340 lines
14 KiB
Rust
340 lines
14 KiB
Rust
use super::{
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effects::{add_effect, EffectType, Targets},
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gamelog, gamesystem, ArmourClassBonus, Attributes, EquipmentSlot, Equipped, HungerClock, HungerState, MeleeWeapon,
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MultiAttack, Name, NaturalAttacks, ParticleBuilder, Pools, Position, Skill, Skills, WantsToMelee, WeaponAttribute,
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};
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use specs::prelude::*;
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pub struct MeleeCombatSystem {}
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impl<'a> System<'a> for MeleeCombatSystem {
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type SystemData = (
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Entities<'a>,
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ReadExpect<'a, Entity>,
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WriteStorage<'a, WantsToMelee>,
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ReadStorage<'a, Name>,
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ReadStorage<'a, Attributes>,
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ReadStorage<'a, Skills>,
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ReadStorage<'a, Pools>,
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WriteExpect<'a, ParticleBuilder>,
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ReadStorage<'a, Position>,
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ReadStorage<'a, Equipped>,
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ReadStorage<'a, MeleeWeapon>,
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ReadStorage<'a, NaturalAttacks>,
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ReadStorage<'a, ArmourClassBonus>,
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ReadStorage<'a, HungerClock>,
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ReadStorage<'a, MultiAttack>,
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WriteExpect<'a, rltk::RandomNumberGenerator>,
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);
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fn run(&mut self, data: Self::SystemData) {
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let (
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entities,
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player_entity,
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mut wants_melee,
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names,
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attributes,
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skills,
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pools,
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mut particle_builder,
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positions,
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equipped,
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melee_weapons,
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natural_attacks,
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ac,
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hunger_clock,
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multi_attackers,
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mut rng,
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) = data;
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// Combat works with the older system of AC being a bonus to to-hit to the attacker. When an
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// attacker tries to hit a victim, the attacker rolls a d20, and must roll *less than* the
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// value of 10 + victim's AC + attacker's to-hit bonuses.
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//
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// e.g. An attacker with +0 to-hit hitting a target with 10 AC:
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// 1d20 must be less than 20, 95% chance of a hit.
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//
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// e.g. An attacker with +1 to-hit from being satiated hits a rat with 7 AC:
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// 1d20 must be less than 18 (10+7+1), 85% chance of a hit.
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//
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// e.g. An attacker with +0 to-hit hitting a target with 0 AC:
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// 1d20 must be less than 10, 45% chance of a hit
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const COMBAT_LOGGING: bool = true;
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let mut logger = gamelog::Logger::new();
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let mut something_to_log = false;
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for (entity, wants_melee, name, attacker_attributes, attacker_skills, attacker_pools) in
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(&entities, &wants_melee, &names, &attributes, &skills, &pools).join()
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{
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// Create blank vector of attacks being attempted.
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let mut attacks: Vec<(MeleeWeapon, String)> = Vec::new();
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let mut multi_attack = false;
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// Check if attacker can multi-attack.
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if let Some(_) = multi_attackers.get(entity) {
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multi_attack = true;
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}
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// Check if attacker is using a weapon.
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let mut using_weapon = false;
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for (wielded, melee) in (&equipped, &melee_weapons).join() {
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if wielded.owner == entity && wielded.slot == EquipmentSlot::Melee {
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using_weapon = get_weapon_attack(wielded, melee, entity, &mut attacks);
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}
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}
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// If not using a weapon, get natural attacks. If we
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// are a multiattacker, get every natural attack. If
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// not, just pick one at random.
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if !using_weapon {
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if let Some(nat) = natural_attacks.get(entity) {
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get_natural_attacks(&mut rng, nat.clone(), multi_attack, &mut attacks);
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} else {
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attacks.push((
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MeleeWeapon {
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attribute: WeaponAttribute::Strength,
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hit_bonus: 0,
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damage_n_dice: 1,
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damage_die_type: 4,
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damage_bonus: 0,
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},
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"punches".to_string(),
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));
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}
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}
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// For every attack, do combat calcs. Break if someone dies.
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for attack in attacks {
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let target_pools = pools.get(wants_melee.target).unwrap();
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let target_attributes = attributes.get(wants_melee.target).unwrap();
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let target_skills = skills.get(wants_melee.target).unwrap();
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if attacker_pools.hit_points.current <= 0 {
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break;
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}
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if target_pools.hit_points.current <= 0 {
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break;
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}
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let weapon_info = attack.0;
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let attack_verb = attack.1;
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// Get all offensive bonuses
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let d20 = rng.roll_dice(1, 20);
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let attribute_hit_bonus = attacker_attributes.dexterity.bonus;
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let skill_hit_bonus = gamesystem::skill_bonus(Skill::Melee, &*attacker_skills);
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let weapon_hit_bonus = weapon_info.hit_bonus;
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let mut status_hit_bonus = 0;
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let hc = hunger_clock.get(entity);
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if let Some(hc) = hc {
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match hc.state {
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HungerState::Satiated => {
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status_hit_bonus += 1;
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}
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HungerState::Weak => {
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status_hit_bonus -= 1;
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}
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HungerState::Fainting => {
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status_hit_bonus -= 2;
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}
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_ => {}
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}
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}
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let attacker_bonuses =
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attacker_pools.level + attribute_hit_bonus + skill_hit_bonus + weapon_hit_bonus + status_hit_bonus;
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// Get armour class
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let bac = target_pools.bac;
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let attribute_ac_bonus = target_attributes.dexterity.bonus;
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let skill_ac_bonus = gamesystem::skill_bonus(Skill::Defence, &*target_skills);
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let mut armour_ac_bonus = 0;
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for (wielded, ac) in (&equipped, &ac).join() {
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if wielded.owner == wants_melee.target {
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armour_ac_bonus += ac.amount;
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}
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}
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let actual_armour_class = bac - attribute_ac_bonus - skill_ac_bonus - armour_ac_bonus;
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let mut armour_class_roll = actual_armour_class;
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if actual_armour_class < 0 {
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// Invert armour class so we can roll 1d(AC)
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armour_class_roll = rng.roll_dice(1, -actual_armour_class);
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// Invert result so it's a negative again
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armour_class_roll = -armour_class_roll;
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}
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let target_number = 10 + armour_class_roll + attacker_bonuses;
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let target_name = names.get(wants_melee.target).unwrap();
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if COMBAT_LOGGING {
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rltk::console::log(format!(
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"ATTACKLOG: {} *{}* {}: rolled ({}) 1d20 vs. {} (10 + {}AC + {}to-hit)",
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&name.name,
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attack_verb,
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&target_name.name,
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d20,
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target_number,
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armour_class_roll,
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attacker_bonuses
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));
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}
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if d20 < target_number {
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// Target hit!
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let base_damage = rng.roll_dice(weapon_info.damage_n_dice, weapon_info.damage_die_type);
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let skill_damage_bonus = gamesystem::skill_bonus(Skill::Melee, &*attacker_skills);
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let mut attribute_damage_bonus = weapon_info.damage_bonus;
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match weapon_info.attribute {
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WeaponAttribute::Dexterity => attribute_damage_bonus += attacker_attributes.dexterity.bonus,
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WeaponAttribute::Strength => attribute_damage_bonus += attacker_attributes.strength.bonus,
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WeaponAttribute::Finesse => {
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if attacker_attributes.dexterity.bonus > attacker_attributes.strength.bonus {
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attribute_damage_bonus += attacker_attributes.dexterity.bonus;
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} else {
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attribute_damage_bonus += attacker_attributes.strength.bonus;
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}
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}
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}
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let mut damage = i32::max(0, base_damage + skill_damage_bonus + attribute_damage_bonus);
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if COMBAT_LOGGING {
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rltk::console::log(format!(
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"ATTACKLOG: {} HIT for {} ({}[{}d{}]+{}[skill]+{}[attr])",
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&name.name,
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damage,
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base_damage,
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weapon_info.damage_n_dice,
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weapon_info.damage_die_type,
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skill_damage_bonus,
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attribute_damage_bonus
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));
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}
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if actual_armour_class < 0 {
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let ac_damage_reduction = rng.roll_dice(1, -actual_armour_class);
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damage = i32::min(1, damage - ac_damage_reduction);
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if COMBAT_LOGGING {
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rltk::console::log(format!(
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"ATTACKLOG: {} reduced their damage taken by {} (1dAC), and took {} hp damage.",
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&target_name.name, ac_damage_reduction, damage
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));
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}
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}
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let pos = positions.get(wants_melee.target);
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if let Some(pos) = pos {
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particle_builder.damage_taken(pos.x, pos.y)
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}
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add_effect(
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Some(entity),
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EffectType::Damage { amount: damage },
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Targets::Entity { target: wants_melee.target },
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);
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if entity == *player_entity {
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something_to_log = true;
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logger = logger // You hit the <name>.
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.append("You hit the")
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.npc_name_n(&target_name.name)
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.period();
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} else if wants_melee.target == *player_entity {
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something_to_log = true;
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logger = logger // <name> hits you!
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.append("The")
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.npc_name(&name.name)
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.append(attack_verb)
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.append("you!");
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} else {
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gamelog::Logger::new() // <name> misses the <target>.
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.append("The")
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.npc_name(&name.name)
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.append(attack_verb)
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.append("the")
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.npc_name_n(&target_name.name)
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.period()
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.log();
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}
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} else {
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if COMBAT_LOGGING {
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rltk::console::log(format!("ATTACKLOG: {} *MISSED*", &name.name));
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}
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let pos = positions.get(wants_melee.target);
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if let Some(pos) = pos {
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particle_builder.attack_miss(pos.x, pos.y)
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}
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if entity == *player_entity {
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something_to_log = true;
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logger = logger // You miss.
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.append("You miss.");
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} else if wants_melee.target == *player_entity {
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something_to_log = true;
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logger = logger // <name> misses!
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.append("The")
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.npc_name(&name.name)
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.colour(rltk::WHITE)
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.append("misses!");
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} else {
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gamelog::Logger::new() // <name> misses the <target>.
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.append("The")
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.npc_name(&name.name)
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.colour(rltk::WHITE)
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.append("misses the")
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.npc_name_n(&target_name.name)
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.period()
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.log();
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}
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}
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}
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}
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wants_melee.clear();
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if something_to_log {
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logger.log();
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}
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}
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}
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fn get_natural_attacks(
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rng: &mut rltk::RandomNumberGenerator,
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nat: NaturalAttacks,
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multi_attack: bool,
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attacks: &mut Vec<(MeleeWeapon, String)>,
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) {
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if !nat.attacks.is_empty() {
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if multi_attack {
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for a in nat.attacks.iter() {
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attacks.push((
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MeleeWeapon {
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attribute: WeaponAttribute::Strength,
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hit_bonus: a.hit_bonus,
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damage_n_dice: a.damage_n_dice,
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damage_die_type: a.damage_die_type,
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damage_bonus: a.damage_bonus,
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},
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a.name.to_string(),
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));
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}
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} else {
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let attack_index =
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if nat.attacks.len() == 1 { 0 } else { rng.roll_dice(1, nat.attacks.len() as i32) as usize - 1 };
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attacks.push((
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MeleeWeapon {
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attribute: WeaponAttribute::Strength,
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hit_bonus: nat.attacks[attack_index].hit_bonus,
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damage_n_dice: nat.attacks[attack_index].damage_n_dice,
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damage_die_type: nat.attacks[attack_index].damage_die_type,
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damage_bonus: nat.attacks[attack_index].damage_bonus,
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},
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nat.attacks[attack_index].name.to_string(),
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));
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}
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}
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}
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fn get_weapon_attack(
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wielded: &Equipped,
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melee: &MeleeWeapon,
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entity: Entity,
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attacks: &mut Vec<(MeleeWeapon, String)>,
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) -> bool {
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if wielded.owner == entity && wielded.slot == EquipmentSlot::Melee {
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attacks.push((melee.clone(), "hits".to_string()));
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return true;
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}
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return false;
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}
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