feat: added bloodlust, double-edged, comeback, blindside

This commit is contained in:
TotallyNot 2025-11-05 11:10:25 +01:00
parent 0c9d96375d
commit 71169690b7
Signed by: pyrite
GPG key ID: 7F1BA9170CD35D15
7 changed files with 211 additions and 60 deletions

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@ -70,6 +70,10 @@ pub enum WeaponBonusType {
// Misc // Misc
Execute, Execute,
Deadly, Deadly,
Bloodlust,
DoubleEdged,
Blindside,
Comeback,
} }
#[derive(Component)] #[derive(Component)]
@ -197,6 +201,14 @@ pub enum ArmourBypassBonus {
Penetrate { mitigation: f32 }, Penetrate { mitigation: f32 },
} }
#[derive(Debug, Clone, Component)]
pub enum MiscBonus {
Blindside { bonus: f32 },
Comeback { bonus: f32 },
Deadly { chance: f64 },
DoubleEdged { chance: f64 },
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Component, Display)] #[derive(Clone, Copy, Debug, PartialEq, Eq, Component, Display)]
#[cfg_attr(feature = "json", derive(serde::Deserialize, serde::Serialize))] #[cfg_attr(feature = "json", derive(serde::Deserialize, serde::Serialize))]
#[cfg_attr(feature = "json", serde(rename_all = "snake_case"))] #[cfg_attr(feature = "json", serde(rename_all = "snake_case"))]

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@ -132,10 +132,11 @@ pub enum PartDamageBonus {
} }
#[derive(Message)] #[derive(Message)]
pub enum HealthRestore { pub enum HealthChange {
Cauterise, Cauterise,
Serotonin { extra_effectiveness: f32 }, Serotonin,
Bloodlust { dmg: u32, value: f32 }, Bloodlust { dmg: u32, value: f32 },
DoubleEdged { dmg: u32 },
} }
impl PartDamageBonus { impl PartDamageBonus {

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@ -1,10 +1,10 @@
use bevy_ecs::{prelude::*, system::SystemParam}; use bevy_ecs::{prelude::*, system::SystemParam};
use proxisim_models::bundle::{ use proxisim_models::bundle::{
armour::{ArmourBodyPart, ArmourBodyParts, BodyPartCoverage}, armour::{ArmourBodyPart, ArmourBodyParts, BodyPartCoverage},
bonus::{ArmourBypassBonus, DamageMitigationBonus}, bonus::{ArmourBypassBonus, DamageMitigationBonus, MiscBonus},
player::{ player::{
Attacker, BodyPart, ChooseWeapon, CombatTurns, Current, CurrentTarget, Defeated, Defender, Attacker, BodyPart, ChooseWeapon, CombatTurns, Current, CurrentTarget, Defeated, Defender,
FightEndType, Health, PartDamageBonus, Player, PlayerStrategy, Weapons, FightEndType, Health, HealthChange, PartDamageBonus, Player, PlayerStrategy, Weapons,
}, },
stat::{ stat::{
AmmoControl, Clips, CritRate, DamageBonus, Defence, Dexterity, EffectiveStat, MaxHealth, AmmoControl, Clips, CritRate, DamageBonus, Defence, Dexterity, EffectiveStat, MaxHealth,
@ -23,7 +23,10 @@ use crate::{
log, log,
log::Logger, log::Logger,
metrics::Metrics, metrics::Metrics,
player::status_effect::{Bleed, DamageOverTime, DamageOverTimeType, DeferredDamage}, player::status_effect::{
Bleed, DamageOverTime, DamageOverTimeType, DeferredDamage, ExtraStatusEffectEffectiveness,
Hardened,
},
weapon::{DamageProcEffect, TurnTriggeredEffect, bonus::MultiTurnBonus}, weapon::{DamageProcEffect, TurnTriggeredEffect, bonus::MultiTurnBonus},
}; };
@ -243,6 +246,57 @@ fn check_bonus_mitigation(
} }
} }
#[derive(SystemParam)]
struct DamageBonusParams<'w, 's> {
misc_bonus_q: Query<'w, 's, &'static MiscBonus>,
part_bonus_q: Query<'w, 's, &'static PartDamageBonus>,
}
/// Process miscellaneous bonuses that did not fall in any of the other categories
#[allow(clippy::too_many_arguments)]
#[inline(always)]
fn check_damage_bonuses(
queries: &DamageBonusParams,
shared: &mut SharedParams,
p_children: &Children,
t_health: &Health,
p_health: &Health,
t_max_health: &SimpleStatEffective<MaxHealth>,
p_max_health: &SimpleStatEffective<MaxHealth>,
part: BodyPart,
dmg_bonus: &mut SimpleStatEffective<DamageBonus>,
double_edged: &mut bool,
) {
for bonus in queries.misc_bonus_q.iter_many(p_children) {
match bonus {
MiscBonus::Blindside { bonus } if t_health.0 == t_max_health.value => {
dmg_bonus.value += bonus;
}
MiscBonus::Comeback { bonus }
if p_health.0 as f32 / p_max_health.value as f32 <= 0.25 =>
{
dmg_bonus.value += bonus;
}
MiscBonus::Deadly { chance } if *chance >= 1.0 || shared.rng.random_bool(*chance) => {
dmg_bonus.value += 5.0;
}
MiscBonus::DoubleEdged { chance }
if *chance >= 1.0 || shared.rng.random_bool(*chance) =>
{
dmg_bonus.value += 1.0;
*double_edged = true;
}
_ => (),
}
}
for bonus in queries.part_bonus_q.iter_many(p_children) {
if let Some(bonus) = bonus.dmg_bonus(part) {
dmg_bonus.value += bonus;
}
}
}
#[derive(SystemParam)] #[derive(SystemParam)]
struct DeferredDamageParams<'w, 's> { struct DeferredDamageParams<'w, 's> {
damage_q: Query<'w, 's, (Entity, &'static DeferredDamage)>, damage_q: Query<'w, 's, (Entity, &'static DeferredDamage)>,
@ -323,6 +377,7 @@ struct EntityParams<'w, 's> {
&'static SimpleStatEffective<CritRate>, &'static SimpleStatEffective<CritRate>,
&'static SimpleStatEffective<WeaponAccuracy>, &'static SimpleStatEffective<WeaponAccuracy>,
&'static SimpleStatEffective<DamageBonus>, &'static SimpleStatEffective<DamageBonus>,
&'static SimpleStatEffective<MaxHealth>,
&'static Children, &'static Children,
&'static mut Health, &'static mut Health,
Has<Attacker>, Has<Attacker>,
@ -350,14 +405,15 @@ struct EntityParams<'w, 's> {
// of multi turn bonuses // of multi turn bonuses
#[allow(clippy::too_many_arguments)] #[allow(clippy::too_many_arguments)]
fn use_damaging_weapon( fn use_damaging_weapon(
(mut shared, mut bonus_mitigation, deferred): ( (mut shared, mut bonus_mitigation, deferred, misc_bonus): (
SharedParams, SharedParams,
BonusMitigationParams, BonusMitigationParams,
DeferredDamageParams, DeferredDamageParams,
DamageBonusParams,
), ),
mut entities: EntityParams, mut entities: EntityParams,
armour_q: Query<&ArmourBodyPart>, armour_q: Query<&ArmourBodyPart>,
(damage_proc_q, part_bonus_q): (Query<&DamageProcEffect>, Query<&PartDamageBonus>), damage_proc_q: Query<&DamageProcEffect>,
(mut ammo_q, mut temp_q): ( (mut ammo_q, mut temp_q): (
Query<( Query<(
&mut Ammo, &mut Ammo,
@ -382,6 +438,7 @@ fn use_damaging_weapon(
player_crit, player_crit,
acc_bonus, acc_bonus,
p_dmg_bonus, p_dmg_bonus,
p_max_health,
p_children, p_children,
mut p_health, mut p_health,
attacker, attacker,
@ -528,12 +585,6 @@ fn use_damaging_weapon(
let mut dmg_bonus = dmg_bonus + p_dmg_bonus; let mut dmg_bonus = dmg_bonus + p_dmg_bonus;
for part_bonus in part_bonus_q.iter_many(children) {
if let Some(bonus) = part_bonus.dmg_bonus(body_part) {
dmg_bonus.value += bonus;
}
}
let bonus_mitigation = check_bonus_mitigation( let bonus_mitigation = check_bonus_mitigation(
&mut bonus_mitigation, &mut bonus_mitigation,
&mut shared, &mut shared,
@ -546,32 +597,46 @@ fn use_damaging_weapon(
target_max_health, target_max_health,
); );
let spammo_bonus = ammo if let Some((_, _, _, kind)) = ammo {
.as_ref() match kind {
.map(|(_, _, _, kind)| match kind { AmmoType::HollowPoint if piece.is_none() => armour_mitigation *= 1.5,
AmmoType::HollowPoint if piece.is_none() => { AmmoType::HollowPoint => dmg_bonus.value += 0.50,
armour_mitigation *= 1.5; AmmoType::Incindiary => dmg_bonus.value += 0.40,
0.0 AmmoType::Piercer => armour_mitigation *= 0.5,
} _ => (),
AmmoType::HollowPoint => 0.50, }
AmmoType::Incindiary => 0.40, }
AmmoType::Piercer => {
armour_mitigation *= 0.5;
0.0
}
_ => 0.0,
})
.unwrap_or_default();
let mut dmg = dmg_intrinsic let mut double_edged = false;
check_damage_bonuses(
&misc_bonus,
&mut shared,
children,
&health,
&p_health,
target_max_health,
p_max_health,
body_part,
&mut dmg_bonus,
&mut double_edged,
);
let dmg = dmg_intrinsic
* w_dmg.0 * w_dmg.0
* (1.0 + dmg_bonus.value + spammo_bonus) * (1.0 + dmg_bonus.value)
* (1.0 - armour_mitigation) * (1.0 - armour_mitigation)
* (1.0 - def_mitigation) * (1.0 - def_mitigation)
* (1.0 - bonus_mitigation) * (1.0 - bonus_mitigation)
* mult * mult
* dmg_spread; * dmg_spread;
let mut dmg_i = dmg.round() as u32; let dmg_i = dmg.round() as u32;
if double_edged {
shared
.commands
.write_message(HealthChange::DoubleEdged { dmg: dmg_i });
}
shared.metrics.record_histogram(Some(player), "dmg", dmg_i); shared.metrics.record_histogram(Some(player), "dmg", dmg_i);
shared.metrics.record_histogram(Some(weapon), "dmg", dmg_i); shared.metrics.record_histogram(Some(weapon), "dmg", dmg_i);
@ -584,7 +649,7 @@ fn use_damaging_weapon(
continue; continue;
} }
let chance = (value / 100.0) as f64; let chance = (value / 100.0) as f64;
if chance > 1.0 || shared.rng.random_bool(chance) { if chance >= 1.0 || shared.rng.random_bool(chance) {
match bonus { match bonus {
MultiTurnBonus::Blindfire => { MultiTurnBonus::Blindfire => {
multi_attack_proc = Some(MultiAttack::Blindfire) multi_attack_proc = Some(MultiAttack::Blindfire)
@ -640,19 +705,6 @@ fn use_damaging_weapon(
} }
} }
} }
DamageProcEffect::Deadly { chance } => {
if chance >= 1.0 || shared.rng.random_bool(chance as f64) {
dmg = dmg_intrinsic
* w_dmg.0
* (1.0 + dmg_bonus.value + spammo_bonus + 5.0)
* (1.0 - armour_mitigation)
* (1.0 - def_mitigation)
* (1.0 - bonus_mitigation)
* mult
* dmg_spread;
dmg_i = dmg.round() as u32;
}
}
DamageProcEffect::Execute { cutoff } => { DamageProcEffect::Execute { cutoff } => {
if health.0 as f32 / target_max_health.value as f32 <= cutoff { if health.0 as f32 / target_max_health.value as f32 <= cutoff {
shared.commands.entity(target).insert(Defeated); shared.commands.entity(target).insert(Defeated);
@ -676,6 +728,12 @@ fn use_damaging_weapon(
return; return;
} }
} }
DamageProcEffect::Bloodlust { ratio } => {
shared.commands.write_message(HealthChange::Bloodlust {
dmg: dmg_i,
value: ratio,
});
}
} }
} }
} }
@ -822,18 +880,69 @@ fn restore_health(
} }
} }
fn process_health_changes(
mut messages: MessageReader<HealthChange>,
mut logger: Logger,
mut p_query: Query<
(
Entity,
&SimpleStatEffective<MaxHealth>,
&mut Health,
Option<&ExtraStatusEffectEffectiveness<1, Hardened>>,
),
(With<Player>, With<Current>),
>,
) {
for message in messages.read() {
let (player, max_health, mut health, extra_effectiveness) = p_query.single_mut().unwrap();
let (source, delta) = match message {
HealthChange::Cauterise => {
let delta = (max_health.value as f32 * 0.2) as i16;
("Cauterise", delta)
}
HealthChange::Serotonin => {
let delta = (max_health.value as f32
* 0.25
* extra_effectiveness.map_or(1.0, |e| e.factor))
as i16;
("Serotonin", delta)
}
HealthChange::Bloodlust { dmg, value } => {
let delta = (*dmg as f32 * *value) as i16;
("Bloodlust", delta)
}
HealthChange::DoubleEdged { dmg } => {
let delta = -(*dmg as f32 * 0.25) as i16;
("Double-edged", delta)
}
};
let health_before = health.0;
health.0 = (health.0 as i16 + delta).clamp(1, max_health.value as i16) as u16;
log!(logger, "health_change", {
recipient: player,
source,
delta,
health_before,
health_after: health.0
})
}
}
pub(crate) fn configure(stages: &mut Stages) { pub(crate) fn configure(stages: &mut Stages) {
stats::configure(stages); stats::configure(stages);
status_effect::configure(stages); status_effect::configure(stages);
stages.add_event::<ChooseWeapon>(); stages.add_event::<ChooseWeapon>();
stages.add_event::<HealthChange>();
stages.equip.add_systems(designate_first); stages.equip.add_systems(designate_first);
stages.pre_fight.add_systems(restore_health); stages.pre_fight.add_systems(restore_health);
stages.pre_turn.add_systems(pick_action); stages.pre_turn.add_systems(pick_action);
stages.turn.add_systems(use_damaging_weapon); stages.turn.add_systems(use_damaging_weapon);
stages stages
.post_turn .post_turn
.add_systems((check_term_condition, change_roles)) .add_systems((check_term_condition, change_roles, process_health_changes))
.add_systems( .add_systems(
check_stalemate check_stalemate
.after(check_term_condition) .after(check_term_condition)

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@ -154,8 +154,6 @@ pub trait AdditiveStatusEffectMarker<const N: usize>: Send + Sync + 'static {
fn duration() -> f32; fn duration() -> f32;
} }
// TODO: instead of tracking it in the status effect itself, add generic
// `StatusEffectEffectiveness` and `StatusEffectExtraDuration` components
#[derive(Component)] #[derive(Component)]
pub struct AdditiveStatusEffect<const N: usize, M> pub struct AdditiveStatusEffect<const N: usize, M>
where where

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@ -1,6 +1,6 @@
use bevy_ecs::prelude::*; use bevy_ecs::prelude::*;
use proxisim_models::bundle::{ use proxisim_models::bundle::{
bonus::{ArmourBypassBonus, BonusPartDamageBonus, BonusValue, WeaponBonusType}, bonus::{ArmourBypassBonus, BonusPartDamageBonus, BonusValue, MiscBonus, WeaponBonusType},
player::PartDamageBonus, player::PartDamageBonus,
stat::{ stat::{
AdditiveBonus, AmmoControl, Clips, CritRate, DamageBonus, SimpleStatBonus, AdditiveBonus, AmmoControl, Clips, CritRate, DamageBonus, SimpleStatBonus,
@ -455,8 +455,8 @@ pub(crate) fn prepare_bonuses(
WeaponBonusType::Deadly => { WeaponBonusType::Deadly => {
commands commands
.entity(weapon.parent()) .entity(weapon.parent())
.with_child(DamageProcEffect::Deadly { .with_child(MiscBonus::Deadly {
chance: value.0 / 100.0, chance: (value.0 / 100.0) as f64,
}); });
} }
WeaponBonusType::Execute => { WeaponBonusType::Execute => {
@ -467,6 +467,34 @@ pub(crate) fn prepare_bonuses(
}); });
} }
WeaponBonusType::Bloodlust => {
commands
.entity(weapon.parent())
.with_child(DamageProcEffect::Bloodlust {
ratio: value.0 / 100.0,
});
}
WeaponBonusType::Comeback => {
commands
.entity(weapon.parent())
.with_child(MiscBonus::Comeback {
bonus: value.0 / 100.0,
});
}
WeaponBonusType::Blindside => {
commands
.entity(weapon.parent())
.with_child(MiscBonus::Blindside {
bonus: value.0 / 100.0,
});
}
WeaponBonusType::DoubleEdged => {
commands
.entity(weapon.parent())
.with_child(MiscBonus::DoubleEdged {
chance: value.0 as f64 / 100.0,
});
}
val => unimplemented!("{val:?}"), val => unimplemented!("{val:?}"),
} }
} }

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@ -162,8 +162,8 @@ pub enum DamageProcEffect {
Execute { Execute {
cutoff: f32, cutoff: f32,
}, },
Deadly { Bloodlust {
chance: f32, ratio: f32,
}, },
} }

View file

@ -1,6 +1,6 @@
use bevy_ecs::prelude::*; use bevy_ecs::prelude::*;
use proxisim_models::bundle::{ use proxisim_models::bundle::{
player::{Current, CurrentTarget, Player}, player::{Current, CurrentTarget, HealthChange, Player},
weapon::{BuffingTemp, DebuffingTemp, Usable, Uses}, weapon::{BuffingTemp, DebuffingTemp, Usable, Uses},
}; };
@ -76,11 +76,14 @@ fn use_buffing_temp(
let current = current_q.single().unwrap(); let current = current_q.single().unwrap();
match temp { match temp {
BuffingTemp::Serotonin => effects.spawn_and_insert( BuffingTemp::Serotonin => {
AdditiveStatusEffect::<1, Hardened>::default(), commands.write_message(HealthChange::Serotonin);
current, effects.spawn_and_insert(
AssociatedWeapon(weapon), AdditiveStatusEffect::<1, Hardened>::default(),
), current,
AssociatedWeapon(weapon),
)
}
BuffingTemp::Tyrosine => effects.spawn_and_insert( BuffingTemp::Tyrosine => effects.spawn_and_insert(
AdditiveStatusEffect::<1, Sharpened>::default(), AdditiveStatusEffect::<1, Sharpened>::default(),
current, current,