fixed first round effect and migrated logging
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b45d04b872
commit
e7d6b74aab
10 changed files with 539 additions and 222 deletions
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@ -9,9 +9,9 @@ use crate::{
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log,
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log::Logger,
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metrics::Metrics,
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passives::{Education, FactionUpgrades, Merits},
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passives::{EducationPartDamageBonus, FactionUpgrades, Merits},
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weapon::{
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bonus::MultiTurnBonus,
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bonus::{BonusPartDamageBonus, MultiTurnBonus},
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temp::{NonTargeted, Uses},
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Ammo, DamageProcEffect, DamageStat, NeedsReload, RateOfFire, TurnTriggeredEffect, Usable,
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Weapon, WeaponSlot,
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@ -172,6 +172,24 @@ pub enum FightEndType {
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Loss,
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}
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#[derive(Component)]
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pub enum PartDamageBonus {
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Education(EducationPartDamageBonus),
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WeaponBonus {
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value: f32,
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bonus: BonusPartDamageBonus,
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},
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}
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impl PartDamageBonus {
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pub fn dmg_bonus(&self, part: BodyPart) -> Option<f32> {
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match self {
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Self::Education(edu) => edu.dmg_bonus(part),
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Self::WeaponBonus { value, bonus } => bonus.dmg_bonus(part, *value),
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}
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}
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}
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#[derive(Bundle)]
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pub struct PlayerBundle {
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pub name: Name,
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@ -341,7 +359,6 @@ pub fn use_damaging_weapon(
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&SimpleStatEffective<CritRate>,
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&SimpleStatEffective<WeaponAccuracy>,
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&SimpleStatEffective<DamageBonus>,
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&Education,
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Has<Attacker>,
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),
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(With<Player>, With<Current>),
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@ -357,7 +374,7 @@ pub fn use_damaging_weapon(
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With<CurrentTarget>,
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>,
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armour_q: Query<&armour::ArmourBodyPart>,
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damage_proc_q: Query<&DamageProcEffect>,
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(damage_proc_q, part_bonus_q): (Query<&DamageProcEffect>, Query<&PartDamageBonus>),
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(mut ammo_q, mut temp_q): (
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Query<(
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&mut Ammo,
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@ -367,18 +384,19 @@ pub fn use_damaging_weapon(
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)>,
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Query<&mut Uses>,
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),
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(mut logger, mut commands, dmg_spread, metrics): (
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(mut logger, mut commands, dmg_spread, metrics, mut effects): (
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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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let Ok((weapon, w_dmg, acc, dmg_bonus, crit, children, non_targeted)) = weapon_q.get_single()
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else {
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return;
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};
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let (player, player_spd, player_str, player_crit, acc_bonus, p_dmg_bonus, edu, attacker) =
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let (player, player_spd, player_str, player_crit, acc_bonus, p_dmg_bonus, attacker) =
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player_q.single();
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let (target, target_dex, target_def, armour_parts, mut health) = target_q.single_mut();
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@ -457,6 +475,7 @@ pub fn use_damaging_weapon(
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actor: player,
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recipient: target,
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rounds: rounds,
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hit_chance: hit_chance,
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});
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metrics.increment_counter(player, "miss", 1);
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metrics.increment_counter(weapon, "miss", 1);
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@ -494,13 +513,17 @@ pub fn use_damaging_weapon(
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let piece = rng.sample(armour_parts);
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let armour_mitigation = piece.map_or(0.0, |p| p.armour_value);
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// NOTE: The beta distribution is defined on [0,1], so we rescale here
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// NOTE: Proxima's simulator seems to have the damage spread be between 95% and 105%,
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// but from my brief tests it seems that 100% to 110% lines up better, at least for h2h.
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// It might be better to revivisit this detail later down the line and run more tests.
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let dmg_spread = rng.sample(dmg_spread.0) / 10.0 + 1.0;
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let mut dmg_bonus = dmg_bonus + p_dmg_bonus;
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if edu.bio2380 && body_part == BodyPart::Throat {
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dmg_bonus.value += 0.10;
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for part_bonus in part_bonus_q.iter_many(children.get()) {
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if let Some(bonus) = part_bonus.dmg_bonus(body_part) {
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dmg_bonus.value += bonus;
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}
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}
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// TODO: special ammo
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@ -519,11 +542,13 @@ pub fn use_damaging_weapon(
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if dmg > 0 {
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for effect in damage_proc_q.iter_many(children.get()) {
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match effect {
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DamageProcEffect::MultiTurn { value, bonus }
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if multi_attack_proc.is_none() =>
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{
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if rng.gen_bool((*value / 100.0) as f64) {
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match *effect {
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DamageProcEffect::MultiTurn { value, bonus } => {
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if multi_attack_proc.is_some() {
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continue;
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}
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let chance = (value / 100.0) as f64;
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if chance > 1.0 || rng.gen_bool(chance) {
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match bonus {
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MultiTurnBonus::Blindfire => {
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multi_attack_proc = Some(MultiAttack::Blindfire)
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@ -545,7 +570,18 @@ pub fn use_damaging_weapon(
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metrics.increment_counter(weapon, bonus.counter_label(), 1);
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}
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}
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_ => (),
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DamageProcEffect::SelfEffect { value, bonus } => {
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let chance = (value / 100.0) as f64;
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if chance > 1.0 || rng.gen_bool(chance) {
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bonus.spawn(player, &mut effects);
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}
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}
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DamageProcEffect::OpponentEffect { value, bonus } => {
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let chance = (value / 100.0) as f64;
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if chance > 1.0 || rng.gen_bool(chance) {
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bonus.spawn(target, &mut effects, &mut rng.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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@ -561,6 +597,7 @@ pub fn use_damaging_weapon(
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part: %body_part,
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part_mult: mult,
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dmg: dmg,
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rounds: rounds,
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health_before: health_before,
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health_after: health.value,
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dmg_spread: dmg_spread,
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@ -584,7 +621,7 @@ pub fn use_damaging_weapon(
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FightEndType::Victory
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} else {
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FightEndType::Loss
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}
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},
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});
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metrics.increment_counter(player, "victory", 1);
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}
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@ -613,7 +650,7 @@ pub fn use_damaging_weapon(
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}
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pub fn check_stalemate(
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current_q: Query<(Entity, &CombatTurns, Option<&Attacker>), (With<Current>, With<Player>)>,
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current_q: Query<(Entity, &CombatTurns, Has<Attacker>), (With<Current>, With<Player>)>,
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target_q: Query<Entity, With<CurrentTarget>>,
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other_attackers_q: Query<(), (With<Attacker>, Without<Current>)>,
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mut state: ResMut<FightStatus>,
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@ -622,14 +659,14 @@ pub fn check_stalemate(
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metrics: Res<Metrics>,
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) {
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let (current, current_turns, attacker) = current_q.single();
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if *state == FightStatus::Ongoing && current_turns.0 >= 25 && attacker.is_some() {
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if *state == FightStatus::Ongoing && current_turns.0 >= 25 && attacker {
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commands.entity(current).insert(Defeated);
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let target = target_q.single();
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log!(logger, "fight_end", {
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actor: current,
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recipient: target,
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fight_end_type: %FightEndType::Stalemate
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fight_end_type: %FightEndType::Stalemate,
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});
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metrics.increment_counter(current, "stalemate", 1);
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