mirror of
https://gitlab.com/veloren/veloren.git
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1207 lines
42 KiB
Rust
1207 lines
42 KiB
Rust
use crate::comp::buff::{Buff, BuffChange, BuffData, BuffKind, BuffSource};
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#[cfg(not(target_arch = "wasm32"))]
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use crate::{
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comp::{
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inventory::{
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item::{
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armor::Protection,
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tool::{self, Tool, ToolKind},
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Item, ItemDesc, ItemKind, MaterialStatManifest,
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},
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slot::EquipSlot,
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},
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skillset::SkillGroupKind,
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Alignment, Body, CharacterState, Combo, Energy, Health, HealthChange, Inventory, Ori,
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Player, Poise, PoiseChange, SkillSet, Stats,
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},
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event::ServerEvent,
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outcome::Outcome,
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states::utils::StageSection,
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uid::{Uid, UidAllocator},
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util::Dir,
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};
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#[cfg(not(target_arch = "wasm32"))]
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use rand::{thread_rng, Rng};
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use serde::{Deserialize, Serialize};
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use crate::{comp::Group, resources::Time};
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#[cfg(not(target_arch = "wasm32"))]
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use specs::{saveload::MarkerAllocator, Entity as EcsEntity, ReadStorage};
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#[cfg(not(target_arch = "wasm32"))]
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use std::{ops::MulAssign, time::Duration};
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#[cfg(not(target_arch = "wasm32"))] use vek::*;
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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Copy, Clone, Debug, Eq, PartialEq, Serialize, Deserialize)]
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pub enum GroupTarget {
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InGroup,
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OutOfGroup,
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}
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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pub enum AttackSource {
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Melee,
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Projectile,
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Beam,
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Shockwave,
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Explosion,
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}
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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Copy, Clone)]
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pub struct AttackerInfo<'a> {
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pub entity: EcsEntity,
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pub uid: Uid,
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pub group: Option<&'a Group>,
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pub energy: Option<&'a Energy>,
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pub combo: Option<&'a Combo>,
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pub inventory: Option<&'a Inventory>,
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}
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#[cfg(not(target_arch = "wasm32"))]
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pub struct TargetInfo<'a> {
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pub entity: EcsEntity,
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pub uid: Uid,
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pub inventory: Option<&'a Inventory>,
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pub stats: Option<&'a Stats>,
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pub health: Option<&'a Health>,
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pub pos: Vec3<f32>,
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pub ori: Option<&'a Ori>,
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pub char_state: Option<&'a CharacterState>,
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pub energy: Option<&'a Energy>,
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}
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#[derive(Clone, Copy)]
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pub struct AttackOptions {
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pub target_dodging: bool,
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pub may_harm: bool,
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pub target_group: GroupTarget,
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}
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#[cfg(not(target_arch = "wasm32"))]
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#[derive(Clone, Debug, Serialize, Deserialize)] // TODO: Yeet clone derive
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pub struct Attack {
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damages: Vec<AttackDamage>,
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effects: Vec<AttackEffect>,
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crit_chance: f32,
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crit_multiplier: f32,
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}
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#[cfg(not(target_arch = "wasm32"))]
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impl Default for Attack {
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fn default() -> Self {
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Self {
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damages: Vec::new(),
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effects: Vec::new(),
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crit_chance: 0.0,
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crit_multiplier: 1.0,
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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 Attack {
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#[must_use]
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pub fn with_damage(mut self, damage: AttackDamage) -> Self {
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self.damages.push(damage);
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self
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}
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#[must_use]
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pub fn with_effect(mut self, effect: AttackEffect) -> Self {
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self.effects.push(effect);
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self
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}
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#[must_use]
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pub fn with_crit(mut self, crit_chance: f32, crit_multiplier: f32) -> Self {
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self.crit_chance = crit_chance;
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self.crit_multiplier = crit_multiplier;
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self
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}
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#[must_use]
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pub fn with_combo_increment(self) -> Self {
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self.with_effect(
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AttackEffect::new(None, CombatEffect::Combo(1))
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.with_requirement(CombatRequirement::AnyDamage),
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)
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}
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pub fn effects(&self) -> impl Iterator<Item = &AttackEffect> { self.effects.iter() }
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pub fn compute_damage_reduction(
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target: &TargetInfo,
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source: AttackSource,
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dir: Dir,
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damage: Damage,
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mut emit: impl FnMut(ServerEvent),
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mut emit_outcome: impl FnMut(Outcome),
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) -> f32 {
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let damage_reduction =
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Damage::compute_damage_reduction(Some(damage), target.inventory, target.stats);
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let block_reduction = match source {
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AttackSource::Melee => {
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if let (Some(CharacterState::BasicBlock(data)), Some(ori)) =
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(target.char_state, target.ori)
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{
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if ori.look_vec().angle_between(-*dir) < data.static_data.max_angle.to_radians()
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{
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let parry = matches!(data.stage_section, StageSection::Buildup);
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emit_outcome(Outcome::Block {
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parry,
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pos: target.pos,
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uid: target.uid,
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});
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emit(ServerEvent::Parry {
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entity: target.entity,
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energy_cost: data.static_data.energy_cost,
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});
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if parry {
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1.0
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} else {
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data.static_data.block_strength
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}
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} else {
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0.0
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}
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} else {
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0.0
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}
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},
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_ => 0.0,
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};
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1.0 - (1.0 - damage_reduction) * (1.0 - block_reduction)
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}
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pub fn apply_attack(
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&self,
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attacker: Option<AttackerInfo>,
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target: TargetInfo,
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dir: Dir,
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options: AttackOptions,
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// Currently strength_modifier just modifies damage,
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// maybe look into modifying strength of other effects?
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strength_modifier: f32,
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attack_source: AttackSource,
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time: Time,
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mut emit: impl FnMut(ServerEvent),
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mut emit_outcome: impl FnMut(Outcome),
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) -> bool {
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let AttackOptions {
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target_dodging,
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may_harm,
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target_group,
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} = options;
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// target == OutOfGroup is basic heuristic that this
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// "attack" has negative effects.
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//
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// so if target dodges this "attack" or we don't want to harm target,
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// it should avoid such "damage" or effect
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let avoid_damage = |attack_damage: &AttackDamage| {
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matches!(attack_damage.target, Some(GroupTarget::OutOfGroup))
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&& (target_dodging || !may_harm)
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};
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let avoid_effect = |attack_effect: &AttackEffect| {
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matches!(attack_effect.target, Some(GroupTarget::OutOfGroup))
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&& (target_dodging || !may_harm)
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};
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let is_crit = thread_rng().gen::<f32>() < self.crit_chance;
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let mut is_applied = false;
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let mut accumulated_damage = 0.0;
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for damage in self
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.damages
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.iter()
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.filter(|d| d.target.map_or(true, |t| t == target_group))
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.filter(|d| !avoid_damage(d))
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{
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is_applied = true;
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let damage_reduction = Attack::compute_damage_reduction(
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&target,
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attack_source,
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dir,
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damage.damage,
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&mut emit,
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&mut emit_outcome,
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);
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let change = damage.damage.calculate_health_change(
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damage_reduction,
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attacker.map(|x| x.into()),
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is_crit,
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self.crit_multiplier,
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strength_modifier,
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time,
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);
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let applied_damage = -change.amount;
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accumulated_damage += applied_damage;
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emit_outcome(Outcome::Damage { pos: target.pos });
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if change.amount.abs() > Health::HEALTH_EPSILON {
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emit(ServerEvent::HealthChange {
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entity: target.entity,
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change,
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});
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match damage.damage.kind {
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DamageKind::Slashing => {
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// For slashing damage, reduce target energy by some fraction of applied
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// damage. When target would lose more energy than they have, deal an
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// equivalent amount of damage
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if let Some(target_energy) = target.energy {
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let energy_change = applied_damage * SLASHING_ENERGY_FRACTION;
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if energy_change > target_energy.current() {
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let health_change = HealthChange {
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amount: -(energy_change - target_energy.current()),
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by: attacker.map(|x| x.into()),
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cause: Some(damage.damage.source),
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time,
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};
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emit(ServerEvent::HealthChange {
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entity: target.entity,
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change: health_change,
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});
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}
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emit(ServerEvent::EnergyChange {
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entity: target.entity,
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change: -energy_change,
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});
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}
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},
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DamageKind::Crushing => {
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// For crushing damage, reduce target poise by some fraction of the amount
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// of damage that was reduced by target's protection
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// Damage reduction should never equal 1 here as otherwise the check above
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// that health change amount is greater than 0 would fail.
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let reduced_damage =
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applied_damage * damage_reduction / (1.0 - damage_reduction);
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let poise = reduced_damage * CRUSHING_POISE_FRACTION;
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let change = -Poise::apply_poise_reduction(poise, target.inventory);
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let poise_change = PoiseChange {
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amount: change,
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impulse: *dir,
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by: attacker.map(|x| x.into()),
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cause: Some(damage.damage.source),
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time,
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};
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if change.abs() > Poise::POISE_EPSILON {
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emit(ServerEvent::PoiseChange {
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entity: target.entity,
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change: poise_change,
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});
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}
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},
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// Piercing damage ignores some penetration, and is handled when damage
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// reduction is computed Energy is a placeholder damage type
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DamageKind::Piercing | DamageKind::Energy => {},
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}
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for effect in damage.effects.iter() {
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match effect {
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CombatEffect::Knockback(kb) => {
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let impulse = kb.calculate_impulse(dir) * strength_modifier;
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if !impulse.is_approx_zero() {
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emit(ServerEvent::Knockback {
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entity: target.entity,
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impulse,
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});
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}
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},
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CombatEffect::EnergyReward(ec) => {
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if let Some(attacker) = attacker {
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emit(ServerEvent::EnergyChange {
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entity: attacker.entity,
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change: *ec
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* compute_energy_reward_mod(attacker.inventory)
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* strength_modifier,
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});
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}
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},
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CombatEffect::Buff(b) => {
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if thread_rng().gen::<f32>() < b.chance {
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emit(ServerEvent::Buff {
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entity: target.entity,
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buff_change: BuffChange::Add(b.to_buff(
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attacker.map(|a| a.uid),
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applied_damage,
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strength_modifier,
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)),
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});
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}
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},
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CombatEffect::Lifesteal(l) => {
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// Not modified by strength_modifer as damage already is
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if let Some(attacker_entity) = attacker.map(|a| a.entity) {
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let change = HealthChange {
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amount: applied_damage * l,
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by: attacker.map(|a| a.into()),
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cause: None,
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time,
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};
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if change.amount.abs() > Health::HEALTH_EPSILON {
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emit(ServerEvent::HealthChange {
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entity: attacker_entity,
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change,
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});
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}
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}
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},
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CombatEffect::Poise(p) => {
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let change = -Poise::apply_poise_reduction(*p, target.inventory)
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* strength_modifier;
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if change.abs() > Poise::POISE_EPSILON {
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let poise_change = PoiseChange {
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amount: change,
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impulse: *dir,
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by: attacker.map(|x| x.into()),
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cause: Some(damage.damage.source),
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time,
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};
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emit(ServerEvent::PoiseChange {
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entity: target.entity,
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change: poise_change,
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});
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}
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},
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CombatEffect::Heal(h) => {
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let change = HealthChange {
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amount: *h * strength_modifier,
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by: attacker.map(|a| a.into()),
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cause: None,
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time,
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};
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if change.amount.abs() > Health::HEALTH_EPSILON {
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emit(ServerEvent::HealthChange {
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entity: target.entity,
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change,
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});
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}
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},
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CombatEffect::Combo(c) => {
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// Not affected by strength modifier as integer
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if let Some(attacker_entity) = attacker.map(|a| a.entity) {
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emit(ServerEvent::ComboChange {
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entity: attacker_entity,
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change: *c,
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});
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}
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},
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}
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}
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}
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}
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for effect in self
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.effects
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.iter()
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.filter(|e| e.target.map_or(true, |t| t == target_group))
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.filter(|e| !avoid_effect(e))
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{
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if effect.requirements.iter().all(|req| match req {
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CombatRequirement::AnyDamage => accumulated_damage > 0.0 && target.health.is_some(),
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CombatRequirement::Energy(r) => {
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if let Some(AttackerInfo {
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entity,
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energy: Some(e),
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..
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}) = attacker
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{
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let sufficient_energy = e.current() >= *r;
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if sufficient_energy {
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emit(ServerEvent::EnergyChange {
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entity,
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change: -*r,
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});
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}
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sufficient_energy
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} else {
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false
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}
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},
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CombatRequirement::Combo(r) => {
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if let Some(AttackerInfo {
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entity,
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combo: Some(c),
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..
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}) = attacker
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{
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let sufficient_combo = c.counter() >= *r;
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if sufficient_combo {
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emit(ServerEvent::ComboChange {
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entity,
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change: -(*r as i32),
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});
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}
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sufficient_combo
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} else {
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false
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}
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},
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}) {
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is_applied = true;
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match effect.effect {
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CombatEffect::Knockback(kb) => {
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let impulse = kb.calculate_impulse(dir) * strength_modifier;
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if !impulse.is_approx_zero() {
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emit(ServerEvent::Knockback {
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entity: target.entity,
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impulse,
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});
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}
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},
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CombatEffect::EnergyReward(ec) => {
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if let Some(attacker) = attacker {
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emit(ServerEvent::EnergyChange {
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entity: attacker.entity,
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change: ec
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* compute_energy_reward_mod(attacker.inventory)
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* strength_modifier,
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});
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}
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},
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CombatEffect::Buff(b) => {
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if thread_rng().gen::<f32>() < b.chance {
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emit(ServerEvent::Buff {
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entity: target.entity,
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buff_change: BuffChange::Add(b.to_buff(
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attacker.map(|a| a.uid),
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accumulated_damage,
|
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strength_modifier,
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)),
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});
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}
|
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},
|
|
CombatEffect::Lifesteal(l) => {
|
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// Not modified by strength_modifer as damage already is
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if let Some(attacker_entity) = attacker.map(|a| a.entity) {
|
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let change = HealthChange {
|
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amount: accumulated_damage * l,
|
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by: attacker.map(|a| a.into()),
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cause: None,
|
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time,
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};
|
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if change.amount.abs() > Health::HEALTH_EPSILON {
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emit(ServerEvent::HealthChange {
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entity: attacker_entity,
|
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change,
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});
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}
|
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}
|
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},
|
|
CombatEffect::Poise(p) => {
|
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let change =
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-Poise::apply_poise_reduction(p, target.inventory) * strength_modifier;
|
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if change.abs() > Poise::POISE_EPSILON {
|
|
let poise_change = PoiseChange {
|
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amount: change,
|
|
impulse: *dir,
|
|
by: attacker.map(|x| x.into()),
|
|
cause: Some(attack_source.into()),
|
|
time,
|
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};
|
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emit(ServerEvent::PoiseChange {
|
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entity: target.entity,
|
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change: poise_change,
|
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});
|
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}
|
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},
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CombatEffect::Heal(h) => {
|
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let change = HealthChange {
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amount: h * strength_modifier,
|
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by: attacker.map(|a| a.into()),
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cause: None,
|
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time,
|
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};
|
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if change.amount.abs() > Health::HEALTH_EPSILON {
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emit(ServerEvent::HealthChange {
|
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entity: target.entity,
|
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change,
|
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});
|
|
}
|
|
},
|
|
CombatEffect::Combo(c) => {
|
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// Not affected by strength modifier as integer
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if let Some(attacker_entity) = attacker.map(|a| a.entity) {
|
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emit(ServerEvent::ComboChange {
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entity: attacker_entity,
|
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change: c,
|
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});
|
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}
|
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},
|
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}
|
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}
|
|
}
|
|
// 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 {
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entity: target.entity,
|
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});
|
|
}
|
|
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>,
|
|
uid_allocator: &UidAllocator,
|
|
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
|
|
uid_allocator
|
|
.retrieve_entity_internal(uid.into())
|
|
.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))
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
|
pub struct AttackDamage {
|
|
damage: Damage,
|
|
target: Option<GroupTarget>,
|
|
effects: Vec<CombatEffect>,
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
impl AttackDamage {
|
|
pub fn new(damage: Damage, target: Option<GroupTarget>) -> Self {
|
|
Self {
|
|
damage,
|
|
target,
|
|
effects: Vec::new(),
|
|
}
|
|
}
|
|
|
|
#[must_use]
|
|
pub fn with_effect(mut self, effect: CombatEffect) -> Self {
|
|
self.effects.push(effect);
|
|
self
|
|
}
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
|
pub struct AttackEffect {
|
|
target: Option<GroupTarget>,
|
|
effect: CombatEffect,
|
|
requirements: Vec<CombatRequirement>,
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
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 }
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
|
|
pub enum CombatEffect {
|
|
Heal(f32),
|
|
Buff(CombatBuff),
|
|
Knockback(Knockback),
|
|
EnergyReward(f32),
|
|
Lifesteal(f32),
|
|
Poise(f32),
|
|
Combo(i32),
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Clone, Debug, Serialize, Deserialize)]
|
|
pub enum CombatRequirement {
|
|
AnyDamage,
|
|
Energy(f32),
|
|
Combo(u32),
|
|
}
|
|
|
|
#[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::Shockwave => 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 = 1.0;
|
|
const SLASHING_ENERGY_FRACTION: f32 = 0.5;
|
|
const CRUSHING_POISE_FRACTION: f32 = 1.0;
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
|
pub struct Damage {
|
|
pub source: DamageSource,
|
|
pub kind: DamageKind,
|
|
pub value: f32,
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
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>,
|
|
) -> f32 {
|
|
let protection = compute_protection(inventory);
|
|
|
|
let penetration = if let Some(damage) = damage {
|
|
if let DamageKind::Piercing = damage.kind {
|
|
(damage.value * PIERCING_PENETRATION_FRACTION)
|
|
.min(protection.unwrap_or(0.0))
|
|
.max(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>,
|
|
is_crit: bool,
|
|
crit_mult: f32,
|
|
damage_modifier: f32,
|
|
time: Time,
|
|
) -> HealthChange {
|
|
let mut damage = self.value * damage_modifier;
|
|
let critdamage = if is_crit {
|
|
damage * (crit_mult - 1.0)
|
|
} else {
|
|
0.0
|
|
};
|
|
match self.source {
|
|
DamageSource::Melee
|
|
| DamageSource::Projectile
|
|
| DamageSource::Explosion
|
|
| DamageSource::Shockwave
|
|
| DamageSource::Energy => {
|
|
// Critical hit
|
|
damage += critdamage;
|
|
// Armor
|
|
damage *= 1.0 - damage_reduction;
|
|
|
|
HealthChange {
|
|
amount: -damage,
|
|
by: damage_contributor,
|
|
cause: Some(self.source),
|
|
time,
|
|
}
|
|
},
|
|
DamageSource::Falling => {
|
|
// Armor
|
|
if (damage_reduction - 1.0).abs() < f32::EPSILON {
|
|
damage = 0.0;
|
|
}
|
|
HealthChange {
|
|
amount: -damage,
|
|
by: None,
|
|
cause: Some(self.source),
|
|
time,
|
|
}
|
|
},
|
|
DamageSource::Buff(_) | DamageSource::Other => HealthChange {
|
|
amount: -damage,
|
|
by: None,
|
|
cause: Some(self.source),
|
|
time,
|
|
},
|
|
}
|
|
}
|
|
|
|
pub fn interpolate_damage(&mut self, frac: f32, min: f32) {
|
|
let new_damage = min + frac * (self.value - min);
|
|
self.value = new_damage;
|
|
}
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
|
pub struct Knockback {
|
|
pub direction: KnockbackDir,
|
|
pub strength: f32,
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
|
|
pub enum KnockbackDir {
|
|
Away,
|
|
Towards,
|
|
Up,
|
|
TowardsUp,
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
impl Knockback {
|
|
pub fn calculate_impulse(self, dir: Dir) -> Vec3<f32> {
|
|
// TEMP until source knockback values have been updated
|
|
50.0 * match self.direction {
|
|
KnockbackDir::Away => self.strength * *Dir::slerp(dir, Dir::new(Vec3::unit_z()), 0.5),
|
|
KnockbackDir::Towards => {
|
|
self.strength * *Dir::slerp(-dir, Dir::new(Vec3::unit_z()), 0.5)
|
|
},
|
|
KnockbackDir::Up => self.strength * Vec3::unit_z(),
|
|
KnockbackDir::TowardsUp => {
|
|
self.strength * *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
|
|
}
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
|
|
pub struct CombatBuff {
|
|
pub kind: BuffKind,
|
|
pub dur_secs: f32,
|
|
pub strength: CombatBuffStrength,
|
|
pub chance: f32,
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq)]
|
|
pub enum CombatBuffStrength {
|
|
DamageFraction(f32),
|
|
Value(f32),
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
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) {
|
|
match self {
|
|
Self::DamageFraction(ref mut val) | Self::Value(ref mut val) => {
|
|
*val *= mul;
|
|
},
|
|
}
|
|
}
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
impl CombatBuff {
|
|
fn to_buff(self, uid: Option<Uid>, 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(Duration::from_secs_f32(self.dur_secs)),
|
|
),
|
|
Vec::new(),
|
|
source,
|
|
)
|
|
}
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
fn equipped_item_and_tool(inv: &Inventory, slot: EquipSlot) -> Option<(&Item, &Tool)> {
|
|
inv.equipped(slot).and_then(|i| {
|
|
if let ItemKind::Tool(tool) = &i.kind() {
|
|
Some((i, tool))
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn get_weapons(inv: &Inventory) -> (Option<ToolKind>, Option<ToolKind>) {
|
|
(
|
|
equipped_item_and_tool(inv, EquipSlot::ActiveMainhand).map(|(_, tool)| tool.kind),
|
|
equipped_item_and_tool(inv, EquipSlot::ActiveOffhand).map(|(_, tool)| tool.kind),
|
|
)
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn weapon_rating<T: ItemDesc>(item: &T, msm: &MaterialStatManifest) -> f32 {
|
|
const DAMAGE_WEIGHT: f32 = 2.0;
|
|
const SPEED_WEIGHT: f32 = 3.0;
|
|
const CRIT_CHANCE_WEIGHT: f32 = 1.25;
|
|
const RANGE_WEIGHT: f32 = 0.0;
|
|
const EFFECT_WEIGHT: f32 = 1.0;
|
|
const EQUIP_TIME_WEIGHT: f32 = 0.25;
|
|
const ENERGY_EFFICIENCY_WEIGHT: f32 = 0.0;
|
|
const BUFF_STRENGTH_WEIGHT: f32 = 0.0;
|
|
|
|
if let ItemKind::Tool(tool) = item.kind() {
|
|
let stats = tool::Stats::from((msm, item.components(), tool));
|
|
|
|
// 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 damage_rating = stats.power - 1.0;
|
|
let speed_rating = stats.speed - 1.0;
|
|
let crit_chance_rating = stats.crit_chance - 0.1;
|
|
let range_rating = stats.range;
|
|
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;
|
|
let buff_strength_rating = stats.buff_strength;
|
|
|
|
0.5 + (1.0
|
|
+ (damage_rating * DAMAGE_WEIGHT)
|
|
+ (speed_rating * SPEED_WEIGHT)
|
|
+ (crit_chance_rating * CRIT_CHANCE_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))
|
|
/ (DAMAGE_WEIGHT
|
|
+ SPEED_WEIGHT
|
|
+ CRIT_CHANCE_WEIGHT
|
|
+ RANGE_WEIGHT
|
|
+ EFFECT_WEIGHT
|
|
+ EQUIP_TIME_WEIGHT
|
|
+ ENERGY_EFFICIENCY_WEIGHT
|
|
+ BUFF_STRENGTH_WEIGHT)
|
|
} else {
|
|
0.0
|
|
}
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
fn weapon_skills(inventory: &Inventory, skill_set: &SkillSet) -> f32 {
|
|
let (mainhand, offhand) = get_weapons(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)
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
fn get_weapon_rating(inventory: &Inventory, msm: &MaterialStatManifest) -> f32 {
|
|
let mainhand_rating =
|
|
if let Some((item, _)) = equipped_item_and_tool(inventory, EquipSlot::ActiveMainhand) {
|
|
weapon_rating(item, msm)
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
let offhand_rating =
|
|
if let Some((item, _)) = equipped_item_and_tool(inventory, EquipSlot::ActiveOffhand) {
|
|
weapon_rating(item, msm)
|
|
} else {
|
|
0.0
|
|
};
|
|
|
|
mainhand_rating.max(offhand_rating)
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
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;
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const POISE_WEIGHT: f32 = 0.5;
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const CRIT_WEIGHT: f32 = 0.5;
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// Normalized with a standard max health of 100
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|
let health_rating = health.base_max()
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/ 100.0
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/ (1.0 - Damage::compute_damage_reduction(None, Some(inventory), None)).max(0.00001);
|
|
|
|
// Normalized with a standard max energy of 100 and energy reward multiplier of
|
|
// x1
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|
let energy_rating = (energy.base_max() + compute_max_energy_mod(Some(inventory))) / 100.0
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* compute_energy_reward_mod(Some(inventory));
|
|
|
|
// Normalized with a standard max poise of 100
|
|
let poise_rating = poise.base_max() as f32
|
|
/ 100.0
|
|
/ (1.0 - Poise::compute_poise_damage_reduction(inventory)).max(0.00001);
|
|
|
|
// Normalized with a standard crit multiplier of 1.2
|
|
let crit_rating = compute_crit_mult(Some(inventory)) / 1.2;
|
|
|
|
// Assumes a standard person has earned 20 skill points in the general skill
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// tree and 10 skill points for the weapon skill tree
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|
let skills_rating = (skill_set.earned_sp(SkillGroupKind::General) as f32 / 20.0
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+ weapon_skills(inventory, skill_set) / 10.0)
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/ 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
|
|
+ crit_rating * CRIT_WEIGHT
|
|
+ skills_rating * SKILLS_WEIGHT
|
|
+ weapon_rating * WEAPON_WEIGHT)
|
|
/ (HEALTH_WEIGHT
|
|
+ ENERGY_WEIGHT
|
|
+ POISE_WEIGHT
|
|
+ CRIT_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()
|
|
}
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
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|
pub fn compute_crit_mult(inventory: Option<&Inventory>) -> f32 {
|
|
// Starts with a value of 1.25 when summing the stats from each armor piece, and
|
|
// defaults to a value of 1.25 if no inventory is equipped
|
|
inventory.map_or(1.25, |inv| {
|
|
inv.equipped_items()
|
|
.filter_map(|item| {
|
|
if let ItemKind::Armor(armor) = &item.kind() {
|
|
armor.crit_power()
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.fold(1.25, |a, b| a + b)
|
|
})
|
|
}
|
|
|
|
/// Computes the energy reward modifer from worn armor
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn compute_energy_reward_mod(inventory: Option<&Inventory>) -> 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.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
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn compute_max_energy_mod(inventory: Option<&Inventory>) -> 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.energy_max()
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.sum()
|
|
})
|
|
}
|
|
|
|
/// Computes the sneak coefficient from armor. Agent perception distances are
|
|
/// divided by the resulting f32.
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn compute_stealth_coefficient(inventory: Option<&Inventory>) -> f32 {
|
|
// Starts with a value of 2.0 when summing the stats from each armor piece, and
|
|
// defaults to a value of 2.0 if no inventory is equipped
|
|
inventory.map_or(2.0, |inv| {
|
|
inv.equipped_items()
|
|
.filter_map(|item| {
|
|
if let ItemKind::Armor(armor) = &item.kind() {
|
|
armor.stealth()
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.fold(2.0, |a, b| a + b.max(0.0))
|
|
})
|
|
}
|
|
|
|
/// 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
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
pub fn compute_protection(inventory: Option<&Inventory>) -> Option<f32> {
|
|
inventory.map_or(Some(0.0), |inv| {
|
|
inv.equipped_items()
|
|
.filter_map(|item| {
|
|
if let ItemKind::Armor(armor) = &item.kind() {
|
|
armor.protection()
|
|
} else {
|
|
None
|
|
}
|
|
})
|
|
.map(|protection| match protection {
|
|
Protection::Normal(protection) => Some(protection),
|
|
Protection::Invincible => None,
|
|
})
|
|
.sum::<Option<f32>>()
|
|
})
|
|
}
|