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#![allow(clippy::nonstandard_macro_braces)] //tmp as of false positive !?
use crate::{
combat::{
AttackEffect, CombatBuff, CombatBuffStrength, CombatEffect, CombatRequirement,
DamagedEffect, DeathEffect,
},
comp::{aura::AuraKey, Mass, Stats},
resources::{Secs, Time},
uid::Uid,
};
use core::cmp::Ordering;
use enum_map::{Enum, EnumMap};
use itertools::Either;
use serde::{Deserialize, Serialize};
use slotmap::{new_key_type, SlotMap};
use specs::{Component, DerefFlaggedStorage, VecStorage};
use strum::EnumIter;
use super::Body;
new_key_type! { pub struct BuffKey; }
/// De/buff Kind.
/// This is used to determine what effects a buff will have
#[derive(
Clone, Copy, PartialEq, Eq, Hash, Debug, Serialize, Deserialize, PartialOrd, Ord, EnumIter, Enum,
)]
pub enum BuffKind {
// =================
// BUFFS
// =================
/// Restores health/time for some period.
/// Strength should be the healing per second.
Regeneration,
/// Restores health/time for some period for consumables.
/// Strength should be the healing per second.
Saturation,
/// Applied when drinking a potion.
/// Strength should be the healing per second.
Potion,
/// Increases movement speed and vulnerability to damage as well as
/// decreases the amount of damage dealt.
/// Movement speed increases linearly with strength 1.0 is an 100% increase
/// Damage vulnerability and damage reduction are both hard set to 100%
Agility,
/// Applied when sitting at a campfire.
/// Strength is fraction of health restored per second.
CampfireHeal,
/// Restores energy/time for some period.
/// Strength should be the healing per second.
EnergyRegen,
/// Raises maximum energy.
/// Strength should be 10x the effect to max energy.
IncreaseMaxEnergy,
/// Raises maximum health.
/// Strength should be the effect to max health.
IncreaseMaxHealth,
/// Makes you immune to attacks.
/// Strength does not affect this buff.
Invulnerability,
/// Reduces incoming damage.
/// Strength scales the damage reduction non-linearly. 0.5 provides 50% DR,
/// 1.0 provides 67% DR.
ProtectingWard,
/// Increases movement speed and gives health regeneration.
/// Strength scales the movement speed linearly. 0.5 is 150% speed, 1.0 is
/// 200% speed. Provides regeneration at 10x the value of the strength.
Frenzied,
/// Increases movement and attack speed, but removes chance to get critical
/// hits. Strength scales strength of both effects linearly. 0.5 is a
/// 50% increase, 1.0 is a 100% increase.
Hastened,
/// Increases resistance to incoming poise, and poise damage dealt as health
/// is lost.
/// Strength scales the resistance non-linearly. 0.5 provides 50%, 1.0
/// provides 67%.
/// Strength scales the poise damage increase linearly, a strength of 1.0
/// and n health less from maximum health will cause poise damage to
/// increase by n%.
Fortitude,
/// Increases both attack damage and vulnerability to damage.
/// Damage increases linearly with strength, 1.0 is a 100% increase.
/// Damage reduction decreases linearly with strength, 1.0 is a 100%
/// decrease.
Reckless,
/// Provides immunity to burning and increases movement speed in lava.
/// Movement speed increases linearly with strength, 1.0 is a 100% increase.
// SalamanderAspect, TODO: Readd in second dwarven mine MR
/// Your attacks cause targets to receive the burning debuff
/// Strength of burning debuff is a fraction of the damage, fraction
/// increases linearly with strength
Flame,
/// Your attacks cause targets to receive the frozen debuff
/// Strength of frozen debuff is equal to the strength of this buff
Frigid,
/// Your attacks have lifesteal
/// Strength increases the fraction of damage restored as life
Lifesteal,
/// Your attacks against bleeding targets have lifesteal
/// Strength increases the fraction of damage restored as life
Bloodfeast,
/// Guarantees that the next attack is a precise hit. Does this kind of
/// hackily by adding 100% to the precision, will need to be adjusted if we
/// ever allow double precision hits instead of treating 100 as a
/// ceiling.
ImminentCritical,
/// Increases combo gain, every 1 strength increases combo per strike by 1,
/// rounds to nearest integer
Fury,
/// Allows attacks to ignore DR and increases energy reward
/// DR penetration is non-linear, 0.5 is 50% penetration and 1.0 is a 67%
/// penetration. Energy reward is increased linearly to strength, 1.0 is a
/// 200 % increase.
Sunderer,
/// Increases damage resistance and poise resistance, causes combo to be
/// generated when damaged, and decreases movement speed.
/// Damage resistance increases non-linearly with strength, 0.5 is 50% and
/// 1.0 is 67%. Poise resistance increases non-linearly with strength, 0.5
/// is 50% and 1.0 is 67%. Movement speed is decreased to 50%. Combo
/// generation is linear with strength, 1.0 is 5 combo generated on being
/// hit.
Defiance,
/// Increases both attack damage, vulnerability to damage, attack speed, and
/// movement speed Damage increases linearly with strength, 1.0 is a
/// 100% increase. Damage reduction decreases linearly with strength,
/// 1.0 is a 100% Attack speed increases non-linearly with strength, 0.5
/// is a 25% increase, 1.0 is a 33% increase Movement speed increases
/// non-linearly with strength, 0.5 is a 12.5% increase, 1.0 is a 16.7%
/// increase decrease.
Berserk,
/// Increases poise resistance and energy reward. However if killed, buffs
/// killer with Reckless buff. Poise resistance scales non-linearly with
/// strength, 0.5 is 50% and 1.0 is 67%. Energy reward scales linearly with
/// strength, 0.5 is +50% and 1.0 is +100% strength. Reckless buff reward
/// strength is equal to scornful taunt buff strength.
ScornfulTaunt,
/// Increases damage resistance, causes energy to be generated when damaged,
/// and decreases movement speed. Damage resistance increases non-linearly
/// with strength, 0.5 is 50% and 1.0 is 67%. Energy generation is linear
/// with strength, 1.0 is 10 energy per hit. Movement speed is decreased to
/// 70%.
Tenacity,
/// Applies to some debuffs that have strong CC effects. Automatically
/// gained upon receiving those debuffs, and causes future instances of
/// those debuffs to be applied with reduced duration.
/// Strength linearly decreases the duration of newly applied, affected
/// debuffs, 0.5 is a 50% reduction.
Resilience,
// =================
// DEBUFFS
// =================
/// Does damage to a creature over time.
/// Strength should be the DPS of the debuff.
/// Provides immunity against Frozen.
Burning,
/// Lowers health over time for some duration.
/// Strength should be the DPS of the debuff.
Bleeding,
/// Lower a creature's max health over time.
/// Strength only affects the target max health, 0.5 targets 50% of base
/// max, 1.0 targets 100% of base max.
Cursed,
/// Reduces movement speed and causes bleeding damage.
/// Strength scales the movement speed debuff non-linearly. 0.5 is 50%
/// speed, 1.0 is 33% speed. Bleeding is at 4x the value of the strength.
Crippled,
/// Slows movement and attack speed.
/// Strength scales the attack speed debuff non-linearly. 0.5 is ~50%
/// speed, 1.0 is 33% speed. Movement speed debuff is scaled to be slightly
/// smaller than attack speed debuff.
/// Provides immunity against Heatstroke.
Frozen,
/// Makes you wet and causes you to have reduced friction on the ground.
/// Strength scales the friction you ignore non-linearly. 0.5 is 50% ground
/// friction, 1.0 is 33% ground friction.
/// Provides immunity against Burning.
Wet,
/// Makes you move slower.
/// Strength scales the movement speed debuff non-linearly. 0.5 is 50%
/// speed, 1.0 is 33% speed.
Ensnared,
/// Drain stamina to a creature over time.
/// Strength should be the energy per second of the debuff.
Poisoned,
/// Results from having an attack parried.
/// Causes your attack speed to be slower to emulate the recover duration of
/// an ability being lengthened.
Parried,
/// Results from drinking a potion.
/// Decreases the health gained from subsequent potions.
PotionSickness,
/// Slows movement speed and reduces energy reward.
/// Both scales non-linearly to strength, 0.5 lead to movespeed reduction
/// by 25% and energy reward reduced by 150%, 1.0 lead to MS reduction by
/// 33.3% and energy reward reduced by 200%. Energy reward can't be
/// reduced by more than 200%, to a minimum value of -100%.
Heatstroke,
/// Reduces movement speed to 0.
/// Strength increases the relative mass of the creature that can be
/// targeted. A strength of 1.0 means that a creature of the same mass gets
/// rooted for the full duration. A strength of 2.0 means a creature of
/// twice the mass gets rooted for the full duration. If the target's mass
/// is higher than the strength allows for, duration gets reduced using a
/// mutiplier from the ratio of masses.
Rooted,
/// Slows movement speed and reduces energy reward
/// Both scale non-linearly with strength, 0.5 leads to 50% reduction of
/// energy reward and 33% reduction of move speed. 1.0 leads to 67%
/// reduction of energy reward and 50% reduction of move speed.
Winded,
/// Prevents use of auxiliary abilities.
/// Does not scale with strength
Concussion,
/// Increases amount of poise damage received
/// Scales linearly with strength, 1.0 leads to 100% more poise damage
/// received
Staggered,
// =================
// COMPLEX
// =================
/// Changed into another body.
Polymorphed,
}
/// Tells a little more about the buff kind than simple buff/debuff
pub enum BuffDescriptor {
/// Simple positive buffs, like `BuffKind::Saturation`
SimplePositive,
/// Simple negative buffs, like `BuffKind::Bleeding`
SimpleNegative,
/// Buffs that require unusual data that can't be governed just by strength
/// and duration, like `BuffKind::Polymorhped`
Complex,
// For future additions, we may want to tell about non-obvious buffs,
// like Agility.
// Also maybe extend Complex to differentiate between Positive, Negative
// and Neutral buffs?
// For now, Complex is assumed to be neutral/non-obvious.
}
impl BuffKind {
/// Tells a little more about buff kind than simple buff/debuff
///
/// Read more in [BuffDescriptor].
pub fn differentiate(self) -> BuffDescriptor {
match self {
BuffKind::Regeneration
| BuffKind::Saturation
| BuffKind::Potion
| BuffKind::Agility
| BuffKind::CampfireHeal
| BuffKind::Frenzied
| BuffKind::EnergyRegen
| BuffKind::IncreaseMaxEnergy
| BuffKind::IncreaseMaxHealth
| BuffKind::Invulnerability
| BuffKind::ProtectingWard
| BuffKind::Hastened
| BuffKind::Fortitude
| BuffKind::Reckless
| BuffKind::Flame
| BuffKind::Frigid
| BuffKind::Lifesteal
//| BuffKind::SalamanderAspect
| BuffKind::ImminentCritical
| BuffKind::Fury
| BuffKind::Sunderer
| BuffKind::Defiance
| BuffKind::Bloodfeast
| BuffKind::Berserk
| BuffKind::ScornfulTaunt
| BuffKind::Tenacity
| BuffKind::Resilience => BuffDescriptor::SimplePositive,
BuffKind::Bleeding
| BuffKind::Cursed
| BuffKind::Burning
| BuffKind::Crippled
| BuffKind::Frozen
| BuffKind::Wet
| BuffKind::Ensnared
| BuffKind::Poisoned
| BuffKind::Parried
| BuffKind::PotionSickness
| BuffKind::Heatstroke
| BuffKind::Rooted
| BuffKind::Winded
| BuffKind::Concussion
| BuffKind::Staggered => BuffDescriptor::SimpleNegative,
BuffKind::Polymorphed => BuffDescriptor::Complex,
}
}
/// Checks if buff is buff or debuff.
pub fn is_buff(self) -> bool {
match self.differentiate() {
BuffDescriptor::SimplePositive => true,
BuffDescriptor::SimpleNegative | BuffDescriptor::Complex => false,
}
}
pub fn is_simple(self) -> bool {
match self.differentiate() {
BuffDescriptor::SimplePositive | BuffDescriptor::SimpleNegative => true,
BuffDescriptor::Complex => false,
}
}
/// Checks if buff should queue.
pub fn queues(self) -> bool { matches!(self, BuffKind::Saturation) }
/// Checks if the buff can affect other buff effects applied in the same
/// tick.
pub fn affects_subsequent_buffs(self) -> bool {
matches!(
self,
BuffKind::PotionSickness /* | BuffKind::SalamanderAspect */
)
}
/// Checks if multiple instances of the buff should be processed, instead of
/// only the strongest.
pub fn stacks(self) -> bool { matches!(self, BuffKind::PotionSickness | BuffKind::Resilience) }
pub fn effects(&self, data: &BuffData) -> Vec<BuffEffect> {
// Normalized nonlinear scaling
// TODO: Do we want to make denominator term parameterized. Come back to if we
// add nn_scaling3.
let nn_scaling = |a: f32| a.abs() / (a.abs() + 0.5) * a.signum();
let nn_scaling2 = |a: f32| a.abs() / (a.abs() + 1.0) * a.signum();
let instance = rand::random();
match self {
BuffKind::Bleeding => vec![BuffEffect::HealthChangeOverTime {
rate: -data.strength,
kind: ModifierKind::Additive,
instance,
tick_dur: Secs(0.5),
}],
BuffKind::Regeneration => vec![BuffEffect::HealthChangeOverTime {
rate: data.strength,
kind: ModifierKind::Additive,
instance,
tick_dur: Secs(1.0),
}],
BuffKind::Saturation => vec![BuffEffect::HealthChangeOverTime {
rate: data.strength,
kind: ModifierKind::Additive,
instance,
tick_dur: Secs(3.0),
}],
BuffKind::Potion => {
vec![BuffEffect::HealthChangeOverTime {
rate: data.strength,
kind: ModifierKind::Additive,
instance,
tick_dur: Secs(0.1),
}]
},
BuffKind::Agility => vec![
BuffEffect::MovementSpeed(1.0 + data.strength),
BuffEffect::DamageReduction(-1.0),
BuffEffect::AttackDamage(0.0),
],
BuffKind::CampfireHeal => vec![BuffEffect::HealthChangeOverTime {
rate: data.strength,
kind: ModifierKind::Multiplicative,
instance,
tick_dur: Secs(2.0),
}],
BuffKind::Cursed => vec![
BuffEffect::MaxHealthChangeOverTime {
rate: -1.0,
kind: ModifierKind::Additive,
target_fraction: 1.0 - data.strength,
},
BuffEffect::HealthChangeOverTime {
rate: -1.0,
kind: ModifierKind::Additive,
instance,
tick_dur: Secs(0.5),
},
],
BuffKind::EnergyRegen => vec![BuffEffect::EnergyChangeOverTime {
rate: data.strength,
kind: ModifierKind::Additive,
tick_dur: Secs(0.25),
reset_rate_on_tick: false,
}],
BuffKind::IncreaseMaxEnergy => vec![BuffEffect::MaxEnergyModifier {
value: data.strength,
kind: ModifierKind::Additive,
}],
BuffKind::IncreaseMaxHealth => vec![BuffEffect::MaxHealthModifier {
value: data.strength,
kind: ModifierKind::Additive,
}],
BuffKind::Invulnerability => vec![BuffEffect::DamageReduction(1.0)],
BuffKind::ProtectingWard => vec![BuffEffect::DamageReduction(
// Causes non-linearity in effect strength, but necessary
// to allow for tool power and other things to affect the
// strength. 0.5 also still provides 50% damage reduction.
nn_scaling(data.strength),
)],
BuffKind::Burning => vec![
BuffEffect::HealthChangeOverTime {
rate: -data.strength,
kind: ModifierKind::Additive,
instance,
tick_dur: Secs(0.25),
},
BuffEffect::BuffImmunity(BuffKind::Frozen),
],
BuffKind::Poisoned => vec![BuffEffect::EnergyChangeOverTime {
rate: -data.strength,
kind: ModifierKind::Additive,
tick_dur: Secs(0.5),
reset_rate_on_tick: true,
}],
BuffKind::Crippled => vec![
BuffEffect::MovementSpeed(1.0 - nn_scaling(data.strength)),
BuffEffect::HealthChangeOverTime {
rate: -data.strength * 4.0,
kind: ModifierKind::Additive,
instance,
tick_dur: Secs(0.5),
},
],
BuffKind::Frenzied => vec![
BuffEffect::MovementSpeed(1.0 + data.strength),
BuffEffect::HealthChangeOverTime {
rate: data.strength * 10.0,
kind: ModifierKind::Additive,
instance,
tick_dur: Secs(1.0),
},
],
BuffKind::Frozen => vec![
BuffEffect::MovementSpeed(f32::powf(1.0 - nn_scaling(data.strength), 1.1)),
BuffEffect::AttackSpeed(1.0 - nn_scaling(data.strength)),
BuffEffect::BuffImmunity(BuffKind::Heatstroke),
],
BuffKind::Wet => vec![
BuffEffect::GroundFriction(1.0 - nn_scaling(data.strength)),
BuffEffect::BuffImmunity(BuffKind::Burning),
],
BuffKind::Ensnared => vec![BuffEffect::MovementSpeed(1.0 - nn_scaling(data.strength))],
BuffKind::Hastened => vec![
BuffEffect::MovementSpeed(1.0 + data.strength),
BuffEffect::AttackSpeed(1.0 + data.strength),
BuffEffect::PrecisionOverride(0.0),
],
BuffKind::Fortitude => vec![
BuffEffect::PoiseReduction(nn_scaling(data.strength)),
BuffEffect::PoiseDamageFromLostHealth(data.strength),
],
BuffKind::Parried => vec![
BuffEffect::RecoverySpeed(0.25),
BuffEffect::PrecisionVulnerabilityOverride(1.0),
],
BuffKind::PotionSickness => vec![BuffEffect::ItemEffectReduction(data.strength)],
BuffKind::Reckless => vec![
BuffEffect::DamageReduction(-data.strength),
BuffEffect::AttackDamage(1.0 + data.strength),
],
BuffKind::Polymorphed => {
let mut effects = Vec::new();
if let Some(MiscBuffData::Body(body)) = data.misc_data {
effects.push(BuffEffect::BodyChange(body));
}
effects
},
BuffKind::Flame => vec![BuffEffect::AttackEffect(AttackEffect::new(
None,
CombatEffect::Buff(CombatBuff {
kind: BuffKind::Burning,
dur_secs: data.secondary_duration.map_or(5.0, |dur| dur.0 as f32),
strength: CombatBuffStrength::DamageFraction(data.strength),
chance: 1.0,
}),
))],
BuffKind::Frigid => vec![BuffEffect::AttackEffect(AttackEffect::new(
None,
CombatEffect::Buff(CombatBuff {
kind: BuffKind::Frozen,
dur_secs: data.secondary_duration.map_or(5.0, |dur| dur.0 as f32),
strength: CombatBuffStrength::Value(data.strength),
chance: 1.0,
}),
))],
BuffKind::Lifesteal => vec![BuffEffect::AttackEffect(AttackEffect::new(
None,
CombatEffect::Lifesteal(data.strength),
))],
/*BuffKind::SalamanderAspect => vec![
BuffEffect::BuffImmunity(BuffKind::Burning),
BuffEffect::SwimSpeed(1.0 + data.strength),
],*/
BuffKind::Bloodfeast => vec![BuffEffect::AttackEffect(
AttackEffect::new(None, CombatEffect::Lifesteal(data.strength))
.with_requirement(CombatRequirement::TargetHasBuff(BuffKind::Bleeding)),
)],
BuffKind::ImminentCritical => vec![BuffEffect::PrecisionOverride(1.0)],
BuffKind::Fury => vec![BuffEffect::AttackEffect(
AttackEffect::new(None, CombatEffect::Combo(data.strength.round() as i32))
.with_requirement(CombatRequirement::AnyDamage),
)],
BuffKind::Sunderer => vec![
BuffEffect::MitigationsPenetration(nn_scaling(data.strength)),
BuffEffect::EnergyReward(1.0 + 2.0 * data.strength),
],
BuffKind::Defiance => vec![
BuffEffect::DamageReduction(nn_scaling(data.strength)),
BuffEffect::PoiseReduction(nn_scaling(data.strength)),
BuffEffect::MovementSpeed(0.5),
BuffEffect::DamagedEffect(DamagedEffect::Combo(
(data.strength * 5.0).round() as i32
)),
],
BuffKind::Berserk => vec![
BuffEffect::DamageReduction(-data.strength),
BuffEffect::AttackDamage(1.0 + data.strength),
BuffEffect::AttackSpeed(1.0 + nn_scaling(data.strength) / 2.0),
BuffEffect::MovementSpeed(1.0 + nn_scaling(data.strength) / 4.0),
],
BuffKind::Heatstroke => vec![
BuffEffect::MovementSpeed(1.0 - nn_scaling(data.strength) * 0.5),
BuffEffect::EnergyReward((1.0 - nn_scaling(data.strength) * 3.0).max(-1.0)),
],
BuffKind::ScornfulTaunt => vec![
BuffEffect::PoiseReduction(nn_scaling(data.strength)),
BuffEffect::EnergyReward(1.0 + data.strength),
BuffEffect::DeathEffect(DeathEffect::AttackerBuff {
kind: BuffKind::Reckless,
strength: data.strength,
duration: data.duration,
}),
],
BuffKind::Rooted => vec![BuffEffect::MovementSpeed(0.0)],
BuffKind::Winded => vec![
BuffEffect::MovementSpeed(1.0 - nn_scaling2(data.strength)),
BuffEffect::EnergyReward(1.0 - nn_scaling(data.strength)),
],
BuffKind::Concussion => vec![BuffEffect::DisableAuxiliaryAbilities],
BuffKind::Staggered => vec![BuffEffect::PoiseReduction(-data.strength)],
BuffKind::Tenacity => vec![
BuffEffect::DamageReduction(nn_scaling(data.strength)),
BuffEffect::MovementSpeed(0.7),
BuffEffect::DamagedEffect(DamagedEffect::Energy(data.strength * 10.0)),
],
BuffKind::Resilience => vec![BuffEffect::CrowdControlResistance(data.strength)],
}
}
fn extend_cat_ids(&self, mut cat_ids: Vec<BuffCategory>) -> Vec<BuffCategory> {
// TODO: Remove clippy allow after another buff needs this
#[allow(clippy::single_match)]
match self {
BuffKind::ImminentCritical => {
cat_ids.push(BuffCategory::RemoveOnAttack);
},
_ => {},
}
cat_ids
}
fn modify_data(
&self,
mut data: BuffData,
source_mass: Option<&Mass>,
dest_info: DestInfo,
source: BuffSource,
) -> BuffData {
// TODO: Remove clippy allow after another buff needs this
#[allow(clippy::single_match)]
match self {
BuffKind::Rooted => {
let source_mass = source_mass.map_or(50.0, |m| m.0 as f64);
let dest_mass = dest_info.mass.map_or(50.0, |m| m.0 as f64);
let ratio = (source_mass / dest_mass).min(1.0);
data.duration = data.duration.map(|dur| Secs(dur.0 * ratio));
},
_ => {},
}
if self.resilience_ccr_strength(data).is_some() {
let dur_mult = dest_info
.stats
.map_or(1.0, |s| (1.0 - s.crowd_control_resistance).max(0.0));
data.duration = data.duration.map(|dur| dur * dur_mult as f64);
}
self.apply_item_effect_reduction(&mut data, source, dest_info);
data
}
/// If a buff kind should also give resilience when applied, return the
/// strength that resilience should have, otherwise return None
pub fn resilience_ccr_strength(&self, data: BuffData) -> Option<f32> {
match self {
BuffKind::Concussion => Some(0.3),
BuffKind::Frozen => Some(data.strength),
_ => None,
}
}
pub fn apply_item_effect_reduction(
&self,
data: &mut BuffData,
source: BuffSource,
dest_info: DestInfo,
) {
if !matches!(source, BuffSource::Item) {
return;
}
let item_effect_reduction = dest_info.stats.map_or(1.0, |s| s.item_effect_reduction);
match self {
BuffKind::Potion | BuffKind::Agility => {
data.strength *= item_effect_reduction;
},
BuffKind::Burning | BuffKind::Frozen | BuffKind::Resilience => {
data.duration = data.duration.map(|dur| dur * item_effect_reduction as f64);
},
_ => {},
};
}
}
// Struct used to store data relevant to a buff
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
#[serde(deny_unknown_fields)]
pub struct BuffData {
pub strength: f32,
pub duration: Option<Secs>,
pub delay: Option<Secs>,
/// Used for buffs that have rider buffs (e.g. Flame, Frigid)
pub secondary_duration: Option<Secs>,
/// Used to add random data to buffs if needed (e.g. polymorphed)
pub misc_data: Option<MiscBuffData>,
}
#[derive(Clone, Copy, Debug, PartialEq, Serialize, Deserialize)]
pub enum MiscBuffData {
Body(Body),
}
impl BuffData {
pub fn new(strength: f32, duration: Option<Secs>) -> Self {
Self {
strength,
duration,
delay: None,
secondary_duration: None,
misc_data: None,
}
}
pub fn with_delay(mut self, delay: Secs) -> Self {
self.delay = Some(delay);
self
}
pub fn with_secondary_duration(mut self, sec_dur: Secs) -> Self {
self.secondary_duration = Some(sec_dur);
self
}
pub fn with_misc_data(mut self, misc_data: MiscBuffData) -> Self {
self.misc_data = Some(misc_data);
self
}
}
/// De/buff category ID.
/// Similar to `BuffKind`, but to mark a category (for more generic usage, like
/// positive/negative buffs).
#[derive(Clone, Copy, Eq, PartialEq, Debug, Serialize, Deserialize)]
pub enum BuffCategory {
Natural,
Physical,
Magical,
Divine,
PersistOnDeath,
FromActiveAura(Uid, AuraKey),
RemoveOnAttack,
RemoveOnLoadoutChange,
SelfBuff,
}
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum ModifierKind {
Additive,
Multiplicative,
}
/// Data indicating and configuring behaviour of a de/buff.
#[derive(Clone, Debug, Serialize, Deserialize, PartialEq)]
pub enum BuffEffect {
/// Periodically damages or heals entity
HealthChangeOverTime {
rate: f32,
kind: ModifierKind,
instance: u64,
tick_dur: Secs,
},
/// Periodically consume entity energy
EnergyChangeOverTime {
rate: f32,
kind: ModifierKind,
tick_dur: Secs,
reset_rate_on_tick: bool,
},
/// Changes maximum health by a certain amount
MaxHealthModifier {
value: f32,
kind: ModifierKind,
},
/// Changes maximum energy by a certain amount
MaxEnergyModifier {
value: f32,
kind: ModifierKind,
},
/// Reduces damage after armor is accounted for by this fraction
DamageReduction(f32),
/// Gradually changes an entities max health over time
MaxHealthChangeOverTime {
rate: f32,
kind: ModifierKind,
target_fraction: f32,
},
/// Modifies move speed of target
MovementSpeed(f32),
/// Modifies attack speed of target
AttackSpeed(f32),
/// Modifies recovery speed of target
RecoverySpeed(f32),
/// Modifies ground friction of target
GroundFriction(f32),
/// Reduces poise damage taken after armor is accounted for by this fraction
PoiseReduction(f32),
/// Increases poise damage dealt when health is lost
PoiseDamageFromLostHealth(f32),
/// Modifier to the amount of damage dealt with attacks
AttackDamage(f32),
/// Overrides the precision multiplier applied to an attack
PrecisionOverride(f32),
/// Overrides the precision multiplier applied to an incoming attack
PrecisionVulnerabilityOverride(f32),
/// Changes body.
BodyChange(Body),
BuffImmunity(BuffKind),
SwimSpeed(f32),
/// Add an attack effect to attacks made while buff is active
AttackEffect(AttackEffect),
/// Increases poise damage dealt by attacks
AttackPoise(f32),
/// Ignores some damage reduction on target
MitigationsPenetration(f32),
/// Modifies energy rewarded on successful strikes
EnergyReward(f32),
/// Add an effect to the entity when damaged by an attack
DamagedEffect(DamagedEffect),
/// Add an effect to the entity when killed
DeathEffect(DeathEffect),
/// Prevents use of auxiliary abilities
DisableAuxiliaryAbilities,
/// Reduces duration of crowd control debuffs
CrowdControlResistance(f32),
/// Reduces the strength or duration of item buff
ItemEffectReduction(f32),
}
/// Actual de/buff.
/// Buff can timeout after some time if `time` is Some. If `time` is None,
/// Buff will last indefinitely, until removed manually (by some action, like
/// uncursing).
///
/// Buff has a kind, which is used to determine the effects in a builder
/// function.
///
/// To provide more classification info when needed,
/// buff can be in one or more buff category.
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct Buff {
pub kind: BuffKind,
pub data: BuffData,
pub cat_ids: Vec<BuffCategory>,
pub end_time: Option<Time>,
pub start_time: Time,
pub effects: Vec<BuffEffect>,
pub source: BuffSource,
}
/// Information about whether buff addition or removal was requested.
/// This to implement "on_add" and "on_remove" hooks for constant buffs.
#[derive(Clone, Debug)]
pub enum BuffChange {
/// Adds this buff.
Add(Buff),
/// Removes all buffs with this ID.
RemoveByKind(BuffKind),
/// Removes all buffs with this ID, but not debuffs.
RemoveFromController(BuffKind),
/// Removes buffs of these indices, should only be called when buffs expire
RemoveByKey(Vec<BuffKey>),
/// Removes buffs of these categories (first vec is of categories of which
/// all are required, second vec is of categories of which at least one is
/// required, third vec is of categories that will not be removed)
RemoveByCategory {
all_required: Vec<BuffCategory>,
any_required: Vec<BuffCategory>,
none_required: Vec<BuffCategory>,
},
/// Refreshes durations of all buffs with this kind.
Refresh(BuffKind),
}
impl Buff {
/// Builder function for buffs
pub fn new(
kind: BuffKind,
data: BuffData,
cat_ids: Vec<BuffCategory>,
source: BuffSource,
time: Time,
dest_info: DestInfo,
// Create source_info if we need more parameters from source
source_mass: Option<&Mass>,
) -> Self {
let data = kind.modify_data(data, source_mass, dest_info, source);
let effects = kind.effects(&data);
let cat_ids = kind.extend_cat_ids(cat_ids);
let start_time = Time(time.0 + data.delay.map_or(0.0, |delay| delay.0));
let end_time = if cat_ids
.iter()
.any(|cat_id| matches!(cat_id, BuffCategory::FromActiveAura(..)))
{
None
} else {
data.duration.map(|dur| Time(start_time.0 + dur.0))
};
Buff {
kind,
data,
cat_ids,
start_time,
end_time,
effects,
source,
}
}
/// Calculate how much time has elapsed since the buff was applied
pub fn elapsed(&self, time: Time) -> Secs { Secs(time.0 - self.start_time.0) }
}
impl PartialOrd for Buff {
fn partial_cmp(&self, other: &Self) -> Option<Ordering> {
if self == other {
Some(Ordering::Equal)
} else if self.data.strength > other.data.strength {
Some(Ordering::Greater)
} else if self.data.strength < other.data.strength {
Some(Ordering::Less)
} else if self.data.delay.is_none() && other.data.delay.is_some() {
Some(Ordering::Greater)
} else if self.data.delay.is_some() && other.data.delay.is_none() {
Some(Ordering::Less)
} else if compare_end_time(self.end_time, other.end_time) {
Some(Ordering::Greater)
} else if compare_end_time(other.end_time, self.end_time) {
Some(Ordering::Less)
} else {
None
}
}
}
fn compare_end_time(a: Option<Time>, b: Option<Time>) -> bool {
a.map_or(true, |time_a| b.map_or(false, |time_b| time_a.0 > time_b.0))
}
impl PartialEq for Buff {
fn eq(&self, other: &Self) -> bool {
self.data.strength == other.data.strength
&& self.end_time == other.end_time
&& self.start_time == other.start_time
}
}
/// Source of the de/buff
#[derive(Clone, Copy, PartialEq, Eq, Debug, Serialize, Deserialize)]
pub enum BuffSource {
/// Applied by a character
Character { by: Uid },
/// Applied by world, like a poisonous fumes from a swamp
World,
/// Applied by command
Command,
/// Applied by an item
Item,
/// Applied by another buff (like an after-effect)
Buff,
/// Some other source
Unknown,
}
/// Component holding all de/buffs that gets resolved each tick.
/// On each tick, remaining time of buffs get lowered and
/// buff effect of each buff is applied or not, depending on the `BuffEffect`
/// (specs system will decide based on `BuffEffect`, to simplify
/// implementation). TODO: Something like `once` flag for `Buff` to remove the
/// dependence on `BuffEffect` enum?
///
/// In case of one-time buffs, buff effects will be applied on addition
/// and undone on removal of the buff (by the specs system).
/// Example could be decreasing max health, which, if repeated each tick,
/// would be probably an undesired effect).
#[derive(Clone, Debug, Serialize, Deserialize, Default)]
pub struct Buffs {
/// Maps kinds of buff to currently applied buffs of that kind and
/// the time that the first buff was added (time gets reset if entity no
/// longer has buffs of that kind)
pub kinds: EnumMap<BuffKind, Option<(Vec<BuffKey>, Time)>>,
// All buffs currently present on an entity
pub buffs: SlotMap<BuffKey, Buff>,
}
impl Buffs {
fn sort_kind(&mut self, kind: BuffKind) {
if let Some(buff_order) = self.kinds[kind].as_mut() {
if buff_order.0.is_empty() {
self.kinds[kind] = None;
} else {
let buffs = &self.buffs;
// Intentionally sorted in reverse so that the strongest buffs are earlier in
// the vector
buff_order
.0
.sort_by(|a, b| buffs[*b].partial_cmp(&buffs[*a]).unwrap_or(Ordering::Equal));
}
}
}
pub fn remove_kind(&mut self, kind: BuffKind) {
if let Some((buff_keys, _)) = self.kinds[kind].as_ref() {
for key in buff_keys {
self.buffs.remove(*key);
}
self.kinds[kind] = None;
}
}
pub fn insert(&mut self, buff: Buff, current_time: Time) -> BuffKey {
let kind = buff.kind;
// Try to find another overlaping non-queueable buff with same data, cat_ids and
// source.
let other_key = if kind.queues() {
None
} else {
self.kinds[kind].as_ref().and_then(|(keys, _)| {
keys.iter()
.find(|key| {
self.buffs.get(**key).map_or(false, |other_buff| {
other_buff.data == buff.data
&& other_buff.cat_ids == buff.cat_ids
&& other_buff.source == buff.source
&& other_buff
.end_time
.map_or(true, |end_time| end_time.0 >= buff.start_time.0)
})
})
.copied()
})
};
// If another buff with the same fields is found, update end_time and effects
let key = if !kind.stacks()
&& let Some((other_buff, key)) =
other_key.and_then(|key| Some((self.buffs.get_mut(key)?, key)))
{
other_buff.end_time = buff.end_time;
other_buff.effects = buff.effects;
key
// Otherwise, insert a new buff
} else {
let key = self.buffs.insert(buff);
self.kinds[kind]
.get_or_insert_with(|| (Vec::new(), current_time))
.0
.push(key);
key
};
self.sort_kind(kind);
if kind.queues() {
self.delay_queueable_buffs(kind, current_time);
}
key
}
pub fn contains(&self, kind: BuffKind) -> bool { self.kinds[kind].is_some() }
// Iterate through buffs of a given kind in effect order (most powerful first)
pub fn iter_kind(&self, kind: BuffKind) -> impl Iterator<Item = (BuffKey, &Buff)> + '_ {
self.kinds[kind]
.as_ref()
.map(|keys| keys.0.iter())
.unwrap_or_else(|| [].iter())
.map(move |&key| (key, &self.buffs[key]))
}
// Iterates through all active buffs (the most powerful buff of each
// non-stacking kind, and all of the stacking ones)
pub fn iter_active(&self) -> impl Iterator<Item = impl Iterator<Item = &Buff>> + '_ {
self.kinds
.iter()
.filter_map(|(kind, keys)| keys.as_ref().map(|keys| (kind, keys)))
.map(move |(kind, keys)| {
if kind.stacks() {
// Iterate stackable buffs in reverse order to show the timer of the soonest one
// to expire
Either::Left(keys.0.iter().filter_map(|key| self.buffs.get(*key)).rev())
} else {
Either::Right(self.buffs.get(keys.0[0]).into_iter())
}
})
}
// Gets most powerful buff of a given kind
pub fn remove(&mut self, buff_key: BuffKey) {
if let Some(buff) = self.buffs.remove(buff_key) {
let kind = buff.kind;
self.kinds[kind]
.as_mut()
.map(|keys| keys.0.retain(|key| *key != buff_key));
self.sort_kind(kind);
}
}
fn delay_queueable_buffs(&mut self, kind: BuffKind, current_time: Time) {
let mut next_start_time: Option<Time> = None;
debug_assert!(kind.queues());
if let Some(buffs) = self.kinds[kind].as_mut() {
buffs.0.iter().for_each(|key| {
if let Some(buff) = self.buffs.get_mut(*key) {
// End time only being updated when there is some next_start_time will
// technically cause buffs to "end early" if they have a weaker strength than a
// buff with an infinite duration, but this is fine since those buffs wouldn't
// matter anyways
if let Some(next_start_time) = next_start_time {
// Delays buff so that it has the same progress it has now at the time the
// previous buff would end.
//
// Shift should be relative to current time, unless the buff is delayed and
// hasn't started yet
let reference_time = current_time.0.max(buff.start_time.0);
// If buff has a delay, ensure that queueables shuffling queue does not
// potentially allow skipping delay
buff.start_time = Time(next_start_time.0.max(buff.start_time.0));
buff.end_time = buff.end_time.map(|end| {
Time(end.0 + next_start_time.0.max(reference_time) - reference_time)
});
}
next_start_time = buff.end_time;
}
})
}
}
}
impl Component for Buffs {
type Storage = DerefFlaggedStorage<Self, VecStorage<Self>>;
}
#[derive(Default, Copy, Clone)]
pub struct DestInfo<'a> {
pub stats: Option<&'a Stats>,
pub mass: Option<&'a Mass>,
}
#[cfg(test)]
pub mod tests {
use crate::comp::buff::*;
#[cfg(test)]
fn create_test_queueable_buff(buff_data: BuffData, time: Time) -> Buff {
// Change to another buff that queues if we ever add one and remove saturation,
// otherwise maybe add a test buff kind?
debug_assert!(BuffKind::Saturation.queues());
Buff::new(
BuffKind::Saturation,
buff_data,
Vec::new(),
BuffSource::Unknown,
time,
DestInfo::default(),
None,
)
}
#[test]
/// Tests a number of buffs with various progresses that queue to ensure
/// queue has correct total duration
fn test_queueable_buffs_three() {
let mut buff_comp: Buffs = Default::default();
let buff_data = BuffData::new(1.0, Some(Secs(10.0)));
let time_a = Time(0.0);
buff_comp.insert(create_test_queueable_buff(buff_data, time_a), time_a);
let time_b = Time(6.0);
buff_comp.insert(create_test_queueable_buff(buff_data, time_b), time_b);
let time_c = Time(11.0);
buff_comp.insert(create_test_queueable_buff(buff_data, time_c), time_c);
// Check that all buffs have an end_time less than or equal to 30, and that at
// least one has an end_time greater than or equal to 30.
//
// This should be true because 3 buffs that each lasted for 10 seconds were
// inserted at various times, so the total duration should be 30 seconds.
assert!(
buff_comp
.buffs
.values()
.all(|b| b.end_time.unwrap().0 < 30.01)
);
assert!(
buff_comp
.buffs
.values()
.any(|b| b.end_time.unwrap().0 > 29.99)
);
}
#[test]
/// Tests that if a buff had a delay but will start soon, and an immediate
/// queueable buff is added, delayed buff has correct start time
fn test_queueable_buff_delay_start() {
let mut buff_comp: Buffs = Default::default();
let queued_buff_data = BuffData::new(1.0, Some(Secs(10.0))).with_delay(Secs(10.0));
let buff_data = BuffData::new(1.0, Some(Secs(10.0)));
let time_a = Time(0.0);
buff_comp.insert(create_test_queueable_buff(queued_buff_data, time_a), time_a);
let time_b = Time(6.0);
buff_comp.insert(create_test_queueable_buff(buff_data, time_b), time_b);
// Check that all buffs have an end_time less than or equal to 26, and that at
// least one has an end_time greater than or equal to 26.
//
// This should be true because the first buff added had a delay of 10 seconds
// and a duration of 10 seconds, the second buff added at 6 seconds had no
// delay, and a duration of 10 seconds. When it finishes at 16 seconds the first
// buff is past the delay time so should finish at 26 seconds.
assert!(
buff_comp
.buffs
.values()
.all(|b| b.end_time.unwrap().0 < 26.01)
);
assert!(
buff_comp
.buffs
.values()
.any(|b| b.end_time.unwrap().0 > 25.99)
);
}
#[test]
/// Tests that if a buff had a long delay, a short immediate queueable buff
/// does not move delayed buff start or end times
fn test_queueable_buff_long_delay() {
let mut buff_comp: Buffs = Default::default();
let queued_buff_data = BuffData::new(1.0, Some(Secs(10.0))).with_delay(Secs(50.0));
let buff_data = BuffData::new(1.0, Some(Secs(10.0)));
let time_a = Time(0.0);
buff_comp.insert(create_test_queueable_buff(queued_buff_data, time_a), time_a);
let time_b = Time(10.0);
buff_comp.insert(create_test_queueable_buff(buff_data, time_b), time_b);
// Check that all buffs have either an end time less than or equal to 20 seconds
// XOR a start time greater than or equal to 50 seconds, that all buffs have a
// start time less than or equal to 50 seconds, that all buffs have an end time
// less than or equal to 60 seconds, and that at least one buff has an end time
// greater than or equal to 60 seconds
//
// This should be true because the first buff has a delay of 50 seconds, the
// second buff added has no delay at 10 seconds and lasts 10 seconds, so should
// end at 20 seconds and not affect the start time of the delayed buff, and
// since the delayed buff was not affected the end time should be 10 seconds
// after the start time: 60 seconds != used here to emulate xor
assert!(
buff_comp
.buffs
.values()
.all(|b| (b.end_time.unwrap().0 < 20.01) != (b.start_time.0 > 49.99))
);
assert!(buff_comp.buffs.values().all(|b| b.start_time.0 < 50.01));
assert!(
buff_comp
.buffs
.values()
.all(|b| b.end_time.unwrap().0 < 60.01)
);
assert!(
buff_comp
.buffs
.values()
.any(|b| b.end_time.unwrap().0 > 59.99)
);
}
}