refactor: split up core attacking system
This commit is contained in:
parent
1c7a5d1e1b
commit
9b720facf8
1 changed files with 273 additions and 187 deletions
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@ -1,6 +1,6 @@
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use bevy_ecs::prelude::*;
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use bevy_ecs::{prelude::*, system::SystemParam};
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use proxisim_models::bundle::{
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use proxisim_models::bundle::{
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armour::{ArmourBodyPart, ArmourBodyParts},
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armour::{ArmourBodyPart, ArmourBodyParts, BodyPartCoverage},
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bonus::{ArmourBypassBonus, DamageMitigationBonus},
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bonus::{ArmourBypassBonus, DamageMitigationBonus},
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player::{
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player::{
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Attacker, BodyPart, ChooseWeapon, CombatTurns, Current, CurrentTarget, Defeated, Defender,
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Attacker, BodyPart, ChooseWeapon, CombatTurns, Current, CurrentTarget, Defeated, Defender,
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@ -146,55 +146,217 @@ impl FromWorld for DamageSpread {
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}
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}
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}
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}
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// NOTE: unfortunately this function can't really be split into smaller parts due to the existence
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#[derive(SystemParam)]
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// of multi turn bonuses
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struct SharedParams<'w, 's> {
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commands: Commands<'w, 's>,
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rng: ResMut<'w, Rng>,
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effects: Effects<'w, 's>,
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logger: Logger<'w>,
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metrics: Res<'w, Metrics>,
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}
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#[derive(SystemParam)]
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struct BonusMitigationParams<'w, 's> {
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bypass_q: Query<'w, 's, &'static ArmourBypassBonus>,
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mitigation_q: Query<'w, 's, Option<&'static mut DamageMitigationBonus>>,
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}
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#[allow(clippy::too_many_arguments)]
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#[allow(clippy::too_many_arguments)]
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pub fn use_damaging_weapon(
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#[inline(always)]
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mut rng: ResMut<Rng>,
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fn check_bonus_mitigation(
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params: &mut BonusMitigationParams,
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shared: &mut SharedParams,
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w_children: &Children,
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armour_mitigation: &mut f32,
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piece: &mut Option<&BodyPartCoverage>,
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slot: WeaponSlot,
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rounds: &Option<u16>,
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health: &Health,
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max_health: &SimpleStatEffective<MaxHealth>,
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) -> f32 {
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for bypass in params.bypass_q.iter_many(w_children) {
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match bypass {
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ArmourBypassBonus::Penetrate { mitigation } => {
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*armour_mitigation *= 1.0 - mitigation;
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}
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ArmourBypassBonus::Puncture { chance } => {
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if *chance >= 1.0 || shared.rng.random_bool(*chance as f64) {
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*armour_mitigation = 0.0;
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*piece = None;
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return 0.0;
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}
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}
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}
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}
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if let Some(piece) = piece
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&& let Some(mut mitigation) = params.mitigation_q.get_mut(piece.armour).unwrap()
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{
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match mitigation.as_mut() {
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DamageMitigationBonus::Impregnable { mitigation } if slot == WeaponSlot::Melee => {
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*mitigation
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}
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DamageMitigationBonus::Impenetrable { mitigation } if rounds.is_some() => *mitigation,
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DamageMitigationBonus::Insurmountable { mitigation } => {
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if health.0 as f32 / 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 || shared.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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shared.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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shared.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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#[derive(SystemParam)]
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struct DeferredDamageParams<'w, 's> {
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damage_q: Query<'w, 's, (Entity, &'static DeferredDamage)>,
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}
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/// Checks and applied deferred damage.
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/// Returns `true` if the attacking player was defeated
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#[inline(always)]
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fn check_deferred_damage(
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deferred: &DeferredDamageParams,
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shared: &mut SharedParams,
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player: Entity,
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player_children: &Children,
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player_health: &mut Health,
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is_attacker: bool,
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target: Entity,
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) -> bool {
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for (instance, damage) in deferred.damage_q.iter_many(player_children) {
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let health_before = player_health.0;
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player_health.0 = player_health.0.saturating_sub(damage.amount);
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log!(shared.logger, "deferred_damage", {
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health_before: health_before,
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health_after: player_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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shared.commands.entity(instance).despawn();
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if player_health.0 == 0 {
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shared.commands.entity(player).insert(Defeated);
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log!(shared.logger, "fight_end", {
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actor: target,
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recipient: player,
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fight_end_type: %if is_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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shared.metrics.increment_counter(Some(target), "victory", 1);
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return true;
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}
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}
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false
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}
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#[derive(SystemParam)]
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struct EntityParams<'w, 's> {
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/// The weapon and its related stats
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weapon_q: Query<
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weapon_q: Query<
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'w,
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's,
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(
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(
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Entity,
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Entity,
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&DamageStat,
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&'static DamageStat,
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&SimpleStatEffective<WeaponAccuracy>,
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&'static SimpleStatEffective<WeaponAccuracy>,
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&SimpleStatEffective<DamageBonus>,
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&'static SimpleStatEffective<DamageBonus>,
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&SimpleStatEffective<CritRate>,
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&'static SimpleStatEffective<CritRate>,
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&Children,
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&'static Children,
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&WeaponSlot,
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&'static WeaponSlot,
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Has<NonTargeted>,
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Has<NonTargeted>,
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),
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),
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(With<Weapon>, With<Current>, Without<NeedsReload>),
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(With<Weapon>, With<Current>, Without<NeedsReload>),
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>,
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>,
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mut player_q: Query<
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/// The player who's using the weapon and their related stats
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player_q: Query<
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'w,
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's,
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(
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(
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Entity,
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Entity,
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&EffectiveStat<Speed>,
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&'static EffectiveStat<Speed>,
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&EffectiveStat<Strength>,
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&'static EffectiveStat<Strength>,
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&SimpleStatEffective<CritRate>,
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&'static SimpleStatEffective<CritRate>,
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&SimpleStatEffective<WeaponAccuracy>,
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&'static SimpleStatEffective<WeaponAccuracy>,
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&SimpleStatEffective<DamageBonus>,
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&'static SimpleStatEffective<DamageBonus>,
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&Children,
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&'static Children,
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&mut Health,
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&'static mut Health,
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Has<Attacker>,
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Has<Attacker>,
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),
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),
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(With<Player>, With<Current>),
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(With<Player>, With<Current>),
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>,
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>,
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mut target_q: Query<
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/// The player who is targeted with the weapon
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target_q: Query<
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'w,
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's,
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(
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(
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Entity,
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Entity,
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&EffectiveStat<Dexterity>,
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&'static EffectiveStat<Dexterity>,
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&EffectiveStat<Defence>,
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&'static EffectiveStat<Defence>,
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&SimpleStatEffective<MaxHealth>,
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&'static SimpleStatEffective<MaxHealth>,
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&ArmourBodyParts,
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&'static ArmourBodyParts,
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&mut Health,
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&'static mut Health,
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),
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),
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(With<CurrentTarget>, Without<Current>),
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(With<CurrentTarget>, Without<Current>),
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>,
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>,
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(armour_q, damage_q, mut mitigation_q, bypass_q): (
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}
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Query<&ArmourBodyPart>,
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Query<(Entity, &DeferredDamage)>,
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// NOTE: unfortunately this function can't really be split into smaller parts due to the existence
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Query<Option<&mut DamageMitigationBonus>>,
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// of multi turn bonuses
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Query<&ArmourBypassBonus>,
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#[allow(clippy::too_many_arguments)]
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fn use_damaging_weapon(
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(mut shared, mut bonus_mitigation, deferred): (
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SharedParams,
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BonusMitigationParams,
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DeferredDamageParams,
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),
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),
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mut entities: EntityParams,
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armour_q: Query<&ArmourBodyPart>,
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(damage_proc_q, part_bonus_q): (Query<&DamageProcEffect>, Query<&PartDamageBonus>),
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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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(mut ammo_q, mut temp_q): (
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Query<(
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Query<(
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@ -206,15 +368,10 @@ pub fn use_damaging_weapon(
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)>,
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)>,
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Query<&mut Uses>,
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Query<&mut Uses>,
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),
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),
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(mut logger, mut commands, dmg_spread, metrics, mut effects): (
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dmg_spread: Local<DamageSpread>,
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Logger,
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Commands,
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Local<DamageSpread>,
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Res<Metrics>,
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Effects,
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),
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) {
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) {
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let Ok((weapon, w_dmg, acc, dmg_bonus, crit, children, slot, non_targeted)) = weapon_q.single()
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let Ok((weapon, w_dmg, acc, dmg_bonus, crit, children, slot, non_targeted)) =
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entities.weapon_q.single()
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else {
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else {
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return;
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return;
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};
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};
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@ -228,44 +385,26 @@ pub fn use_damaging_weapon(
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p_children,
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p_children,
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mut p_health,
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mut p_health,
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attacker,
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attacker,
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) = player_q.single_mut().unwrap();
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) = entities.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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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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entities.target_q.single_mut().unwrap();
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for (instance, damage) in damage_q.iter_many(p_children) {
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if check_deferred_damage(
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let health_before = p_health.0;
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&deferred,
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p_health.0 = p_health.0.saturating_sub(damage.amount);
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&mut shared,
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player,
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log!(logger, "deferred_damage", {
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p_children,
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health_before: health_before,
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&mut p_health,
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health_after: p_health.0,
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attacker,
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amount: damage.amount,
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target,
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label: damage.label,
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) {
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target: player,
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return;
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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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commands.entity(player).insert(Defeated);
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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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}
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if let Ok(mut uses) = temp_q.get_mut(weapon) {
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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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uses.0 -= 1;
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if uses.0 == 0 {
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if uses.0 == 0 {
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commands.entity(weapon).remove::<Usable>();
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shared.commands.entity(weapon).remove::<Usable>();
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}
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}
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}
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}
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@ -314,15 +453,19 @@ pub fn use_damaging_weapon(
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loop {
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loop {
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let rounds = ammo.as_mut().map(|(ammo, clips, rof, _)| {
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let rounds = ammo.as_mut().map(|(ammo, clips, rof, _)| {
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let rounds = (rng.random_range(rof.clone()).round() as u16).clamp(1, ammo.0);
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let rounds = (shared.rng.random_range(rof.clone()).round() as u16).clamp(1, ammo.0);
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metrics.increment_counter(Some(player), "rounds_fired", rounds.into());
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shared
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metrics.increment_counter(Some(weapon), "rounds_fired", rounds.into());
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.metrics
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.increment_counter(Some(player), "rounds_fired", rounds.into());
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shared
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.metrics
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.increment_counter(Some(weapon), "rounds_fired", rounds.into());
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ammo.0 -= rounds;
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ammo.0 -= rounds;
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if ammo.0 == 0 {
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if ammo.0 == 0 {
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if clips.value == 0 {
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if clips.value == 0 {
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commands.entity(weapon).remove::<Usable>();
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shared.commands.entity(weapon).remove::<Usable>();
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} else {
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} else {
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commands.entity(weapon).insert(NeedsReload);
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shared.commands.entity(weapon).insert(NeedsReload);
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}
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}
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}
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}
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rounds
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rounds
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@ -334,31 +477,31 @@ pub fn use_damaging_weapon(
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base_hit_chance + acc_eff.value * (1.0 - base_hit_chance)
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base_hit_chance + acc_eff.value * (1.0 - base_hit_chance)
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};
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};
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if hit_chance <= 1.0 && !rng.random_bool(hit_chance as f64) {
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if hit_chance <= 1.0 && !shared.rng.random_bool(hit_chance as f64) {
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log!(logger, "miss_target", {
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log!(shared.logger, "miss_target", {
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weapon: weapon,
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weapon: weapon,
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actor: player,
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actor: player,
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recipient: target,
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recipient: target,
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rounds: rounds,
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rounds: rounds,
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hit_chance: hit_chance,
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hit_chance: hit_chance,
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});
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});
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metrics.increment_counter(Some(player), "miss", 1);
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shared.metrics.increment_counter(Some(player), "miss", 1);
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metrics.increment_counter(Some(weapon), "miss", 1);
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shared.metrics.increment_counter(Some(weapon), "miss", 1);
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if multi_attack_proc.is_none() {
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if multi_attack_proc.is_none() {
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return;
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return;
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};
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};
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} else {
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} else {
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let body_part = if !non_targeted {
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let body_part = if !non_targeted {
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rng.sample(crit)
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shared.rng.sample(crit)
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} else {
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} else {
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BodyPart::Stomach
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BodyPart::Stomach
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};
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};
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let mult = match body_part {
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let mult = match body_part {
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BodyPart::Head | BodyPart::Heart | BodyPart::Throat => {
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BodyPart::Head | BodyPart::Heart | BodyPart::Throat => {
|
||||||
metrics.increment_counter(Some(player), "crit", 1);
|
shared.metrics.increment_counter(Some(player), "crit", 1);
|
||||||
metrics.increment_counter(Some(weapon), "crit", 1);
|
shared.metrics.increment_counter(Some(weapon), "crit", 1);
|
||||||
1.0
|
1.0
|
||||||
}
|
}
|
||||||
BodyPart::LeftHand
|
BodyPart::LeftHand
|
||||||
|
|
@ -371,17 +514,17 @@ pub fn use_damaging_weapon(
|
||||||
BodyPart::Groin | BodyPart::Stomach | BodyPart::Chest => 1.0 / 1.75,
|
BodyPart::Groin | BodyPart::Stomach | BodyPart::Chest => 1.0 / 1.75,
|
||||||
};
|
};
|
||||||
|
|
||||||
metrics.increment_counter(Some(player), "hit", 1);
|
shared.metrics.increment_counter(Some(player), "hit", 1);
|
||||||
metrics.increment_counter(Some(weapon), "hit", 1);
|
shared.metrics.increment_counter(Some(weapon), "hit", 1);
|
||||||
|
|
||||||
let armour_parts = armour_q.get(armour_parts.0[body_part.into()]).unwrap();
|
let armour_parts = armour_q.get(armour_parts.0[body_part.into()]).unwrap();
|
||||||
let mut piece = rng.sample(armour_parts);
|
let mut piece = shared.rng.sample(armour_parts);
|
||||||
let mut armour_mitigation = piece.map_or(0.0, |p| p.armour_value);
|
let mut armour_mitigation = piece.map_or(0.0, |p| p.armour_value);
|
||||||
|
|
||||||
// NOTE: Proxima's simulator seems to have the damage spread be between 95% and 105%,
|
// NOTE: Proxima's simulator seems to have the damage spread be between 95% and 105%,
|
||||||
// but from my brief tests it seems that 100% to 110% lines up better, at least for h2h.
|
// but from my brief tests it seems that 100% to 110% lines up better, at least for h2h.
|
||||||
// It might be better to revivisit this detail later down the line and run more tests.
|
// It might be better to revivisit this detail later down the line and run more tests.
|
||||||
let dmg_spread = rng.sample(dmg_spread.0) / 10.0 + 1.0;
|
let dmg_spread = shared.rng.sample(dmg_spread.0) / 10.0 + 1.0;
|
||||||
|
|
||||||
let mut dmg_bonus = dmg_bonus + p_dmg_bonus;
|
let mut dmg_bonus = dmg_bonus + p_dmg_bonus;
|
||||||
|
|
||||||
|
|
@ -391,84 +534,17 @@ pub fn use_damaging_weapon(
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
let bonus_mitigation = 'block: {
|
let bonus_mitigation = check_bonus_mitigation(
|
||||||
match piece {
|
&mut bonus_mitigation,
|
||||||
Some(part) => {
|
&mut shared,
|
||||||
for bypass in bypass_q.iter_many(children) {
|
children,
|
||||||
match bypass {
|
&mut armour_mitigation,
|
||||||
ArmourBypassBonus::Penetrate { mitigation } => {
|
&mut piece,
|
||||||
armour_mitigation *= 1.0 - mitigation;
|
*slot,
|
||||||
}
|
&rounds,
|
||||||
ArmourBypassBonus::Puncture { chance } => {
|
&health,
|
||||||
if *chance >= 1.0 || rng.random_bool(*chance as f64) {
|
target_max_health,
|
||||||
armour_mitigation = 0.0;
|
);
|
||||||
piece = None;
|
|
||||||
break 'block 0.0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if let Some(mut mitigation) = mitigation_q.get_mut(part.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(part.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(part.armour).insert(
|
|
||||||
DamageMitigationBonus::Kinetokinesis {
|
|
||||||
mitigation: *mitigation,
|
|
||||||
},
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
*mitigation
|
|
||||||
}
|
|
||||||
_ => 0.0,
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
0.0
|
|
||||||
}
|
|
||||||
}
|
|
||||||
None => 0.0,
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
let spammo_bonus = ammo
|
let spammo_bonus = ammo
|
||||||
.as_ref()
|
.as_ref()
|
||||||
|
|
@ -498,8 +574,8 @@ pub fn use_damaging_weapon(
|
||||||
* dmg_spread;
|
* dmg_spread;
|
||||||
let mut dmg_i = dmg.round() as u32;
|
let mut dmg_i = dmg.round() as u32;
|
||||||
|
|
||||||
metrics.record_histogram(Some(player), "dmg", dmg_i);
|
shared.metrics.record_histogram(Some(player), "dmg", dmg_i);
|
||||||
metrics.record_histogram(Some(weapon), "dmg", dmg_i);
|
shared.metrics.record_histogram(Some(weapon), "dmg", dmg_i);
|
||||||
|
|
||||||
if dmg_i > 0 {
|
if dmg_i > 0 {
|
||||||
for effect in damage_proc_q.iter_many(children) {
|
for effect in damage_proc_q.iter_many(children) {
|
||||||
|
|
@ -509,7 +585,7 @@ pub fn use_damaging_weapon(
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
let chance = (value / 100.0) as f64;
|
let chance = (value / 100.0) as f64;
|
||||||
if chance > 1.0 || 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)
|
||||||
|
|
@ -520,43 +596,53 @@ pub fn use_damaging_weapon(
|
||||||
}
|
}
|
||||||
MultiTurnBonus::Rage => {
|
MultiTurnBonus::Rage => {
|
||||||
multi_attack_proc =
|
multi_attack_proc =
|
||||||
Some(MultiAttack::Rage(rng.random_range(2..=8)))
|
Some(MultiAttack::Rage(shared.rng.random_range(2..=8)))
|
||||||
}
|
}
|
||||||
MultiTurnBonus::DoubleTap => {
|
MultiTurnBonus::DoubleTap => {
|
||||||
multi_attack_proc =
|
multi_attack_proc =
|
||||||
Some(MultiAttack::DoubleTap { first_shot: true })
|
Some(MultiAttack::DoubleTap { first_shot: true })
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
metrics.increment_counter(Some(player), bonus.counter_label(), 1);
|
shared.metrics.increment_counter(
|
||||||
metrics.increment_counter(Some(weapon), bonus.counter_label(), 1);
|
Some(player),
|
||||||
|
bonus.counter_label(),
|
||||||
|
1,
|
||||||
|
);
|
||||||
|
shared.metrics.increment_counter(
|
||||||
|
Some(weapon),
|
||||||
|
bonus.counter_label(),
|
||||||
|
1,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
DamageProcEffect::SelfEffect { value, bonus } => {
|
DamageProcEffect::SelfEffect { value, bonus } => {
|
||||||
let chance = (value / 100.0) as f64;
|
let chance = (value / 100.0) as f64;
|
||||||
if chance > 1.0 || rng.random_bool(chance) {
|
if chance > 1.0 || shared.rng.random_bool(chance) {
|
||||||
bonus.spawn(player, &mut effects);
|
bonus.spawn(player, &mut shared.effects);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
DamageProcEffect::OpponentEffect { value, bonus } => {
|
DamageProcEffect::OpponentEffect { value, bonus } => {
|
||||||
let chance = (value / 100.0) as f64;
|
let chance = (value / 100.0) as f64;
|
||||||
if chance > 1.0 || rng.random_bool(chance) {
|
if chance > 1.0 || shared.rng.random_bool(chance) {
|
||||||
bonus.spawn(target, &mut effects, &mut rng.0);
|
bonus.spawn(target, &mut shared.effects, &mut shared.rng.0);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
DamageProcEffect::DamageOverTime { value, kind } => {
|
DamageProcEffect::DamageOverTime { value, kind } => {
|
||||||
let chance = (value / 100.0) as f64;
|
let chance = (value / 100.0) as f64;
|
||||||
if chance > 1.0 || rng.random_bool(chance) {
|
if chance > 1.0 || shared.rng.random_bool(chance) {
|
||||||
match kind {
|
match kind {
|
||||||
DamageOverTimeType::Bleed => {
|
DamageOverTimeType::Bleed => {
|
||||||
commands
|
shared.commands.entity(target).insert(DamageOverTime::<
|
||||||
.entity(target)
|
Bleed,
|
||||||
.insert(DamageOverTime::<Bleed>::new(dmg_i));
|
>::new(
|
||||||
|
dmg_i
|
||||||
|
));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
DamageProcEffect::Deadly { chance } => {
|
DamageProcEffect::Deadly { chance } => {
|
||||||
if chance >= 1.0 || rng.random_bool(chance as f64) {
|
if chance >= 1.0 || shared.rng.random_bool(chance as f64) {
|
||||||
dmg = dmg_intrinsic
|
dmg = dmg_intrinsic
|
||||||
* w_dmg.0
|
* w_dmg.0
|
||||||
* (1.0 + dmg_bonus.value + spammo_bonus + 5.0)
|
* (1.0 + dmg_bonus.value + spammo_bonus + 5.0)
|
||||||
|
|
@ -570,15 +656,15 @@ pub fn use_damaging_weapon(
|
||||||
}
|
}
|
||||||
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 {
|
||||||
commands.entity(target).insert(Defeated);
|
shared.commands.entity(target).insert(Defeated);
|
||||||
let health_before = health.0;
|
let health_before = health.0;
|
||||||
health.0 = 0;
|
health.0 = 0;
|
||||||
log!(logger, "executed", {
|
log!(shared.logger, "executed", {
|
||||||
actor: player,
|
actor: player,
|
||||||
recipient: target,
|
recipient: target,
|
||||||
health_before,
|
health_before,
|
||||||
});
|
});
|
||||||
log!(logger, "fight_end", {
|
log!(shared.logger, "fight_end", {
|
||||||
actor: player,
|
actor: player,
|
||||||
recipient: target,
|
recipient: target,
|
||||||
fight_end_type: %if attacker {
|
fight_end_type: %if attacker {
|
||||||
|
|
@ -587,7 +673,7 @@ pub fn use_damaging_weapon(
|
||||||
FightEndType::Loss
|
FightEndType::Loss
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
metrics.increment_counter(Some(player), "victory", 1);
|
shared.metrics.increment_counter(Some(player), "victory", 1);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -599,7 +685,7 @@ pub fn use_damaging_weapon(
|
||||||
|
|
||||||
health.0 = health.0.saturating_sub(dmg_i as u16);
|
health.0 = health.0.saturating_sub(dmg_i as u16);
|
||||||
|
|
||||||
log!(logger, "hit_target", {
|
log!(shared.logger, "hit_target", {
|
||||||
actor: player,
|
actor: player,
|
||||||
acc: acc_eff.value,
|
acc: acc_eff.value,
|
||||||
recipient: target,
|
recipient: target,
|
||||||
|
|
@ -624,8 +710,8 @@ pub fn use_damaging_weapon(
|
||||||
if health.0 == 0 && !defeated {
|
if health.0 == 0 && !defeated {
|
||||||
defeated = true;
|
defeated = true;
|
||||||
|
|
||||||
commands.entity(target).insert(Defeated);
|
shared.commands.entity(target).insert(Defeated);
|
||||||
log!(logger, "fight_end", {
|
log!(shared.logger, "fight_end", {
|
||||||
actor: player,
|
actor: player,
|
||||||
recipient: target,
|
recipient: target,
|
||||||
fight_end_type: %if attacker {
|
fight_end_type: %if attacker {
|
||||||
|
|
@ -634,7 +720,7 @@ pub fn use_damaging_weapon(
|
||||||
FightEndType::Loss
|
FightEndType::Loss
|
||||||
},
|
},
|
||||||
});
|
});
|
||||||
metrics.increment_counter(Some(player), "victory", 1);
|
shared.metrics.increment_counter(Some(player), "victory", 1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue