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152 lines
4.0 KiB
Rust
152 lines
4.0 KiB
Rust
use crate::{combat::DamageContributor, comp, uid::Uid, DamageSource, terrain::SpriteKind};
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use comp::{beam, item::Reagent, poise::PoiseState, skillset::SkillGroupKind, UtteranceKind};
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use hashbrown::HashSet;
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use serde::{Deserialize, Serialize};
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use vek::*;
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#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
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pub struct HealthChangeInfo {
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pub amount: f32,
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pub crit: bool,
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pub target: Uid,
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pub by: Option<DamageContributor>,
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pub cause: Option<DamageSource>,
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pub instance: u64,
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}
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/// An outcome represents the final result of an instantaneous event. It implies
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/// that said event has already occurred. It is not a request for that event to
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/// occur, nor is it something that may be cancelled or otherwise altered. Its
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/// primary purpose is to act as something for frontends (both server and
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/// client) to listen to in order to receive feedback about events in the world.
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum Outcome {
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Explosion {
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pos: Vec3<f32>,
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power: f32,
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radius: f32,
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is_attack: bool,
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reagent: Option<Reagent>, // How can we better define this?
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},
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Lightning {
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pos: Vec3<f32>,
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},
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ProjectileShot {
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pos: Vec3<f32>,
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body: comp::Body,
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vel: Vec3<f32>,
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},
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ProjectileHit {
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pos: Vec3<f32>,
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body: comp::Body,
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vel: Vec3<f32>,
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source: Option<Uid>,
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target: Option<Uid>,
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},
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Beam {
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pos: Vec3<f32>,
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specifier: beam::FrontendSpecifier,
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},
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ExpChange {
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uid: Uid,
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exp: u32,
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xp_pools: HashSet<SkillGroupKind>,
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},
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SkillPointGain {
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uid: Uid,
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skill_tree: SkillGroupKind,
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total_points: u16,
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},
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ComboChange {
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uid: Uid,
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combo: u32,
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},
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BreakBlock {
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pos: Vec3<i32>,
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color: Option<Rgb<u8>>,
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},
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SummonedCreature {
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pos: Vec3<f32>,
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body: comp::Body,
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},
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HealthChange {
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pos: Vec3<f32>,
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info: HealthChangeInfo,
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},
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Death {
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pos: Vec3<f32>,
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},
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Block {
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pos: Vec3<f32>,
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parry: bool,
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uid: Uid,
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},
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PoiseChange {
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pos: Vec3<f32>,
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state: PoiseState,
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},
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GroundSlam {
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pos: Vec3<f32>,
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},
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IceSpikes {
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pos: Vec3<f32>,
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},
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IceCrack {
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pos: Vec3<f32>,
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},
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FlashFreeze {
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pos: Vec3<f32>,
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},
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Utterance {
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pos: Vec3<f32>,
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body: comp::Body,
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kind: UtteranceKind,
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},
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Glider {
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pos: Vec3<f32>,
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wielded: bool,
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},
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SpriteDelete {
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pos: Vec3<f32>,
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sprite: SpriteKind,
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},
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SpriteUnlocked {
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pos: Vec3<i32>,
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},
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FailedSpriteUnlock {
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pos: Vec3<i32>,
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},
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}
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impl Outcome {
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pub fn get_pos(&self) -> Option<Vec3<f32>> {
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match self {
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Outcome::Explosion { pos, .. }
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// TODO: Include this, but allow it to be sent to clients when outside of the VD
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// | Outcome::Lightning { pos }
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| Outcome::ProjectileShot { pos, .. }
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| Outcome::ProjectileHit { pos, .. }
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| Outcome::Beam { pos, .. }
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| Outcome::SummonedCreature { pos, .. }
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| Outcome::HealthChange { pos, .. }
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| Outcome::Death { pos, .. }
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| Outcome::Block { pos, .. }
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| Outcome::PoiseChange { pos, .. }
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| Outcome::GroundSlam { pos }
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| Outcome::FlashFreeze { pos }
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| Outcome::IceSpikes { pos }
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| Outcome::IceCrack { pos }
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| Outcome::Utterance { pos, .. }
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| Outcome::SpriteDelete { pos, .. }
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| Outcome::Glider { pos, .. } => Some(*pos),
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Outcome::BreakBlock { pos, .. }
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| Outcome::SpriteUnlocked { pos }
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| Outcome::FailedSpriteUnlock { pos } => Some(pos.map(|e| e as f32 + 0.5)),
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Outcome::ExpChange { .. }
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| Outcome::ComboChange { .. }
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| Outcome::Lightning { .. }
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| Outcome::SkillPointGain { .. } => None,
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}
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}
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}
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