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use common::{
combat::{self, DamageContributor},
comp::{
agent::{Sound, SoundKind},
aura::{Auras, EnteredAuras},
body::{object, Body},
buff::{
Buff, BuffCategory, BuffChange, BuffData, BuffEffect, BuffKey, BuffKind, BuffSource,
Buffs, DestInfo,
},
fluid_dynamics::{Fluid, LiquidKind},
item::MaterialStatManifest,
Alignment, Energy, Group, Health, HealthChange, Inventory, LightEmitter, Mass,
ModifierKind, PhysicsState, Player, Pos, Stats,
},
event::{
BuffEvent, ChangeBodyEvent, CreateSpriteEvent, EmitExt, EnergyChangeEvent,
HealthChangeEvent, RemoveLightEmitterEvent, SoundEvent,
},
event_emitters,
outcome::Outcome,
resources::{DeltaTime, Secs, Time},
terrain::SpriteKind,
uid::{IdMaps, Uid},
Damage, DamageSource,
};
use common_base::prof_span;
use common_ecs::{Job, Origin, ParMode, Phase, System};
use rayon::iter::ParallelIterator;
use specs::{
shred, Entities, Entity, LendJoin, ParJoin, Read, ReadExpect, ReadStorage, SystemData,
WriteStorage,
};
use vek::Vec3;
event_emitters! {
struct Events[EventEmitters] {
buff: BuffEvent,
change_body: ChangeBodyEvent,
remove_light: RemoveLightEmitterEvent,
health_change: HealthChangeEvent,
energy_change: EnergyChangeEvent,
sound: SoundEvent,
create_sprite: CreateSpriteEvent,
outcome: Outcome,
}
}
#[derive(SystemData)]
pub struct ReadData<'a> {
entities: Entities<'a>,
dt: Read<'a, DeltaTime>,
events: Events<'a>,
inventories: ReadStorage<'a, Inventory>,
healths: ReadStorage<'a, Health>,
energies: ReadStorage<'a, Energy>,
physics_states: ReadStorage<'a, PhysicsState>,
groups: ReadStorage<'a, Group>,
id_maps: Read<'a, IdMaps>,
time: Read<'a, Time>,
msm: ReadExpect<'a, MaterialStatManifest>,
buffs: ReadStorage<'a, Buffs>,
auras: ReadStorage<'a, Auras>,
entered_auras: ReadStorage<'a, EnteredAuras>,
positions: ReadStorage<'a, Pos>,
bodies: ReadStorage<'a, Body>,
light_emitters: ReadStorage<'a, LightEmitter>,
alignments: ReadStorage<'a, Alignment>,
players: ReadStorage<'a, Player>,
uids: ReadStorage<'a, Uid>,
masses: ReadStorage<'a, Mass>,
}
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (ReadData<'a>, WriteStorage<'a, Stats>);
const NAME: &'static str = "buff";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
fn run(job: &mut Job<Self>, (read_data, mut stats): Self::SystemData) {
let mut emitters = read_data.events.get_emitters();
let dt = read_data.dt.0;
// Set to false to avoid spamming server
stats.set_event_emission(false);
// Put out underwater campfires. Logically belongs here since this system also
// removes burning, but campfires don't have healths/stats/energies/buffs, so
// this needs a separate loop.
job.cpu_stats.measure(ParMode::Rayon);
let to_put_out_campfires = (
&read_data.entities,
&read_data.bodies,
&read_data.physics_states,
&read_data.light_emitters, //to improve iteration speed
)
.par_join()
.map_init(
|| {
prof_span!(guard, "buff campfire deactivate");
guard
},
|_guard, (entity, body, physics_state, _)| {
if matches!(*body, Body::Object(object::Body::CampfireLit))
&& matches!(
physics_state.in_fluid,
Some(Fluid::Liquid {
kind: LiquidKind::Water,
..
})
)
{
Some(entity)
} else {
None
}
},
)
.fold(Vec::new, |mut to_put_out_campfires, put_out_campfire| {
put_out_campfire.map(|put| to_put_out_campfires.push(put));
to_put_out_campfires
})
.reduce(
Vec::new,
|mut to_put_out_campfires_a, mut to_put_out_campfires_b| {
to_put_out_campfires_a.append(&mut to_put_out_campfires_b);
to_put_out_campfires_a
},
);
job.cpu_stats.measure(ParMode::Single);
{
prof_span!(_guard, "write deferred campfire deletion");
// Assume that to_put_out_campfires is near to zero always, so this access isn't
// slower than parallel checking above
for e in to_put_out_campfires {
{
emitters.emit(ChangeBodyEvent {
entity: e,
new_body: Body::Object(object::Body::Campfire),
});
emitters.emit(RemoveLightEmitterEvent { entity: e });
}
}
}
let buff_join = (
&read_data.entities,
&read_data.buffs,
&mut stats,
&read_data.bodies,
&read_data.healths,
&read_data.energies,
read_data.uids.maybe(),
read_data.physics_states.maybe(),
read_data.masses.maybe(),
)
.lend_join();
buff_join.for_each(|comps| {
let (entity, buff_comp, mut stat, body, health, energy, uid, physics_state, mass) =
comps;
let dest_info = DestInfo {
stats: Some(&stat),
mass,
};
// Apply buffs to entity based off of their current physics_state
if let Some(physics_state) = physics_state {
// Set nearby entities on fire if burning
if let Some((_, burning)) = buff_comp.iter_kind(BuffKind::Burning).next() {
for t_entity in physics_state.touch_entities.keys().filter_map(|te_uid| {
read_data.id_maps.uid_entity(*te_uid).filter(|te| {
combat::permit_pvp(
&read_data.alignments,
&read_data.players,
&read_data.entered_auras,
&read_data.id_maps,
Some(entity),
*te,
)
})
}) {
let duration = burning.data.duration.map(|d| d * 0.9);
if duration.map_or(true, |d| d.0 >= 1.0) {
let source =
uid.map_or(BuffSource::World, |u| BuffSource::Character { by: *u });
emitters.emit(BuffEvent {
entity: t_entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Burning,
BuffData::new(burning.data.strength, duration),
vec![BuffCategory::Natural],
source,
*read_data.time,
DestInfo {
// Can't mutably access stats, and for burning debuff stats
// has no effect (for now)
stats: None,
mass: read_data.masses.get(t_entity),
},
mass,
)),
});
}
}
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::EnsnaringVines)
) {
// If on ensnaring vines, apply partial ensnared debuff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Ensnared,
BuffData::new(0.5, Some(Secs(0.1))),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::EnsnaringWeb)
) {
// If on ensnaring web, apply ensnared debuff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Ensnared,
BuffData::new(1.0, Some(Secs(1.0))),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::SeaUrchin)
) {
// If touching Sea Urchin apply Bleeding buff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Bleeding,
BuffData::new(1.0, Some(Secs(6.0))),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::HaniwaTrap)
) && !body.immune_to(BuffKind::Bleeding)
{
// TODO: Determine a better place to emit sprite change events
if let Some(pos) = read_data.positions.get(entity) {
// If touching Trap - change sprite and apply Bleeding buff
emitters.emit(CreateSpriteEvent {
pos: Vec3::new(pos.0.x as i32, pos.0.y as i32, pos.0.z as i32 - 1),
sprite: SpriteKind::HaniwaTrapTriggered,
del_timeout: Some((4.0, 1.0)),
});
emitters.emit(SoundEvent {
sound: Sound::new(SoundKind::Trap, pos.0, 12.0, read_data.time.0),
});
emitters.emit(Outcome::Slash { pos: pos.0 });
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Bleeding,
BuffData::new(5.0, Some(Secs(3.0))),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::IronSpike | SpriteKind::HaniwaTrapTriggered)
) {
// If touching Iron Spike apply Bleeding buff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Bleeding,
BuffData::new(1.0, Some(Secs(4.0))),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::HotSurface)
) {
// If touching a hot surface apply Burning buff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Burning,
BuffData::new(10.0, None),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::IceSpike)
) {
// When standing on IceSpike, apply bleeding
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Bleeding,
BuffData::new(15.0, Some(Secs(0.1))),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
// When standing on IceSpike also apply Frozen
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Frozen,
BuffData::new(0.2, Some(Secs(3.0))),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
if matches!(
physics_state.on_ground.and_then(|b| b.get_sprite()),
Some(SpriteKind::FireBlock)
) {
// If on FireBlock vines, apply burning buff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Burning,
BuffData::new(20.0, None),
Vec::new(),
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
}
// If on FireBlock vines, apply burning buff
if matches!(
physics_state.in_fluid,
Some(Fluid::Liquid {
kind: LiquidKind::Lava,
..
})
) {
// If in lava fluid, apply burning debuff
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
BuffKind::Burning,
BuffData::new(20.0, None),
vec![BuffCategory::Natural],
BuffSource::World,
*read_data.time,
dest_info,
None,
)),
});
} else if matches!(
physics_state.in_fluid,
Some(Fluid::Liquid {
kind: LiquidKind::Water,
..
})
) && buff_comp.kinds[BuffKind::Burning].is_some()
{
// If in water fluid and currently burning, remove burning debuffs
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::RemoveByKind(BuffKind::Burning),
});
}
}
let mut expired_buffs = Vec::<BuffKey>::new();
// Replace buffs from an active aura with a normal buff when out of range of the
// aura
buff_comp
.buffs
.iter()
.filter_map(|(buff_key, buff)| {
if let Some((uid, aura_key)) = buff.cat_ids.iter().find_map(|cat_id| {
if let BuffCategory::FromActiveAura(uid, aura_key) = cat_id {
Some((uid, aura_key))
} else {
None
}
}) {
Some((buff_key, buff, uid, aura_key))
} else {
None
}
})
.for_each(|(buff_key, buff, uid, aura_key)| {
let replace = if let Some(aura_entity) = read_data.id_maps.uid_entity(*uid) {
if let Some(aura) = read_data
.auras
.get(aura_entity)
.and_then(|auras| auras.auras.get(*aura_key))
{
if let (Some(pos), Some(aura_pos)) = (
read_data.positions.get(entity),
read_data.positions.get(aura_entity),
) {
pos.0.distance_squared(aura_pos.0) > aura.radius.powi(2)
} else {
true
}
} else {
true
}
} else {
true
};
if replace {
expired_buffs.push(buff_key);
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::Add(Buff::new(
buff.kind,
buff.data,
buff.cat_ids
.iter()
.copied()
.filter(|cat_id| {
!matches!(cat_id, BuffCategory::FromActiveAura(..))
})
.collect::<Vec<_>>(),
buff.source,
*read_data.time,
dest_info,
None,
)),
});
}
});
buff_comp.buffs.iter().for_each(|(buff_key, buff)| {
if buff.end_time.map_or(false, |end| end.0 < read_data.time.0) {
expired_buffs.push(buff_key)
}
});
let infinite_damage_reduction = (Damage::compute_damage_reduction(
None,
read_data.inventories.get(entity),
Some(&stat),
&read_data.msm,
) - 1.0)
.abs()
< f32::EPSILON;
if infinite_damage_reduction {
for (key, buff) in buff_comp.buffs.iter() {
if !buff.kind.is_buff() {
expired_buffs.push(key);
}
}
}
// Call to reset stats to base values
stat.reset_temp_modifiers();
let mut body_override = None;
// Iterator over the lists of buffs by kind
let mut buff_kinds = buff_comp
.kinds
.iter()
.filter_map(|(kind, keys)| keys.as_ref().map(|keys| (kind, keys.clone())))
.collect::<Vec<(BuffKind, (Vec<BuffKey>, Time))>>();
buff_kinds.sort_by_key(|(kind, _)| !kind.affects_subsequent_buffs());
for (buff_kind, (buff_keys, kind_start_time)) in buff_kinds.into_iter() {
let mut active_buff_keys = Vec::new();
if infinite_damage_reduction && !buff_kind.is_buff() {
continue;
}
if buff_kind.stacks() {
// Process all the buffs of this kind
active_buff_keys = buff_keys;
} else {
// Only process the strongest of this buff kind
active_buff_keys.push(buff_keys[0]);
}
for buff_key in active_buff_keys.into_iter() {
if let Some(buff) = buff_comp.buffs.get(buff_key) {
// Skip the effect of buffs whose start delay hasn't expired.
if buff.start_time.0 > read_data.time.0 {
continue;
}
// Get buff owner?
let buff_owner = if let BuffSource::Character { by: owner } = buff.source {
Some(owner)
} else {
None
};
// Now, execute the buff, based on it's delta
for effect in &buff.effects {
execute_effect(
effect,
buff.kind,
buff.start_time,
kind_start_time,
&read_data,
&mut stat,
body,
&mut body_override,
health,
energy,
entity,
buff_owner,
&mut emitters,
dt,
*read_data.time,
expired_buffs.contains(&buff_key),
buff_comp,
);
}
}
}
}
// Update body if needed.
let new_body = body_override.unwrap_or(stat.original_body);
if new_body != *body {
emitters.emit(ChangeBodyEvent { entity, new_body });
}
// Remove buffs that expire
if !expired_buffs.is_empty() {
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::RemoveByKey(expired_buffs),
});
}
// Remove buffs that don't persist on death
if health.is_dead {
emitters.emit(BuffEvent {
entity,
buff_change: BuffChange::RemoveByCategory {
all_required: vec![],
any_required: vec![],
none_required: vec![BuffCategory::PersistOnDeath],
},
});
}
});
// Turned back to true
stats.set_event_emission(true);
}
}
// TODO: Globally disable this clippy lint
#[allow(clippy::too_many_arguments)]
fn execute_effect(
effect: &BuffEffect,
buff_kind: BuffKind,
buff_start_time: Time,
buff_kind_start_time: Time,
read_data: &ReadData,
stat: &mut Stats,
current_body: &Body,
body_override: &mut Option<Body>,
health: &Health,
energy: &Energy,
entity: Entity,
buff_owner: Option<Uid>,
server_emitter: &mut (
impl EmitExt<HealthChangeEvent> + EmitExt<EnergyChangeEvent> + EmitExt<BuffEvent>
),
dt: f32,
time: Time,
buff_will_expire: bool,
buffs_comp: &Buffs,
) {
let num_ticks = |tick_dur: Secs| {
let time_passed = time.0 - buff_start_time.0;
let dt = dt as f64;
// Number of ticks has 3 parts
//
// First part checks if delta time was larger than the tick duration, if it was
// determines number of ticks in that time
//
// Second part checks if delta time has just passed the threshold for a tick
// ending/starting (and accounts for if that delta time was longer than the tick
// duration)
// 0.000001 is to account for floating imprecision so this is not applied on the
// first tick
//
// Third part returns the fraction of the current time passed since the last
// time a tick duration would have happened, this is ignored (by flooring) when
// the buff is not ending, but is used if the buff is ending this tick
let curr_tick = (time_passed / tick_dur.0).floor();
let prev_tick = ((time_passed - dt).max(0.0) / tick_dur.0).floor();
let whole_ticks = curr_tick - prev_tick;
if buff_will_expire {
// If the buff is ending, include the fraction of progress towards the next
// tick.
let fractional_tick = (time_passed % tick_dur.0) / tick_dur.0;
Some((whole_ticks + fractional_tick) as f32)
} else if whole_ticks >= 1.0 {
Some(whole_ticks as f32)
} else {
None
}
};
match effect {
BuffEffect::HealthChangeOverTime {
rate,
kind,
instance,
tick_dur,
} => {
if let Some(num_ticks) = num_ticks(*tick_dur) {
let amount = *rate * num_ticks * tick_dur.0 as f32;
let (cause, by) = if amount != 0.0 {
(Some(DamageSource::Buff(buff_kind)), buff_owner)
} else {
(None, None)
};
let amount = match *kind {
ModifierKind::Additive => amount,
ModifierKind::Multiplicative => health.maximum() * amount,
};
let damage_contributor = by.and_then(|uid| {
read_data.id_maps.uid_entity(uid).map(|entity| {
DamageContributor::new(uid, read_data.groups.get(entity).cloned())
})
});
server_emitter.emit(HealthChangeEvent {
entity,
change: HealthChange {
amount,
by: damage_contributor,
cause,
time: *read_data.time,
precise: false,
instance: *instance,
},
});
};
},
BuffEffect::EnergyChangeOverTime {
rate,
kind,
tick_dur,
reset_rate_on_tick,
} => {
if let Some(num_ticks) = num_ticks(*tick_dur) {
let amount = *rate * num_ticks * tick_dur.0 as f32;
let amount = match *kind {
ModifierKind::Additive => amount,
ModifierKind::Multiplicative => energy.maximum() * amount,
};
server_emitter.emit(EnergyChangeEvent {
entity,
change: amount,
reset_rate: *reset_rate_on_tick,
});
};
},
BuffEffect::MaxHealthModifier { value, kind } => match kind {
ModifierKind::Additive => {
stat.max_health_modifiers.add_mod += *value;
},
ModifierKind::Multiplicative => {
stat.max_health_modifiers.mult_mod *= *value;
},
},
BuffEffect::MaxEnergyModifier { value, kind } => match kind {
ModifierKind::Additive => {
stat.max_energy_modifiers.add_mod += *value;
},
ModifierKind::Multiplicative => {
stat.max_energy_modifiers.mult_mod *= *value;
},
},
BuffEffect::DamageReduction(dr) => {
if *dr > 0.0 {
stat.damage_reduction.pos_mod = stat.damage_reduction.pos_mod.max(*dr);
} else {
stat.damage_reduction.neg_mod += dr;
}
},
BuffEffect::MaxHealthChangeOverTime {
rate,
kind,
target_fraction,
} => {
let potential_amount = (time.0 - buff_kind_start_time.0) as f32 * rate;
// Percentage change that should be applied to max_health
let potential_fraction = 1.0
+ match kind {
ModifierKind::Additive => {
// `rate * dt` is amount of health, dividing by base max
// creates fraction
potential_amount / health.base_max()
},
ModifierKind::Multiplicative => {
// `rate * dt` is the fraction
potential_amount
},
};
// Potential progress towards target fraction, if
// target_fraction ~ 1.0 then set progress to 1.0 to avoid
// divide by zero
let progress = if (1.0 - *target_fraction).abs() > f32::EPSILON {
(1.0 - potential_fraction) / (1.0 - *target_fraction)
} else {
1.0
};
// Change achieved_fraction depending on what other buffs have
// occurred
let achieved_fraction = if progress > 1.0 {
// If potential fraction already beyond target fraction,
// simply multiply max_health_modifier by the target
// fraction, and set achieved fraction to target_fraction
*target_fraction
} else {
// Else have not achieved target yet, use potential_fraction
potential_fraction
};
// Apply achieved_fraction to max_health_modifier
stat.max_health_modifiers.mult_mod *= achieved_fraction;
},
BuffEffect::MovementSpeed(speed) => {
stat.move_speed_modifier *= *speed;
},
BuffEffect::AttackSpeed(speed) => {
stat.attack_speed_modifier *= *speed;
},
BuffEffect::RecoverySpeed(speed) => {
stat.recovery_speed_modifier *= *speed;
},
BuffEffect::GroundFriction(gf) => {
stat.friction_modifier *= *gf;
},
BuffEffect::PoiseReduction(pr) => {
if *pr > 0.0 {
stat.poise_reduction.pos_mod = stat.poise_reduction.pos_mod.max(*pr);
} else {
stat.poise_reduction.neg_mod += pr;
}
},
BuffEffect::PoiseDamageFromLostHealth(strength) => {
stat.poise_damage_modifier *= 1.0 + (1.0 - health.fraction()) * *strength;
},
BuffEffect::AttackDamage(dam) => {
stat.attack_damage_modifier *= *dam;
},
BuffEffect::PrecisionOverride(val) => {
// Use lower of precision multiplier overrides
stat.precision_multiplier_override = stat
.precision_multiplier_override
.map(|mult| mult.min(*val))
.or(Some(*val));
},
BuffEffect::PrecisionVulnerabilityOverride(val) => {
// Use higher of precision multiplier overrides
stat.precision_vulnerability_multiplier_override = stat
.precision_vulnerability_multiplier_override
.map(|mult| mult.max(*val))
.or(Some(*val));
},
BuffEffect::BodyChange(b) => {
// For when an entity is under the effects of multiple de/buffs that change the
// body, to avoid flickering between many bodies only change the body if the
// override body is not equal to the current body. (If the buff that caused the
// current body is still active, body override will eventually pick up on it,
// otherwise this will end up with a new body, though random depending on
// iteration order)
if Some(current_body) != body_override.as_ref() {
*body_override = Some(*b)
}
},
BuffEffect::BuffImmunity(buff_kind) => {
if buffs_comp.contains(*buff_kind) {
server_emitter.emit(BuffEvent {
entity,
buff_change: BuffChange::RemoveByKind(*buff_kind),
});
}
},
BuffEffect::SwimSpeed(speed) => {
stat.swim_speed_modifier *= speed;
},
BuffEffect::AttackEffect(effect) => stat.effects_on_attack.push(effect.clone()),
BuffEffect::AttackPoise(p) => {
stat.poise_damage_modifier *= p;
},
BuffEffect::MitigationsPenetration(mp) => {
stat.mitigations_penetration =
1.0 - ((1.0 - stat.mitigations_penetration) * (1.0 - *mp));
},
BuffEffect::EnergyReward(er) => {
stat.energy_reward_modifier *= er;
},
BuffEffect::DamagedEffect(effect) => stat.effects_on_damaged.push(effect.clone()),
BuffEffect::DeathEffect(effect) => stat.effects_on_death.push(effect.clone()),
BuffEffect::DisableAuxiliaryAbilities => stat.disable_auxiliary_abilities = true,
BuffEffect::CrowdControlResistance(ccr) => {
stat.crowd_control_resistance += ccr;
},
BuffEffect::ItemEffectReduction(ier) => {
stat.item_effect_reduction *= 1.0 - ier;
},
};
}