feat: added armour passives
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parent
cfe2631578
commit
451efd2bb7
17 changed files with 654 additions and 318 deletions
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@ -1,14 +1,14 @@
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use bevy_ecs::prelude::*;
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use proxisim_models::bundle::{
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armour::{ArmourBodyPart, ArmourBodyParts},
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passive::{FactionUpgrades, Merits},
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bonus::DamageMitigationBonus,
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player::{
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Attacker, BodyPart, ChooseWeapon, CombatTurns, Current, CurrentTarget, Defeated, Defender,
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FightEndType, Level, MaxHealth, PartDamageBonus, Player, PlayerStrategy, Weapons,
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FightEndType, Health, PartDamageBonus, Player, PlayerStrategy, Weapons,
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},
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stat::{
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AmmoControl, Clips, CritRate, DamageBonus, Defence, Dexterity, EffectiveStat, Health,
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SimpleStatBundle, SimpleStatEffective, Speed, Strength, WeaponAccuracy,
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AmmoControl, Clips, CritRate, DamageBonus, Defence, Dexterity, EffectiveStat, MaxHealth,
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SimpleStatEffective, Speed, Strength, WeaponAccuracy,
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},
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weapon::{
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Ammo, DamageStat, NeedsReload, NonTargeted, RateOfFire, Usable, Uses, Weapon, WeaponSlot,
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@ -22,6 +22,7 @@ use crate::{
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log,
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log::Logger,
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metrics::Metrics,
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player::status_effect::{Bleed, DamageOverTime, DamageOverTimeType, DeferredDamage},
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weapon::{DamageProcEffect, TurnTriggeredEffect, bonus::MultiTurnBonus},
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};
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@ -52,28 +53,6 @@ fn select_weapon<'a>(
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}
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}
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fn derive_max_health(
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level_query: Query<(Entity, &Level, &Merits, &FactionUpgrades)>,
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mut cmd: Commands,
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) {
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for (entity, level, merits, faction) in level_query.iter() {
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let base_life = match level.0 {
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1..=8 => 100 + (level.0 - 1) * 25,
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9..=95 => 275 + (level.0 - 8) * 50,
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96.. => 4625 + (level.0 - 95) * 75,
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0 => unreachable!(),
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};
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let max_health =
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((base_life as f32) * (1.0 + ((merits.life * 5 + faction.life) as f32) / 100.0)) as u16;
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cmd.entity(entity).insert((
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MaxHealth(max_health),
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SimpleStatBundle::<Health>::new(max_health),
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));
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}
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}
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fn designate_first(
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attacker_q: Query<Entity, With<Attacker>>,
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defender_q: Query<Entity, With<Defender>>,
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@ -179,11 +158,12 @@ pub fn use_damaging_weapon(
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&SimpleStatEffective<DamageBonus>,
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&SimpleStatEffective<CritRate>,
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&Children,
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&WeaponSlot,
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Has<NonTargeted>,
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),
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(With<Weapon>, With<Current>, Without<NeedsReload>),
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>,
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player_q: Query<
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mut player_q: Query<
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(
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Entity,
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&EffectiveStat<Speed>,
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@ -191,6 +171,8 @@ pub fn use_damaging_weapon(
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&SimpleStatEffective<CritRate>,
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&SimpleStatEffective<WeaponAccuracy>,
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&SimpleStatEffective<DamageBonus>,
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&Children,
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&mut Health,
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Has<Attacker>,
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),
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(With<Player>, With<Current>),
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@ -200,12 +182,17 @@ pub fn use_damaging_weapon(
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Entity,
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&EffectiveStat<Dexterity>,
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&EffectiveStat<Defence>,
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&SimpleStatEffective<MaxHealth>,
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&ArmourBodyParts,
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&mut SimpleStatEffective<Health>,
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&mut Health,
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),
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With<CurrentTarget>,
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(With<CurrentTarget>, Without<Current>),
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>,
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armour_q: Query<&ArmourBodyPart>,
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(armour_q, damage_q, mut mitigation_q): (
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Query<&ArmourBodyPart>,
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Query<(Entity, &DeferredDamage)>,
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Query<Option<&mut DamageMitigationBonus>>,
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),
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(damage_proc_q, part_bonus_q): (Query<&DamageProcEffect>, Query<&PartDamageBonus>),
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(mut ammo_q, mut temp_q): (
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Query<(
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@ -224,13 +211,52 @@ pub fn use_damaging_weapon(
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Effects,
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),
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) {
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let Ok((weapon, w_dmg, acc, dmg_bonus, crit, children, non_targeted)) = weapon_q.single()
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let Ok((weapon, w_dmg, acc, dmg_bonus, crit, children, slot, non_targeted)) = weapon_q.single()
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else {
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return;
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};
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let (player, player_spd, player_str, player_crit, acc_bonus, p_dmg_bonus, attacker) =
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player_q.single().unwrap();
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let (target, target_dex, target_def, armour_parts, mut health) = target_q.single_mut().unwrap();
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let (
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player,
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player_spd,
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player_str,
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player_crit,
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acc_bonus,
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p_dmg_bonus,
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p_children,
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mut p_health,
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attacker,
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) = player_q.single_mut().unwrap();
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let (target, target_dex, target_def, target_max_health, armour_parts, mut health) =
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target_q.single_mut().unwrap();
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for (instance, damage) in damage_q.iter_many(p_children) {
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let health_before = p_health.0;
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p_health.0 = p_health.0.saturating_sub(damage.amount);
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log!(logger, "deferred_damage", {
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health_before: health_before,
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health_after: p_health.0,
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amount: damage.amount,
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label: damage.label,
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target: player,
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});
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commands.entity(instance).despawn();
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if p_health.0 == 0 {
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log!(logger, "fight_end", {
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actor: target,
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recipient: player,
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fight_end_type: %if attacker {
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FightEndType::Loss
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} else {
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FightEndType::Victory
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},
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});
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metrics.increment_counter(Some(target), "victory", 1);
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return;
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}
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}
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if let Ok(mut uses) = temp_q.get_mut(weapon) {
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uses.0 -= 1;
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@ -253,7 +279,7 @@ pub fn use_damaging_weapon(
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.ok()
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.map(|(ammo, clips, rof, ammo_ctrl)| {
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let ammo_ctrl = 1.0 - (ammo_ctrl).value;
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let rof_eff = ((rof.0[0] as f32) * ammo_ctrl)..((rof.0[1] as f32) * ammo_ctrl);
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let rof_eff = ((rof.0[0] as f32) * ammo_ctrl)..=((rof.0[1] as f32) * ammo_ctrl);
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(ammo, clips, rof_eff)
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});
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@ -358,6 +384,68 @@ pub fn use_damaging_weapon(
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}
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}
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let bonus_mitigation = match piece {
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Some(piece) => {
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if let Some(mut mitigation) = mitigation_q.get_mut(piece.armour).unwrap() {
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match mitigation.as_mut() {
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DamageMitigationBonus::Impregnable { mitigation }
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if *slot == WeaponSlot::Melee =>
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{
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*mitigation
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}
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DamageMitigationBonus::Impenetrable { mitigation }
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if rounds.is_some() =>
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{
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*mitigation
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}
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DamageMitigationBonus::Insurmountable { mitigation } => {
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if health.0 as f32 / target_max_health.value as f32 <= 0.25 {
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*mitigation
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} else {
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0.0
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}
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}
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DamageMitigationBonus::Impassable { chance } => {
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if *chance >= 1.0 || rng.random_bool(*chance as f64) {
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1.0
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} else {
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0.0
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}
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}
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DamageMitigationBonus::Kinetokinesis { mitigation } => {
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commands.entity(piece.armour).insert(
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DamageMitigationBonus::ActiveKinetokinesis {
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mitigation: *mitigation,
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remaining_turns: 10,
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},
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);
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0.0
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}
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DamageMitigationBonus::ActiveKinetokinesis {
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mitigation,
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remaining_turns,
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} => {
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*remaining_turns -= 1;
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if *remaining_turns == 0 {
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commands.entity(piece.armour).insert(
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DamageMitigationBonus::Kinetokinesis {
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mitigation: *mitigation,
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},
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);
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}
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*mitigation
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}
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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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None => 0.0,
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};
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// TODO: special ammo
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let dmg = dmg_intrinsic
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@ -365,6 +453,7 @@ pub fn use_damaging_weapon(
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* (1.0 + dmg_bonus.value)
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* (1.0 - armour_mitigation)
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* (1.0 - def_mitigation)
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* (1.0 - bonus_mitigation)
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* mult
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* dmg_spread;
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let dmg = dmg.round() as u32;
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@ -414,13 +503,25 @@ pub fn use_damaging_weapon(
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bonus.spawn(target, &mut effects, &mut rng.0);
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}
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}
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DamageProcEffect::DamageOverTimer { value, kind } => {
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let chance = (value / 100.0) as f64;
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if chance > 1.0 || rng.random_bool(chance) {
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match kind {
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DamageOverTimeType::Bleed => {
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commands
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.entity(target)
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.insert(DamageOverTime::<Bleed>::new(dmg));
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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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let health_before = health.value;
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let health_before = health.0;
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health.value = health.value.saturating_sub(dmg as u16);
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health.0 = health.0.saturating_sub(dmg as u16);
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log!(logger, "hit_target", {
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actor: player,
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@ -431,19 +532,20 @@ pub fn use_damaging_weapon(
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part_mult: mult,
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rounds,
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health_before: health_before,
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health_after: health.value,
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health_after: health.0,
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dmg,
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dmg_spread,
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dmg_intrinsic,
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dmg_weapon: w_dmg.0,
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armour_mitigation,
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def_mitigation,
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bonus_mitigation,
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bonus_dmg: dmg_bonus.value,
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hit_chance: hit_chance,
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crit_rate: crit.value,
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});
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if health.value == 0 && !defeated {
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if health.0 == 0 && !defeated {
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defeated = true;
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commands.entity(target).insert(Defeated);
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@ -539,12 +641,23 @@ pub fn restore_initial_state(
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}
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}
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fn record_post_fight_stats(
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player_q: Query<(Entity, &SimpleStatEffective<Health>)>,
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metrics: Res<Metrics>,
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) {
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fn record_post_fight_stats(player_q: Query<(Entity, &Health)>, metrics: Res<Metrics>) {
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for (player, health) in player_q.iter() {
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metrics.record_histogram(Some(player), "rem_health", health.value as u32);
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metrics.record_histogram(Some(player), "rem_health", health.0 as u32);
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}
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}
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fn restore_health(
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health_q: Query<(Entity, &SimpleStatEffective<MaxHealth>)>,
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mut commands: Commands,
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mut logger: Logger,
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) {
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for (player, max_health) in health_q {
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log!(logger, "initial_health", {
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target: player,
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max_health: max_health.value,
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});
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commands.entity(player).insert(Health(max_health.value));
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}
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}
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@ -554,7 +667,7 @@ pub(crate) fn configure(stages: &mut Stages) {
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stages.add_event::<ChooseWeapon>();
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stages.equip.add_systems(designate_first);
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stages.pre_fight.add_systems(derive_max_health);
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stages.pre_fight.add_systems(restore_health);
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stages.pre_turn.add_systems(pick_action);
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stages.turn.add_systems(use_damaging_weapon);
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stages
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