuffEffect::DamageReduction(
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// Causes non-linearity in effect strength, but necessary to allow for tool
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// power and other things to affect the strength. 0.5 also still provides 50%
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// damage reduction.
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nn_scaling(data.strength),
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)],
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data.duration,
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),
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BuffKind::Burning => (
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vec![BuffEffect::HealthChangeOverTime {
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rate: -data.strength,
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accumulated: 0.0,
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kind: ModifierKind::Additive,
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}],
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data.duration,
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),
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BuffKind::Crippled => (
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vec![
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BuffEffect::MovementSpeed(1.0 - nn_scaling(data.strength)),
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BuffEffect::HealthChangeOverTime {
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rate: -data.strength * 40.0,
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accumulated: 0.0,
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kind: ModifierKind::Additive,
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},
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],
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data.duration,
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),
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BuffKind::Frenzied => (
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vec![
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BuffEffect::MovementSpeed(1.0 + data.strength),
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BuffEffect::HealthChangeOverTime {
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rate: data.strength * 100.0,
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accumulated: 0.0,
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kind: ModifierKind::Additive,
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},
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],
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data.duration,
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),
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BuffKind::Frozen => (
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vec![
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BuffEffect::MovementSpeed(f32::powf(1.0 - nn_scaling(data.strength), 1.1)),
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BuffEffect::AttackSpeed(1.0 - nn_scaling(data.strength)),
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],
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data.duration,
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),
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BuffKind::Wet => (
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vec![BuffEffect::GroundFriction(1.0 - nn_scaling(data.strength))],
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data.duration,
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),
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BuffKind::Ensnared => (
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vec![BuffEffect::MovementSpeed(1.0 - nn_scaling(data.strength))],
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data.duration,
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),
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};
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Buff {
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kind,
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data,
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cat_ids,
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time,
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effects,
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source,
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}
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl PartialOrd for Buff {
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fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
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if self == other {
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Some(Ordering::Equal)
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} else if self.data.strength > other.data.strength {
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Some(Ordering::Greater)
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} else if self.data.strength < other.data.strength {
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Some(Ordering::Less)
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} else if compare_duration(self.time, other.time) {
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Some(Ordering::Greater)
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} else if compare_duration(other.time, self.time) {
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Some(Ordering::Less)
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} else {
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None
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}
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}
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}
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#[cfg(not(target_arch = "wasm32"))]
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fn compare_duration(a: Option<Duration>, b: Option<Duration>) -> bool {
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a.map_or(true, |dur_a| b.map_or(false, |dur_b| dur_a > dur_b))
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl PartialEq for Buff {
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fn eq(&self, other: &Self) -> bool {
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self.data.strength == other.data.strength && self.time == other.time
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}
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}
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/// Source of the de/buff
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#[derive(Clone, Copy, PartialEq, Debug, Serialize, Deserialize)]
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pub enum BuffSource {
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/// Applied by a character
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Character { by: Uid },
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/// Applied by world, like a poisonous fumes from a swamp
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World,
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/// Applied by command
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Command,
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/// Applied by an item
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Item,
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/// Applied by another buff (like an after-effect)
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Buff,
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/// Some other source
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Unknown,
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}
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/// Component holding all de/buffs that gets resolved each tick.
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/// On each tick, remaining time of buffs get lowered and
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/// buff effect of each buff is applied or not, depending on the `BuffEffect`
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/// (specs system will decide based on `BuffEffect`, to simplify
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/// implementation). TODO: Something like `once` flag for `Buff` to remove the
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/// dependence on `BuffEffect` enum?
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///
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/// In case of one-time buffs, buff effects will be applied on addition
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/// and undone on removal of the buff (by the specs system).
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/// Example could be decreasing max health, which, if repeated each tick,
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/// would be probably an undesired effect).
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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Clone, Debug, Serialize, Deserialize, Default)]
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pub struct Buffs {
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/// Uid used for synchronization
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id_counter: u64,
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/// Maps Kinds of buff to Id's of currently applied buffs of that kind
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pub kinds: HashMap<BuffKind, Vec<BuffId>>,
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// All currently applied buffs stored by Id
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pub buffs: HashMap<BuffId, Buff>,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl Buffs {
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fn sort_kind(&mut self, kind: BuffKind) {
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if let Some(buff_order) = self.kinds.get_mut(&kind) {
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if buff_order.is_empty() {
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self.kinds.remove(&kind);
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} else {
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let buffs = &self.buffs;
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// Intentionally sorted in reverse so that the strongest buffs are earlier in
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// the vector
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buff_order
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.sort_by(|a, b| buffs[b].partial_cmp(&buffs[a]).unwrap_or(Ordering::Equal));
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}
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}
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}
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pub fn remove_kind(&mut self, kind: BuffKind) {
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if let Some(buff_ids) = self.kinds.get_mut(&kind) {
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for id in buff_ids {
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self.buffs.remove(id);
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}
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self.kinds.remove(&kind);
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}
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}
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pub fn force_insert(&mut self, id: BuffId, buff: Buff) -> BuffId {
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let kind = buff.kind;
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self.kinds.entry(kind).or_default().push(id);
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self.buffs.insert(id, buff);
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self.sort_kind(kind);
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id
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}
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pub fn insert(&mut self, buff: Buff) -> BuffId {
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self.id_counter += 1;
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self.force_insert(self.id_counter, buff)
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}
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pub fn contains(&self, kind: BuffKind) -> bool { self.kinds.contains_key(&kind) }
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// Iterate through buffs of a given kind in effect order (most powerful first)
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pub fn iter_kind(&self, kind: BuffKind) -> impl Iterator<Item = (BuffId, &Buff)> + '_ {
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self.kinds
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.get(&kind)
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.map(|ids| ids.iter())
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.unwrap_or_else(|| (&[]).iter())
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.map(move |id| (*id, &self.buffs[id]))
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}
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// Iterates through all active buffs (the most powerful buff of each kind)
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pub fn iter_active(&self) -> impl Iterator<Item = &Buff> + '_ {
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self.kinds
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.values()
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.filter_map(move |ids| self.buffs.get(&ids[0]))
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}
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// Gets most powerful buff of a given kind
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// pub fn get_active_kind(&self, kind: BuffKind) -> Buff
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pub fn remove(&mut self, buff_id: BuffId) {
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if let Some(kind) = self.buffs.remove(&buff_id) {
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let kind = kind.kind;
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self.kinds
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.get_mut(&kind)
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.map(|ids| ids.retain(|id| *id != buff_id));
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self.sort_kind(kind);
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}
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}
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/// Returns an immutable reference to the buff kinds on an entity, and a
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/// mutable reference to the buffs
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pub fn parts(&mut self) -> (&HashMap<BuffKind, Vec<BuffId>>, &mut HashMap<BuffId, Buff>) {
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(&self.kinds, &mut self.buffs)
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}
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}
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pub type BuffId = u64;
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#[cfg(not(target_arch = "wasm32"))]
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impl Component for Buffs {
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type Storage = DerefFlaggedStorage<Self, IdvStorage<Self>>;
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}
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