feat: added armour passives
This commit is contained in:
parent
cfe2631578
commit
451efd2bb7
17 changed files with 654 additions and 318 deletions
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@ -14,6 +14,8 @@ json = ["dep:serde", "dep:serde_json"]
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[dependencies]
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bevy_ecs = { version = "0.17.2", features = [] }
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bevy_utils = { version = "0.17.2", features = ["debug"] }
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bevy_reflect = { version = "0.17.2", features = ["debug"] }
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rand = { version = "0.9.2", default-features = false, features = [
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"std",
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"alloc",
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@ -183,7 +183,7 @@ impl BonusPartDamageBonus {
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}
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}
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#[derive(Clone, Copy, Debug, Display)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Component, Display)]
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#[cfg_attr(feature = "json", derive(serde::Deserialize, serde::Serialize))]
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#[cfg_attr(feature = "json", serde(rename_all = "snake_case"))]
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pub enum ArmourBonusType {
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@ -197,3 +197,26 @@ pub enum ArmourBonusType {
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Kinetokinesis,
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Impassable,
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}
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#[derive(Clone, Copy, Debug, Component, Display)]
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pub enum DamageMitigationBonus {
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Impregnable {
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mitigation: f32,
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},
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Impenetrable {
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mitigation: f32,
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},
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Insurmountable {
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mitigation: f32,
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},
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Impassable {
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chance: f32,
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},
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Kinetokinesis {
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mitigation: f32,
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},
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ActiveKinetokinesis {
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mitigation: f32,
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remaining_turns: u16,
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},
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}
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@ -5,7 +5,7 @@ use crate::bundle::{
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Name,
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bonus::BonusPartDamageBonus,
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passive::EducationPartDamageBonus,
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stat::{CritRate, DamageBonus, SimpleStatBundle, WeaponAccuracy},
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stat::{CritRate, DamageBonus, MaxHealth, SimpleStatBundle, WeaponAccuracy},
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weapon::WeaponSlot,
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};
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@ -37,13 +37,7 @@ impl Default for Level {
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}
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#[derive(Component, Debug)]
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pub struct MaxHealth(pub u16);
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impl Default for MaxHealth {
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fn default() -> Self {
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Self(100)
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}
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}
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pub struct Health(pub u16);
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#[derive(Component, Debug, Default)]
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pub struct CombatTurns(pub u16);
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@ -158,6 +152,7 @@ pub struct PlayerBundle {
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pub name: Name,
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pub player: Player,
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pub level: Level,
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pub max_health: SimpleStatBundle<MaxHealth>,
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pub crit_rate: SimpleStatBundle<CritRate>,
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// TODO: since these two need to be tracked here anyways it might be preferable to shift all
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// player specific passives here instead of tracking them on the weapons
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@ -174,6 +169,12 @@ impl PlayerBundle {
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name: Name(name.to_string()),
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player: Player,
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level: Level(level),
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max_health: SimpleStatBundle::new(match level {
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1..=8 => 100 + (level - 1) * 25,
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9..=95 => 275 + (level - 8) * 50,
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96.. => 4625 + (level - 95) * 75,
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0 => unreachable!(),
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}),
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crit_rate: SimpleStatBundle::new(24),
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acc_bonus: SimpleStatBundle::new(0.0),
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dmg_bonus: SimpleStatBundle::new(0.0),
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@ -226,9 +226,23 @@ impl SimpleStatMarker for Clips {
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}
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#[derive(Default)]
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pub struct Health;
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pub struct MaxHealth;
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impl SimpleStatMarker for Health {
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impl SimpleStatMarker for MaxHealth {
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type ValueType = u16;
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type BonusType = f32;
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fn apply_bonus(value: Self::ValueType, bonus: Self::BonusType) -> Self::ValueType {
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((value as f32) * bonus) as u16
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}
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fn revert_bonus(value: Self::ValueType, bonus: Self::BonusType) -> Self::ValueType {
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((value as f32) / bonus) as u16
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}
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}
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#[derive(Default)]
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pub struct ArmourBonusValue;
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impl SimpleStatMarker for ArmourBonusValue {
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type ValueType = u16;
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type BonusType = u16;
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fn apply_bonus(value: Self::ValueType, bonus: Self::BonusType) -> Self::ValueType {
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@ -8,6 +8,7 @@ use crate::{
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Name,
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armour::{Armour, ArmourCoverage, ArmourValue, Immunities, Immunity},
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bonus::ArmourBonusType,
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stat::{ArmourBonusValue, SimpleStatBundle},
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},
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dto::draw_id,
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};
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@ -27,7 +28,7 @@ pub enum ArmourSlot {
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#[cfg_attr(feature = "json", derive(serde::Deserialize, serde::Serialize))]
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pub struct ArmourBonusInfo {
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pub kind: ArmourBonusType,
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pub value: Option<i16>,
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pub value: Option<u16>,
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}
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#[derive(Debug, Clone)]
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@ -60,7 +61,7 @@ pub struct ArmourDto {
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}
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impl ArmourDto {
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pub fn new(name: &str, armour: Option<f32>, bonus: Option<i16>) -> Option<Self> {
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pub fn new(name: &str, armour: Option<f32>, bonus: Option<u16>) -> Option<Self> {
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let base = match name {
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"Leather Vest" => Self::LEATHER_VEST,
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"Police Vest" => Self::POLICE_VEST,
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@ -197,6 +198,13 @@ impl ArmourDto {
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Immunities(self.immunities.to_vec()),
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));
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if let Some(bonus) = self.bonus {
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commands.insert((
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bonus.kind,
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SimpleStatBundle::<ArmourBonusValue>::new(bonus.value.unwrap_or_default()),
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));
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}
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commands.id()
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}
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@ -12,6 +12,11 @@ pub enum EntityInfo {
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owner: usize,
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id: usize,
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},
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Armour {
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name: String,
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owner: usize,
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id: usize,
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},
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Global,
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}
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@ -1,27 +1,55 @@
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use std::collections::HashMap;
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use bevy_ecs::prelude::*;
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use proxisim_models::bundle::armour::{
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ArmourBodyPart, ArmourBodyPartSlot, ArmourBodyParts, ArmourCoverage, ArmourValue, ArmourVec,
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BodyPartCoverage, Immunities, Immunity, PlayerArmour,
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use proxisim_models::bundle::{
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armour::{
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ArmourBodyPart, ArmourBodyPartSlot, ArmourBodyParts, ArmourCoverage, ArmourValue,
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ArmourVec, BodyPartCoverage, Immunities, Immunity, PlayerArmour,
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},
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bonus::{ArmourBonusType, DamageMitigationBonus},
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stat::{
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AdditiveBonus, ArmourBonusValue, Defence, Dexterity, MaxHealth, SimpleStatBonus,
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SimpleStatEffective,
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},
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};
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use strum::IntoEnumIterator;
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use crate::{
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Stages,
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effect::Effects,
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player::status_effect::{
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ConcussionGrenade, FlashGrenade, PepperSpray, TearGas, TempDebuffImmunity,
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},
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};
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fn generate_body_parts(
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fn equip_armour(
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equip_q: Query<(Entity, &PlayerArmour)>,
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armour_q: Query<(Entity, &ArmourCoverage, &ArmourValue, Option<&Immunities>)>,
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armour_q: Query<(
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Entity,
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&ArmourCoverage,
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&ArmourValue,
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Option<&Immunities>,
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Option<&ArmourBonusType>,
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)>,
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mut commands: Commands,
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mut effects: Effects,
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) {
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for (player, equipped_armour) in equip_q.iter() {
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let mut parts = ArmourVec::<ArmourBodyPart>::default();
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for (armour, coverage, armour_value, immunities) in armour_q.iter_many(equipped_armour) {
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// commands.entity(player).add_child(armour);
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let mut set = Some(None);
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for (armour, coverage, armour_value, immunities, bonus) in
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armour_q.iter_many(equipped_armour)
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{
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if let Some(kind) = &mut set
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&& let Some(bonus) = bonus
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&& kind.is_none_or(|k| k == *bonus)
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{
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set = Some(Some(*bonus));
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} else {
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set = None
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}
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if let Some(immunities) = immunities {
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let mut player = commands.entity(player);
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@ -62,6 +90,28 @@ fn generate_body_parts(
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}
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}
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if let Some(Some(set)) = set {
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for piece in equipped_armour {
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effects.spawn(
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SimpleStatBonus::<ArmourBonusValue>::new(
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"set bonus",
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match set {
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ArmourBonusType::Impregnable => 10,
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ArmourBonusType::Impenetrable => 10,
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ArmourBonusType::Insurmountable => 15,
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ArmourBonusType::Invulnerable => 15,
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ArmourBonusType::Imperviable => 1,
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ArmourBonusType::Immmutable => 5,
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ArmourBonusType::Irrepressible => 5,
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ArmourBonusType::Impassable => 10,
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ArmourBonusType::Kinetokinesis => 0,
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},
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),
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piece,
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);
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}
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}
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let parts = parts.0.map(|p| commands.spawn(p).id());
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commands
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@ -71,6 +121,82 @@ fn generate_body_parts(
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}
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}
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pub(crate) fn configure(stages: &mut Stages) {
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stages.equip.add_systems(generate_body_parts);
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fn apply_passives(
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bonus_q: Query<(
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Entity,
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&ArmourBonusType,
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&SimpleStatEffective<ArmourBonusValue>,
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&ChildOf,
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)>,
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mut effects: Effects,
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mut commands: Commands,
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) {
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let mut max_health_increase = HashMap::<Entity, u16>::new();
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for (armour, kind, value, relation) in bonus_q {
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match kind {
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ArmourBonusType::Imperviable => {
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*max_health_increase.entry(relation.parent()).or_default() += value.value;
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}
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ArmourBonusType::Immmutable => {
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effects.spawn(
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AdditiveBonus::<Defence>::new("immutable", value.value as f32 / 100.0),
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relation.parent(),
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);
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}
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ArmourBonusType::Irrepressible => {
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effects.spawn(
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AdditiveBonus::<Dexterity>::new("irrepressible", value.value as f32 / 100.0),
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relation.parent(),
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);
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}
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ArmourBonusType::Impregnable => {
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commands
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.entity(armour)
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.insert(DamageMitigationBonus::Impregnable {
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mitigation: value.value as f32 / 100.0,
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});
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}
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ArmourBonusType::Impenetrable => {
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commands
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.entity(armour)
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.insert(DamageMitigationBonus::Impenetrable {
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mitigation: value.value as f32 / 100.0,
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});
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}
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ArmourBonusType::Insurmountable => {
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commands
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.entity(armour)
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.insert(DamageMitigationBonus::Insurmountable {
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mitigation: value.value as f32 / 100.0,
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});
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}
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ArmourBonusType::Impassable => {
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commands
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.entity(armour)
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.insert(DamageMitigationBonus::Impassable {
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chance: value.value as f32 / 100.0,
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});
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}
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ArmourBonusType::Kinetokinesis => {
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commands
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.entity(armour)
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.insert(DamageMitigationBonus::Kinetokinesis {
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mitigation: value.value as f32 / 100.0,
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});
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}
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_ => (),
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}
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}
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for (target, increase) in max_health_increase {
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effects.spawn(
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SimpleStatBonus::<MaxHealth>::new("marauder", (increase as f32) * 0.01 + 1.0),
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target,
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);
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}
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}
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pub(crate) fn configure(stages: &mut Stages) {
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stages.equip.add_systems(equip_armour);
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stages.passives.add_systems(apply_passives);
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}
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@ -10,10 +10,9 @@
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"strategy": {
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"type": "in_order",
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"order": [
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"temporary",
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"primary"
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"secondary"
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],
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"reload": true
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"reload": false
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},
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"education": {
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"bio2350": true,
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@ -86,55 +85,47 @@
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"side_effects": 10
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},
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"weapons": {
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"primary": {
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"id": 488,
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"name": "MP 40",
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"kind": "primary",
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"cat": "smg",
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"base_dmg": 37,
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"base_acc": 41,
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"dmg": 5,
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"acc": 41,
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"primary": null,
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"secondary": {
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"id": 490,
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"name": "Blunderbuss",
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"kind": "secondary",
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"cat": "shotgun",
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"base_dmg": 46,
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"base_acc": 24,
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"dmg": 46,
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"acc": 24,
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"ammo": {
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"clip_size": 32,
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"clip_size": 1,
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"rate_of_fire": [
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3,
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5
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1,
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1
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]
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},
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"mods": [
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"high_capacity_mags",
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null,
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null
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],
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"bonuses": [
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{
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"bonus": "specialist",
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"value": 10
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"bonus": "bleed",
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"value": 100
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},
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null
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],
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"compatible_mods": [
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"reflex_sight",
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"holographic_sight",
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"acog_sight",
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"thermal_sight",
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"laser1mw",
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"laser5mw",
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"laser30mw",
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"laser100mw",
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"small_suppressor",
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"standard_suppressor",
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"large_suppressor",
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"extended_mags",
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"high_capacity_mags",
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"extra_clip",
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"extra_clip2",
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"adjustable_trigger",
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"hair_trigger",
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"custom_grip",
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"standard_brake",
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"heavy_duty_brake",
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"tactical_brake",
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"skeet_choke",
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"improved_choke",
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"full_choke",
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"small_light",
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"precision_light",
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"tactical_illuminator"
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@ -142,36 +133,138 @@
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"experience": 0,
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"japanese": false
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},
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"secondary": null,
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"melee": null,
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"temporary": {
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"id": 464,
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"name": "Melatonin",
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"kind": "temporary",
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"cat": "temporary",
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"base_dmg": 0,
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"base_acc": 0,
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"dmg": 0,
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"acc": 0,
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"ammo": null,
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"mods": [
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null,
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null
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],
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"bonuses": [
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null,
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null
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],
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"compatible_mods": [],
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"experience": 0,
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"japanese": false
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}
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"temporary": null
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},
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"armour": {
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"helmet": null,
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"body": null,
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"pants": null,
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"gloves": null,
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"boots": null
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"helmet": {
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"slot": "head",
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"id": 1355,
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"name": "Vanguard Respirator",
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"base_armour": 48,
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"armour": 48,
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"coverage": {
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"body": 2.819999933242798,
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"heart": 0,
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"stomach": 0,
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"chest": 0,
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"arm": 0,
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"groin": 0,
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"leg": 0,
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"throat": 0,
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"hand": 0,
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"foot": 0,
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"head": 39.599998474121094
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},
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"immunities": [
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"pepper_spray",
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"nerve_gas",
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"tear_gas"
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],
|
||||
"bonus": {
|
||||
"kind": "irrepressible",
|
||||
"value": null
|
||||
}
|
||||
},
|
||||
"body": {
|
||||
"slot": "body",
|
||||
"id": 1356,
|
||||
"name": "Vanguard Body",
|
||||
"base_armour": 48,
|
||||
"armour": 48,
|
||||
"coverage": {
|
||||
"body": 44.279998779296875,
|
||||
"heart": 100,
|
||||
"stomach": 100,
|
||||
"chest": 100,
|
||||
"arm": 100,
|
||||
"groin": 35.38999938964844,
|
||||
"leg": 0.2800000011920929,
|
||||
"throat": 83.52999877929688,
|
||||
"hand": 0.12999999523162842,
|
||||
"foot": 0,
|
||||
"head": 0
|
||||
},
|
||||
"immunities": [],
|
||||
"bonus": {
|
||||
"kind": "irrepressible",
|
||||
"value": null
|
||||
}
|
||||
},
|
||||
"pants": {
|
||||
"slot": "legs",
|
||||
"id": 1357,
|
||||
"name": "Vanguard Pants",
|
||||
"base_armour": 48,
|
||||
"armour": 48,
|
||||
"coverage": {
|
||||
"body": 24.959999084472656,
|
||||
"heart": 0,
|
||||
"stomach": 0,
|
||||
"chest": 0,
|
||||
"arm": 0,
|
||||
"groin": 99.06999969482422,
|
||||
"leg": 100,
|
||||
"throat": 0,
|
||||
"hand": 0,
|
||||
"foot": 25.200000762939453,
|
||||
"head": 0
|
||||
},
|
||||
"immunities": [],
|
||||
"bonus": {
|
||||
"kind": "irrepressible",
|
||||
"value": null
|
||||
}
|
||||
},
|
||||
"gloves": {
|
||||
"slot": "hands",
|
||||
"id": 1359,
|
||||
"name": "Vanguard Gloves",
|
||||
"base_armour": 48,
|
||||
"armour": 48,
|
||||
"coverage": {
|
||||
"body": 14.399999618530273,
|
||||
"heart": 0,
|
||||
"stomach": 0,
|
||||
"chest": 0,
|
||||
"arm": 0.7300000190734863,
|
||||
"groin": 0,
|
||||
"leg": 0,
|
||||
"throat": 0,
|
||||
"hand": 100,
|
||||
"foot": 0,
|
||||
"head": 0
|
||||
},
|
||||
"immunities": [],
|
||||
"bonus": {
|
||||
"kind": "irrepressible",
|
||||
"value": null
|
||||
}
|
||||
},
|
||||
"boots": {
|
||||
"slot": "feet",
|
||||
"id": 1358,
|
||||
"name": "Vanguard Boots",
|
||||
"base_armour": 48,
|
||||
"armour": 48,
|
||||
"coverage": {
|
||||
"body": 15.130000114440918,
|
||||
"heart": 0,
|
||||
"stomach": 0,
|
||||
"chest": 0,
|
||||
"arm": 0,
|
||||
"groin": 0,
|
||||
"leg": 5.829999923706055,
|
||||
"throat": 0,
|
||||
"hand": 0,
|
||||
"foot": 100,
|
||||
"head": 0
|
||||
},
|
||||
"immunities": [],
|
||||
"bonus": {
|
||||
"kind": "irrepressible",
|
||||
"value": null
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@ use bevy_ecs::prelude::*;
|
|||
use proxisim_models::{
|
||||
bundle::{
|
||||
Id, Name,
|
||||
armour::Armour,
|
||||
player::{Attacker, Player},
|
||||
weapon::Weapon,
|
||||
},
|
||||
|
|
@ -18,6 +19,7 @@ pub struct EntityRegistry(pub HashMap<Entity, EntityInfo>);
|
|||
fn read_entities(
|
||||
player_q: Query<(Entity, &Name, &Id, Has<Attacker>), With<Player>>,
|
||||
weapon_q: Query<(Entity, &ChildOf, &Name, &Id), With<Weapon>>,
|
||||
armour_q: Query<(Entity, &ChildOf, &Name, &Id), With<Armour>>,
|
||||
mut registry: ResMut<EntityRegistry>,
|
||||
) {
|
||||
for (player, name, id, is_attacker) in player_q.iter() {
|
||||
|
|
@ -42,6 +44,18 @@ fn read_entities(
|
|||
},
|
||||
);
|
||||
}
|
||||
|
||||
for (weapon, player, name, id) in armour_q.iter() {
|
||||
let (_, _, player_id, _) = player_q.get(player.parent()).unwrap();
|
||||
registry.0.insert(
|
||||
weapon,
|
||||
EntityInfo::Armour {
|
||||
name: name.0.clone(),
|
||||
owner: player_id.0,
|
||||
id: id.0,
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn configure(stages: &mut Stages) {
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
#![warn(clippy::perf, clippy::style, clippy::all)]
|
||||
#![allow(clippy::type_complexity)]
|
||||
use bevy_ecs::{message::MessageRegistry, prelude::*, schedule::ScheduleLabel};
|
||||
use effect::{register_effect, EffectBuilder};
|
||||
use effect::{EffectBuilder, register_effect};
|
||||
use metrics::Metrics;
|
||||
use proxisim_models::{
|
||||
bundle::player::{Attacker, Current, Defender},
|
||||
|
|
@ -53,6 +53,7 @@ enum FightStatus {
|
|||
enum Stage {
|
||||
Equip,
|
||||
Snapshot,
|
||||
Passives,
|
||||
PreFight,
|
||||
PreTurn,
|
||||
Turn,
|
||||
|
|
@ -64,6 +65,7 @@ enum Stage {
|
|||
struct Stages {
|
||||
equip: Schedule,
|
||||
snapshot: Schedule,
|
||||
passives: Schedule,
|
||||
pre_fight: Schedule,
|
||||
pre_turn: Schedule,
|
||||
turn: Schedule,
|
||||
|
|
@ -102,6 +104,7 @@ impl Simulation {
|
|||
let mut stages = Stages {
|
||||
equip: Schedule::new(Stage::Equip),
|
||||
snapshot: Schedule::new(Stage::Snapshot),
|
||||
passives: Schedule::new(Stage::Passives),
|
||||
pre_fight: Schedule::new(Stage::PreFight),
|
||||
pre_turn: Schedule::new(Stage::PreTurn),
|
||||
turn: Schedule::new(Stage::Turn),
|
||||
|
|
@ -134,8 +137,10 @@ impl Simulation {
|
|||
defender.spawn(&mut stages.world).insert(Defender);
|
||||
|
||||
stages.equip.run(&mut stages.world);
|
||||
stages.pre_fight.run(&mut stages.world);
|
||||
effect::run_effects(&mut stages.world);
|
||||
stages.passives.run(&mut stages.world);
|
||||
effect::run_effects(&mut stages.world);
|
||||
stages.pre_fight.run(&mut stages.world);
|
||||
stages.snapshot.run(&mut stages.world);
|
||||
|
||||
Self(stages)
|
||||
|
|
|
|||
191
src/log.rs
191
src/log.rs
|
|
@ -3,9 +3,10 @@ use std::sync::Mutex;
|
|||
use bevy_ecs::{prelude::*, query::QuerySingleError, system::SystemParam};
|
||||
use proxisim_models::bundle::{
|
||||
stat::{
|
||||
AdditiveBonus, BaselineStat, ClipSize, Clips, CritRate, DamageBonus, Defence, Dexterity,
|
||||
EffectiveStat, MultiplicativeBonus, SimpleStatBaseline, SimpleStatBonus,
|
||||
SimpleStatEffective, SimpleStatMarker, Speed, StatMarker, Strength, WeaponAccuracy,
|
||||
AdditiveBonus, ArmourBonusValue, BaselineStat, ClipSize, Clips, CritRate, DamageBonus,
|
||||
Defence, Dexterity, EffectiveStat, MultiplicativeBonus, SimpleStatBaseline,
|
||||
SimpleStatBonus, SimpleStatEffective, SimpleStatMarker, Speed, StatMarker, Strength,
|
||||
WeaponAccuracy,
|
||||
},
|
||||
weapon::WeaponVerb,
|
||||
};
|
||||
|
|
@ -124,7 +125,12 @@ where
|
|||
V: Into<LogValue>,
|
||||
{
|
||||
fn from(value: Vec<(&'static str, V)>) -> Self {
|
||||
LogValue::Map(value.into_iter().map(|(k, v)| (k, v.into())).collect())
|
||||
LogValue::Array(
|
||||
value
|
||||
.into_iter()
|
||||
.map(|(k, v)| LogValue::Array(vec![LogValue::String(k.to_string()), v.into()]))
|
||||
.collect(),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -256,182 +262,6 @@ impl std::fmt::Display for Log {
|
|||
}
|
||||
}
|
||||
|
||||
/* impl std::fmt::Display for Log {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
for entry in &self.entries {
|
||||
match entry {
|
||||
LogEntry::Hit {
|
||||
actor,
|
||||
recipient,
|
||||
weapon,
|
||||
dmg,
|
||||
rounds,
|
||||
crit,
|
||||
part,
|
||||
} => {
|
||||
let actor_info = self.player_registry.get(actor).unwrap();
|
||||
let recipient_info = self.player_registry.get(recipient).unwrap();
|
||||
let weapon_info = self.weapon_registry.get(weapon).unwrap();
|
||||
|
||||
write!(f, "{} ", actor_info.name)?;
|
||||
|
||||
match weapon_info.verb {
|
||||
WeaponVerb::Fired => {
|
||||
write!(
|
||||
f,
|
||||
"fired {} rounds from of their {} ",
|
||||
rounds.unwrap(),
|
||||
weapon_info.name
|
||||
)?;
|
||||
if *crit {
|
||||
write!(f, "critically ")?;
|
||||
}
|
||||
writeln!(
|
||||
f,
|
||||
"hitting {} in the {} for {}",
|
||||
recipient_info.name, part, dmg
|
||||
)?;
|
||||
}
|
||||
WeaponVerb::Hit => {
|
||||
if *crit {
|
||||
write!(f, "critically ")?;
|
||||
}
|
||||
|
||||
// TODO: Pronouns and weapon verbs
|
||||
writeln!(
|
||||
f,
|
||||
"hit {} with their {} in the {} for {}",
|
||||
recipient_info.name, weapon_info.name, part, dmg
|
||||
)?;
|
||||
}
|
||||
WeaponVerb::Exploded => {
|
||||
writeln!(
|
||||
f,
|
||||
"{} threw a {} at {}, it exploded for {}",
|
||||
actor_info.name, weapon_info.name, recipient_info.name, dmg
|
||||
)?;
|
||||
}
|
||||
_ => todo!(),
|
||||
}
|
||||
}
|
||||
LogEntry::Miss {
|
||||
actor,
|
||||
recipient,
|
||||
weapon,
|
||||
rounds,
|
||||
} => {
|
||||
let actor_info = self.player_registry.get(actor).unwrap();
|
||||
let recipient_info = self.player_registry.get(recipient).unwrap();
|
||||
let weapon_info = self.weapon_registry.get(weapon).unwrap();
|
||||
|
||||
match weapon_info.verb {
|
||||
WeaponVerb::Hit => {
|
||||
writeln!(
|
||||
f,
|
||||
"{} missed {} with their {}",
|
||||
actor_info.name, recipient_info.name, weapon_info.name
|
||||
)?;
|
||||
}
|
||||
WeaponVerb::Fired => {
|
||||
writeln!(
|
||||
f,
|
||||
"{} fired {} rounds of their {} missing {}",
|
||||
actor_info.name,
|
||||
rounds.unwrap(),
|
||||
weapon_info.name,
|
||||
recipient_info.name
|
||||
)?;
|
||||
}
|
||||
_ => todo!(),
|
||||
}
|
||||
}
|
||||
LogEntry::Defeat { actor, recipient } => {
|
||||
let actor_info = self.player_registry.get(actor).unwrap();
|
||||
let recipient_info = self.player_registry.get(recipient).unwrap();
|
||||
|
||||
writeln!(f, "{} defeated {}", actor_info.name, recipient_info.name)?;
|
||||
}
|
||||
LogEntry::Stalemate { actor, recipient } => {
|
||||
let actor_info = self.player_registry.get(actor).unwrap();
|
||||
let recipient_info = self.player_registry.get(recipient).unwrap();
|
||||
|
||||
writeln!(
|
||||
f,
|
||||
"{} stalemated against {}",
|
||||
actor_info.name, recipient_info.name
|
||||
)?;
|
||||
}
|
||||
LogEntry::Loss { actor, recipient } => {
|
||||
let actor_info = self.player_registry.get(actor).unwrap();
|
||||
let recipient_info = self.player_registry.get(recipient).unwrap();
|
||||
|
||||
writeln!(
|
||||
f,
|
||||
"{} lost against {}",
|
||||
recipient_info.name, actor_info.name
|
||||
)?;
|
||||
}
|
||||
LogEntry::Reload { actor, weapon } => {
|
||||
let actor_info = self.player_registry.get(actor).unwrap();
|
||||
let weapon_info = self.weapon_registry.get(weapon).unwrap();
|
||||
|
||||
writeln!(f, "{} reloaded their {}", actor_info.name, weapon_info.name)?;
|
||||
}
|
||||
LogEntry::UsedDebuffTemp {
|
||||
actor,
|
||||
recipient,
|
||||
temp,
|
||||
weapon,
|
||||
immune,
|
||||
} => {
|
||||
let actor_info = self.player_registry.get(actor).unwrap();
|
||||
let recipient_info = self.player_registry.get(recipient).unwrap();
|
||||
let weapon_info = self.weapon_registry.get(weapon).unwrap();
|
||||
|
||||
match temp {
|
||||
DebuffingTemp::SmokeGrenade => {
|
||||
write!(
|
||||
f,
|
||||
"{} threw a Smoke Grenade, smoke clouds around {}",
|
||||
actor_info.name, recipient_info.name
|
||||
)?;
|
||||
}
|
||||
DebuffingTemp::TearGas => {
|
||||
write!(
|
||||
f,
|
||||
"{} threw a Tear Gas Grenade near {}",
|
||||
actor_info.name, recipient_info.name
|
||||
)?;
|
||||
}
|
||||
DebuffingTemp::PepperSpray => {
|
||||
write!(
|
||||
f,
|
||||
"{} sprayed Pepper Spray in {}'s face",
|
||||
actor_info.name, recipient_info.name
|
||||
)?;
|
||||
}
|
||||
_ => {
|
||||
write!(
|
||||
f,
|
||||
"{} threw a {} at {}",
|
||||
actor_info.name, recipient_info.name, weapon_info.name
|
||||
)?;
|
||||
}
|
||||
}
|
||||
|
||||
if *immune {
|
||||
writeln!(f, " but it was ineffective")?;
|
||||
} else {
|
||||
writeln!(f)?;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
} */
|
||||
|
||||
#[derive(SystemParam)]
|
||||
pub struct Logger<'w> {
|
||||
event_writer: MessageWriter<'w, LogEvent>,
|
||||
|
|
@ -603,6 +433,7 @@ pub(crate) fn configure(stages: &mut Stages) {
|
|||
log_simple_stat_changes::<DamageBonus>,
|
||||
log_simple_stat_changes::<Clips>,
|
||||
log_simple_stat_changes::<ClipSize>,
|
||||
log_simple_stat_changes::<ArmourBonusValue>,
|
||||
)
|
||||
.run_if(logging_enabled),
|
||||
);
|
||||
|
|
|
|||
|
|
@ -1,10 +1,12 @@
|
|||
use bevy_ecs::prelude::*;
|
||||
use proxisim_models::bundle::{
|
||||
passive::{DrugCooldown, Education, FactionUpgrades, Merits},
|
||||
stat::{AdditiveBonus, CritRate, Defence, Dexterity, SimpleStatBonus, Speed, Strength},
|
||||
stat::{
|
||||
AdditiveBonus, CritRate, Defence, Dexterity, MaxHealth, SimpleStatBonus, Speed, Strength,
|
||||
},
|
||||
};
|
||||
|
||||
use crate::{effect::Effects, Stages};
|
||||
use crate::{Stages, effect::Effects};
|
||||
|
||||
fn spawn_permanent_effects(
|
||||
merit_q: Query<(
|
||||
|
|
@ -50,6 +52,12 @@ fn spawn_permanent_effects(
|
|||
player,
|
||||
);
|
||||
}
|
||||
if merits.life > 0 {
|
||||
effects.spawn(
|
||||
SimpleStatBonus::<MaxHealth>::new("merits", (merits.life as f32) * 0.05 + 1.0),
|
||||
player,
|
||||
);
|
||||
}
|
||||
|
||||
if faction.spd > 0 {
|
||||
effects.spawn(
|
||||
|
|
@ -75,6 +83,12 @@ fn spawn_permanent_effects(
|
|||
player,
|
||||
);
|
||||
}
|
||||
if faction.life > 0 {
|
||||
effects.spawn(
|
||||
SimpleStatBonus::<MaxHealth>::new("faction", (faction.life as f32) * 0.01 + 1.0),
|
||||
player,
|
||||
);
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn spawn_drug_bonuses(
|
||||
|
|
|
|||
|
|
@ -1,14 +1,14 @@
|
|||
use bevy_ecs::prelude::*;
|
||||
use proxisim_models::bundle::{
|
||||
armour::{ArmourBodyPart, ArmourBodyParts},
|
||||
passive::{FactionUpgrades, Merits},
|
||||
bonus::DamageMitigationBonus,
|
||||
player::{
|
||||
Attacker, BodyPart, ChooseWeapon, CombatTurns, Current, CurrentTarget, Defeated, Defender,
|
||||
FightEndType, Level, MaxHealth, PartDamageBonus, Player, PlayerStrategy, Weapons,
|
||||
FightEndType, Health, PartDamageBonus, Player, PlayerStrategy, Weapons,
|
||||
},
|
||||
stat::{
|
||||
AmmoControl, Clips, CritRate, DamageBonus, Defence, Dexterity, EffectiveStat, Health,
|
||||
SimpleStatBundle, SimpleStatEffective, Speed, Strength, WeaponAccuracy,
|
||||
AmmoControl, Clips, CritRate, DamageBonus, Defence, Dexterity, EffectiveStat, MaxHealth,
|
||||
SimpleStatEffective, Speed, Strength, WeaponAccuracy,
|
||||
},
|
||||
weapon::{
|
||||
Ammo, DamageStat, NeedsReload, NonTargeted, RateOfFire, Usable, Uses, Weapon, WeaponSlot,
|
||||
|
|
@ -22,6 +22,7 @@ use crate::{
|
|||
log,
|
||||
log::Logger,
|
||||
metrics::Metrics,
|
||||
player::status_effect::{Bleed, DamageOverTime, DamageOverTimeType, DeferredDamage},
|
||||
weapon::{DamageProcEffect, TurnTriggeredEffect, bonus::MultiTurnBonus},
|
||||
};
|
||||
|
||||
|
|
@ -52,28 +53,6 @@ fn select_weapon<'a>(
|
|||
}
|
||||
}
|
||||
|
||||
fn derive_max_health(
|
||||
level_query: Query<(Entity, &Level, &Merits, &FactionUpgrades)>,
|
||||
mut cmd: Commands,
|
||||
) {
|
||||
for (entity, level, merits, faction) in level_query.iter() {
|
||||
let base_life = match level.0 {
|
||||
1..=8 => 100 + (level.0 - 1) * 25,
|
||||
9..=95 => 275 + (level.0 - 8) * 50,
|
||||
96.. => 4625 + (level.0 - 95) * 75,
|
||||
0 => unreachable!(),
|
||||
};
|
||||
|
||||
let max_health =
|
||||
((base_life as f32) * (1.0 + ((merits.life * 5 + faction.life) as f32) / 100.0)) as u16;
|
||||
|
||||
cmd.entity(entity).insert((
|
||||
MaxHealth(max_health),
|
||||
SimpleStatBundle::<Health>::new(max_health),
|
||||
));
|
||||
}
|
||||
}
|
||||
|
||||
fn designate_first(
|
||||
attacker_q: Query<Entity, With<Attacker>>,
|
||||
defender_q: Query<Entity, With<Defender>>,
|
||||
|
|
@ -179,11 +158,12 @@ pub fn use_damaging_weapon(
|
|||
&SimpleStatEffective<DamageBonus>,
|
||||
&SimpleStatEffective<CritRate>,
|
||||
&Children,
|
||||
&WeaponSlot,
|
||||
Has<NonTargeted>,
|
||||
),
|
||||
(With<Weapon>, With<Current>, Without<NeedsReload>),
|
||||
>,
|
||||
player_q: Query<
|
||||
mut player_q: Query<
|
||||
(
|
||||
Entity,
|
||||
&EffectiveStat<Speed>,
|
||||
|
|
@ -191,6 +171,8 @@ pub fn use_damaging_weapon(
|
|||
&SimpleStatEffective<CritRate>,
|
||||
&SimpleStatEffective<WeaponAccuracy>,
|
||||
&SimpleStatEffective<DamageBonus>,
|
||||
&Children,
|
||||
&mut Health,
|
||||
Has<Attacker>,
|
||||
),
|
||||
(With<Player>, With<Current>),
|
||||
|
|
@ -200,12 +182,17 @@ pub fn use_damaging_weapon(
|
|||
Entity,
|
||||
&EffectiveStat<Dexterity>,
|
||||
&EffectiveStat<Defence>,
|
||||
&SimpleStatEffective<MaxHealth>,
|
||||
&ArmourBodyParts,
|
||||
&mut SimpleStatEffective<Health>,
|
||||
&mut Health,
|
||||
),
|
||||
With<CurrentTarget>,
|
||||
(With<CurrentTarget>, Without<Current>),
|
||||
>,
|
||||
armour_q: Query<&ArmourBodyPart>,
|
||||
(armour_q, damage_q, mut mitigation_q): (
|
||||
Query<&ArmourBodyPart>,
|
||||
Query<(Entity, &DeferredDamage)>,
|
||||
Query<Option<&mut DamageMitigationBonus>>,
|
||||
),
|
||||
(damage_proc_q, part_bonus_q): (Query<&DamageProcEffect>, Query<&PartDamageBonus>),
|
||||
(mut ammo_q, mut temp_q): (
|
||||
Query<(
|
||||
|
|
@ -224,13 +211,52 @@ pub fn use_damaging_weapon(
|
|||
Effects,
|
||||
),
|
||||
) {
|
||||
let Ok((weapon, w_dmg, acc, dmg_bonus, crit, children, non_targeted)) = weapon_q.single()
|
||||
let Ok((weapon, w_dmg, acc, dmg_bonus, crit, children, slot, non_targeted)) = weapon_q.single()
|
||||
else {
|
||||
return;
|
||||
};
|
||||
let (player, player_spd, player_str, player_crit, acc_bonus, p_dmg_bonus, attacker) =
|
||||
player_q.single().unwrap();
|
||||
let (target, target_dex, target_def, armour_parts, mut health) = target_q.single_mut().unwrap();
|
||||
let (
|
||||
player,
|
||||
player_spd,
|
||||
player_str,
|
||||
player_crit,
|
||||
acc_bonus,
|
||||
p_dmg_bonus,
|
||||
p_children,
|
||||
mut p_health,
|
||||
attacker,
|
||||
) = player_q.single_mut().unwrap();
|
||||
let (target, target_dex, target_def, target_max_health, armour_parts, mut health) =
|
||||
target_q.single_mut().unwrap();
|
||||
|
||||
for (instance, damage) in damage_q.iter_many(p_children) {
|
||||
let health_before = p_health.0;
|
||||
p_health.0 = p_health.0.saturating_sub(damage.amount);
|
||||
|
||||
log!(logger, "deferred_damage", {
|
||||
health_before: health_before,
|
||||
health_after: p_health.0,
|
||||
amount: damage.amount,
|
||||
label: damage.label,
|
||||
target: player,
|
||||
});
|
||||
|
||||
commands.entity(instance).despawn();
|
||||
|
||||
if p_health.0 == 0 {
|
||||
log!(logger, "fight_end", {
|
||||
actor: target,
|
||||
recipient: player,
|
||||
fight_end_type: %if attacker {
|
||||
FightEndType::Loss
|
||||
} else {
|
||||
FightEndType::Victory
|
||||
},
|
||||
});
|
||||
metrics.increment_counter(Some(target), "victory", 1);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if let Ok(mut uses) = temp_q.get_mut(weapon) {
|
||||
uses.0 -= 1;
|
||||
|
|
@ -253,7 +279,7 @@ pub fn use_damaging_weapon(
|
|||
.ok()
|
||||
.map(|(ammo, clips, rof, ammo_ctrl)| {
|
||||
let ammo_ctrl = 1.0 - (ammo_ctrl).value;
|
||||
let rof_eff = ((rof.0[0] as f32) * ammo_ctrl)..((rof.0[1] as f32) * ammo_ctrl);
|
||||
let rof_eff = ((rof.0[0] as f32) * ammo_ctrl)..=((rof.0[1] as f32) * ammo_ctrl);
|
||||
(ammo, clips, rof_eff)
|
||||
});
|
||||
|
||||
|
|
@ -358,6 +384,68 @@ pub fn use_damaging_weapon(
|
|||
}
|
||||
}
|
||||
|
||||
let bonus_mitigation = match piece {
|
||||
Some(piece) => {
|
||||
if let Some(mut mitigation) = mitigation_q.get_mut(piece.armour).unwrap() {
|
||||
match mitigation.as_mut() {
|
||||
DamageMitigationBonus::Impregnable { mitigation }
|
||||
if *slot == WeaponSlot::Melee =>
|
||||
{
|
||||
*mitigation
|
||||
}
|
||||
DamageMitigationBonus::Impenetrable { mitigation }
|
||||
if rounds.is_some() =>
|
||||
{
|
||||
*mitigation
|
||||
}
|
||||
DamageMitigationBonus::Insurmountable { mitigation } => {
|
||||
if health.0 as f32 / target_max_health.value as f32 <= 0.25 {
|
||||
*mitigation
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
}
|
||||
DamageMitigationBonus::Impassable { chance } => {
|
||||
if *chance >= 1.0 || rng.random_bool(*chance as f64) {
|
||||
1.0
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
}
|
||||
DamageMitigationBonus::Kinetokinesis { mitigation } => {
|
||||
commands.entity(piece.armour).insert(
|
||||
DamageMitigationBonus::ActiveKinetokinesis {
|
||||
mitigation: *mitigation,
|
||||
remaining_turns: 10,
|
||||
},
|
||||
);
|
||||
0.0
|
||||
}
|
||||
DamageMitigationBonus::ActiveKinetokinesis {
|
||||
mitigation,
|
||||
remaining_turns,
|
||||
} => {
|
||||
*remaining_turns -= 1;
|
||||
|
||||
if *remaining_turns == 0 {
|
||||
commands.entity(piece.armour).insert(
|
||||
DamageMitigationBonus::Kinetokinesis {
|
||||
mitigation: *mitigation,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
*mitigation
|
||||
}
|
||||
_ => 0.0,
|
||||
}
|
||||
} else {
|
||||
0.0
|
||||
}
|
||||
}
|
||||
None => 0.0,
|
||||
};
|
||||
|
||||
// TODO: special ammo
|
||||
|
||||
let dmg = dmg_intrinsic
|
||||
|
|
@ -365,6 +453,7 @@ pub fn use_damaging_weapon(
|
|||
* (1.0 + dmg_bonus.value)
|
||||
* (1.0 - armour_mitigation)
|
||||
* (1.0 - def_mitigation)
|
||||
* (1.0 - bonus_mitigation)
|
||||
* mult
|
||||
* dmg_spread;
|
||||
let dmg = dmg.round() as u32;
|
||||
|
|
@ -414,13 +503,25 @@ pub fn use_damaging_weapon(
|
|||
bonus.spawn(target, &mut effects, &mut rng.0);
|
||||
}
|
||||
}
|
||||
DamageProcEffect::DamageOverTimer { value, kind } => {
|
||||
let chance = (value / 100.0) as f64;
|
||||
if chance > 1.0 || rng.random_bool(chance) {
|
||||
match kind {
|
||||
DamageOverTimeType::Bleed => {
|
||||
commands
|
||||
.entity(target)
|
||||
.insert(DamageOverTime::<Bleed>::new(dmg));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
let health_before = health.value;
|
||||
let health_before = health.0;
|
||||
|
||||
health.value = health.value.saturating_sub(dmg as u16);
|
||||
health.0 = health.0.saturating_sub(dmg as u16);
|
||||
|
||||
log!(logger, "hit_target", {
|
||||
actor: player,
|
||||
|
|
@ -431,19 +532,20 @@ pub fn use_damaging_weapon(
|
|||
part_mult: mult,
|
||||
rounds,
|
||||
health_before: health_before,
|
||||
health_after: health.value,
|
||||
health_after: health.0,
|
||||
dmg,
|
||||
dmg_spread,
|
||||
dmg_intrinsic,
|
||||
dmg_weapon: w_dmg.0,
|
||||
armour_mitigation,
|
||||
def_mitigation,
|
||||
bonus_mitigation,
|
||||
bonus_dmg: dmg_bonus.value,
|
||||
hit_chance: hit_chance,
|
||||
crit_rate: crit.value,
|
||||
});
|
||||
|
||||
if health.value == 0 && !defeated {
|
||||
if health.0 == 0 && !defeated {
|
||||
defeated = true;
|
||||
|
||||
commands.entity(target).insert(Defeated);
|
||||
|
|
@ -539,12 +641,23 @@ pub fn restore_initial_state(
|
|||
}
|
||||
}
|
||||
|
||||
fn record_post_fight_stats(
|
||||
player_q: Query<(Entity, &SimpleStatEffective<Health>)>,
|
||||
metrics: Res<Metrics>,
|
||||
) {
|
||||
fn record_post_fight_stats(player_q: Query<(Entity, &Health)>, metrics: Res<Metrics>) {
|
||||
for (player, health) in player_q.iter() {
|
||||
metrics.record_histogram(Some(player), "rem_health", health.value as u32);
|
||||
metrics.record_histogram(Some(player), "rem_health", health.0 as u32);
|
||||
}
|
||||
}
|
||||
|
||||
fn restore_health(
|
||||
health_q: Query<(Entity, &SimpleStatEffective<MaxHealth>)>,
|
||||
mut commands: Commands,
|
||||
mut logger: Logger,
|
||||
) {
|
||||
for (player, max_health) in health_q {
|
||||
log!(logger, "initial_health", {
|
||||
target: player,
|
||||
max_health: max_health.value,
|
||||
});
|
||||
commands.entity(player).insert(Health(max_health.value));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -554,7 +667,7 @@ pub(crate) fn configure(stages: &mut Stages) {
|
|||
|
||||
stages.add_event::<ChooseWeapon>();
|
||||
stages.equip.add_systems(designate_first);
|
||||
stages.pre_fight.add_systems(derive_max_health);
|
||||
stages.pre_fight.add_systems(restore_health);
|
||||
stages.pre_turn.add_systems(pick_action);
|
||||
stages.turn.add_systems(use_damaging_weapon);
|
||||
stages
|
||||
|
|
|
|||
|
|
@ -2,8 +2,8 @@ use std::marker::PhantomData;
|
|||
|
||||
use bevy_ecs::prelude::*;
|
||||
use proxisim_models::bundle::stat::{
|
||||
AdditiveBonus, AdditiveBonuses, AmmoControl, BaselineStat, ClipSize, Clips, CritRate,
|
||||
DamageBonus, Defence, Dexterity, EffectiveStat, Health, MultiplicativeBonus,
|
||||
AdditiveBonus, AdditiveBonuses, AmmoControl, ArmourBonusValue, BaselineStat, ClipSize, Clips,
|
||||
CritRate, DamageBonus, Defence, Dexterity, EffectiveStat, MaxHealth, MultiplicativeBonus,
|
||||
MultiplicativeBonuses, SimpleStatBonus, SimpleStatEffective, SimpleStatMarker,
|
||||
SimpleStatSnapshot, Speed, StatMarker, StatSnapshot, Strength, WeaponAccuracy,
|
||||
};
|
||||
|
|
@ -196,5 +196,6 @@ pub(crate) fn configure(stages: &mut Stages) {
|
|||
register_simple_stat_effects::<WeaponAccuracy>(stages);
|
||||
register_simple_stat_effects::<ClipSize>(stages);
|
||||
register_simple_stat_effects::<Clips>(stages);
|
||||
register_simple_stat_effects::<Health>(stages);
|
||||
register_simple_stat_effects::<MaxHealth>(stages);
|
||||
register_simple_stat_effects::<ArmourBonusValue>(stages);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,9 @@
|
|||
use std::{collections::VecDeque, marker::PhantomData};
|
||||
|
||||
use bevy_ecs::prelude::*;
|
||||
use proxisim_models::bundle::stat::{
|
||||
AdditiveBonus, Defence, Dexterity, MultiplicativeBonus, Speed, StatMarker, Strength,
|
||||
use proxisim_models::bundle::{
|
||||
player::Current,
|
||||
stat::{AdditiveBonus, Defence, Dexterity, MultiplicativeBonus, Speed, StatMarker, Strength},
|
||||
};
|
||||
use rand::Rng as _;
|
||||
|
||||
|
|
@ -340,6 +341,46 @@ impl AdditiveStatusEffectMarker<2> for Frozen {
|
|||
}
|
||||
}
|
||||
|
||||
pub trait DamageOverTimeMarker: Send + Sync + 'static {
|
||||
const INCREMENTS: &[f32];
|
||||
const LABEL: &str;
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct DamageOverTime<Dot: DamageOverTimeMarker> {
|
||||
marker: PhantomData<Dot>,
|
||||
pub base_damage: u32,
|
||||
pub turn: u16,
|
||||
}
|
||||
|
||||
impl<Dot: DamageOverTimeMarker> DamageOverTime<Dot> {
|
||||
pub fn new(base_damage: u32) -> Self {
|
||||
Self {
|
||||
marker: PhantomData,
|
||||
base_damage,
|
||||
turn: 0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component)]
|
||||
pub struct DeferredDamage {
|
||||
pub label: &'static str,
|
||||
pub amount: u16,
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
pub enum DamageOverTimeType {
|
||||
Bleed,
|
||||
}
|
||||
|
||||
pub struct Bleed;
|
||||
|
||||
impl DamageOverTimeMarker for Bleed {
|
||||
const INCREMENTS: &[f32] = &[0.45, 0.40, 0.35, 0.30, 0.25, 0.20, 0.15, 0.10, 0.05];
|
||||
const LABEL: &str = "Bleeding";
|
||||
}
|
||||
|
||||
fn apply_additive_status_effect<const N: usize, M: AdditiveStatusEffectMarker<N>>(
|
||||
In(entities): In<Vec<Entity>>,
|
||||
effect_q: Query<(Entity, &ChildOf, &AdditiveStatusEffect<N, M>)>,
|
||||
|
|
@ -510,6 +551,34 @@ fn remove_temp_debuff_effect<Temp: DebuffingTempMarker>(
|
|||
}
|
||||
}
|
||||
|
||||
fn process_dot<Dot: DamageOverTimeMarker>(
|
||||
dot_q: Query<(Entity, &mut DamageOverTime<Dot>), With<Current>>,
|
||||
mut commands: Commands,
|
||||
mut logger: Logger,
|
||||
) {
|
||||
for (player, mut dot) in dot_q {
|
||||
if dot.turn as usize == Dot::INCREMENTS.len() {
|
||||
commands.entity(player).remove::<DamageOverTime<Dot>>();
|
||||
} else {
|
||||
if dot.turn == 0 {
|
||||
log!(logger, "spawned_dot", {
|
||||
target: player,
|
||||
base_damage: dot.base_damage,
|
||||
label: Dot::LABEL,
|
||||
});
|
||||
}
|
||||
let factor = Dot::INCREMENTS[dot.turn as usize];
|
||||
let amount = (factor * dot.base_damage as f32) as u16;
|
||||
commands.entity(player).with_child(DeferredDamage {
|
||||
amount,
|
||||
label: Dot::LABEL,
|
||||
});
|
||||
}
|
||||
|
||||
dot.turn += 1;
|
||||
}
|
||||
}
|
||||
|
||||
fn register_debuff_temp<Temp: DebuffingTempMarker>(stages: &mut Stages) {
|
||||
stages
|
||||
.register_effect::<TempDebuffEffect<Temp>>()
|
||||
|
|
@ -544,4 +613,6 @@ pub(crate) fn configure(stages: &mut Stages) {
|
|||
register_status_effect::<4, Motivate>(stages);
|
||||
register_status_effect::<4, Demoralise>(stages);
|
||||
register_status_effect::<2, Frozen>(stages);
|
||||
|
||||
stages.post_turn.add_systems(process_dot::<Bleed>);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,7 +12,8 @@ use crate::{
|
|||
Stages,
|
||||
effect::{Effects, TurnLimitedEffect},
|
||||
player::status_effect::{
|
||||
AdditiveStatusEffect, Crippled, Demoralise, Frozen, Motivate, Slow, Weakened, Withered,
|
||||
AdditiveStatusEffect, Crippled, DamageOverTimeType, Demoralise, Frozen, Motivate, Slow,
|
||||
Weakened, Withered,
|
||||
},
|
||||
};
|
||||
|
||||
|
|
@ -427,6 +428,15 @@ pub(crate) fn prepare_bonuses(
|
|||
});
|
||||
}
|
||||
|
||||
WeaponBonusType::Bleed => {
|
||||
commands
|
||||
.entity(weapon.parent())
|
||||
.with_child(DamageProcEffect::DamageOverTimer {
|
||||
value: value.0,
|
||||
kind: DamageOverTimeType::Bleed,
|
||||
});
|
||||
}
|
||||
|
||||
val => unimplemented!("{val:?}"),
|
||||
}
|
||||
}
|
||||
|
|
@ -434,6 +444,6 @@ pub(crate) fn prepare_bonuses(
|
|||
|
||||
pub(crate) fn configure(stages: &mut Stages) {
|
||||
stages
|
||||
.pre_fight
|
||||
.passives
|
||||
.add_systems(prepare_bonuses.after(super::apply_passives));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
use bevy_ecs::prelude::*;
|
||||
use proxisim_models::bundle::{
|
||||
passive::{Education, EducationPartDamageBonus, FactionUpgrades, Merits},
|
||||
player::{Current, PartDamageBonus, Weapons},
|
||||
player::{Current, PartDamageBonus},
|
||||
stat::{
|
||||
AdditiveBonus, AmmoControl, ClipSize, Clips, CritRate, DamageBonus, Dexterity,
|
||||
SimpleStatBonus, SimpleStatEffective, WeaponAccuracy,
|
||||
|
|
@ -17,6 +17,7 @@ use crate::{
|
|||
effect::{Effects, TurnLimitedEffect},
|
||||
log,
|
||||
log::Logger,
|
||||
player::status_effect::DamageOverTimeType,
|
||||
};
|
||||
|
||||
use self::bonus::{
|
||||
|
|
@ -152,6 +153,10 @@ pub enum DamageProcEffect {
|
|||
value: f32,
|
||||
bonus: SelfStatusEffect,
|
||||
},
|
||||
DamageOverTimer {
|
||||
value: f32,
|
||||
kind: DamageOverTimeType,
|
||||
},
|
||||
}
|
||||
|
||||
fn apply_passives(
|
||||
|
|
@ -520,7 +525,7 @@ pub(crate) fn configure(stages: &mut Stages) {
|
|||
// running this in the snapshot layer ensures that the stat increases aren't restored at the
|
||||
// end of the run
|
||||
stages.snapshot.add_systems(apply_first_turn_effects);
|
||||
stages.pre_fight.add_systems(apply_passives);
|
||||
stages.equip.add_systems(apply_passives);
|
||||
stages.turn.add_systems(reload_weapon);
|
||||
stages.post_turn.add_systems(unset_current);
|
||||
stages
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue