# stats.ludic — attributes + a timed modifier stack (#57 foundation). # # `Stats` is a POD attribute bundle shared by the RPG, shooter and NPC families. # On top of the raw fields sits a *modifier stack*: each buff/debuff is its own # tiny `Modifier` entity (target + stat + op + amount + ttl), so the stack is # unbounded, captured by world_save, and expired by one engine system. A queried # stat is `base + flat`, then scaled by the summed percent — the standard # flat-then-percent order — computed on demand, never mutating the base. # # Stat codes (the `stat` argument everywhere below): # 0 = max_hp 1 = atk 2 = def 3 = spd 4 = max_mp enum StatKind { MaxHp, Attack, Defense, Speed, MaxMp, DamagePct, CritPct, LeechPct, Thorns, FireRatePct } # Stats.* stat codes enum ModifyOp { Flat, Percent } # Stats.modify op # The build stats Combat.damage applies by itself: the attacker's damage_pct and # crit_pct (a crit doubles), its leech_pct chance to heal leech_hp on a hit, the # defender's thorns dealt back, and fire_rate_pct the weapon system reads. property Stats { hp: int = 0, max_hp: int = 0, mp: int = 0, max_mp: int = 0, atk: int = 0, def: int = 0, spd: int = 0, level: int = 1, xp: int = 0, damage_pct: int = 100, crit_pct: int = 0, leech_pct: int = 0, leech_hp: int = 1, thorns: int = 0, fire_rate_pct: int = 100 } # a Stats field of an entity by name, or `fallback` when absent function stats_field(e: int, name: pointer, fallback: int) -> int { let P = World.prop_id("Stats") if (P < 0) or (World.has(e, P) == 0) { return fallback } let f = World.field_id(P, name) if f < 0 { return fallback } return World.get(e, P, f) } # the Stats field a stat code names function stats_field_name(stat: int) -> pointer { match stat { StatKind.MaxHp => { return "max_hp" } StatKind.Attack => { return "atk" } StatKind.Defense => { return "def" } StatKind.Speed => { return "spd" } StatKind.MaxMp => { return "max_mp" } StatKind.DamagePct => { return "damage_pct" } StatKind.CritPct => { return "crit_pct" } StatKind.LeechPct => { return "leech_pct" } StatKind.Thorns => { return "thorns" } _ => { return "fire_rate_pct" } } } # Stats.add(e, stat, amount): change a base stat in place (a permanent upgrade) @Namespace(Stats) function stats_add(e: int, stat: int, amount: int) -> void { let P = World.prop_id("Stats") if (P < 0) or (World.has(e, P) == 0) { return } let f = World.field_id(P, stats_field_name(stat)) if f >= 0 { World.set(e, P, f, World.get(e, P, f) + amount) } } # Stats.scale_hp(e, percent): hp and max_hp scaled (a floor's difficulty) @Namespace(Stats) function stats_scale_hp(e: int, percent: int) -> void { let P = World.prop_id("Stats") if (P < 0) or (World.has(e, P) == 0) { return } let fhp = World.field_id(P, "hp") let fmax = World.field_id(P, "max_hp") let hp = World.get(e, P, fhp) * percent / 100 World.set(e, P, fhp, hp) World.set(e, P, fmax, hp) } # a single timed modifier, carried on its own entity so the stack is dynamic. # op: 0 = flat add, 1 = percent add. ttl: frames left (0 or less = permanent). property Modifier { target: int = 0, stat: int = 0, op: int = 0, amount: int = 0, ttl: int = 0 } model ModifierFx { Modifier } @OnSpawn(ModifierFx) handler ModifierFxInit { } # esys_modifier (Update): count down every timed modifier and despawn the expired # ones. Permanent modifiers (ttl <= 0) are left alone. @EngineSystem(Modifier, Update) function esys_modifier() -> void { let P = World.prop_id("Modifier") if P < 0 { return } let fttl = World.field_id(P, "ttl") if fttl < 0 { return } var e = World.query_next(P, 0) while e >= 0 { let ttl = World.get(e, P, fttl) var nxt = World.query_next(P, e + 1) if ttl > 0 { let left = ttl - 1 if left <= 0 { despawn e } else { World.set(e, P, fttl, left) } } e = nxt } } # Stats.base(e, stat) — the raw stored field, no modifiers. @Namespace(Stats) function stats_base(e: int, stat: int) -> int { let P = World.prop_id("Stats") if P < 0 { return 0 } let f = World.field_id(P, stats_field_name(stat)) if f < 0 { return 0 } return World.get(e, P, f) } # Stats.total(e, stat) — the effective value: (base + flat) * (100 + percent)/100. @Namespace(Stats) function stats_total(e: int, stat: int) -> int { let base = stats_base(e, stat) let P = World.prop_id("Modifier") if P < 0 { return base } let ft = World.field_id(P, "target") let fs = World.field_id(P, "stat") let fo = World.field_id(P, "op") let fa = World.field_id(P, "amount") var flat = 0 var pct = 0 var m = World.query_next(P, 0) while m >= 0 { if (World.get(m, P, ft) == e) and (World.get(m, P, fs) == stat) { let amt = World.get(m, P, fa) if World.get(m, P, fo) == 1 { pct += amt } else { flat += amt } } m = World.query_next(P, m + 1) } return (base + flat) * (100 + pct) / 100 } # Stats.modify(target, stat, op, amount, ttl) — push a modifier onto the stack. @Namespace(Stats) function stats_modify(target: int, stat: int, op: int, amount: int, ttl: int) -> int { let m = World.model_id("ModifierFx") if m < 0 { return -1 } let e = World.spawn(m) let P = World.prop_id("Modifier") World.set(e, P, World.field_id(P, "target"), target) World.set(e, P, World.field_id(P, "stat"), stat) World.set(e, P, World.field_id(P, "op"), op) World.set(e, P, World.field_id(P, "amount"), amount) World.set(e, P, World.field_id(P, "ttl"), ttl) return e } # Stats.clear_mods(e) — drop every modifier targeting an entity (e.g. on unequip). @Namespace(Stats) function stats_clear_mods(target: int) -> void { let P = World.prop_id("Modifier") if P < 0 { return } let ft = World.field_id(P, "target") var m = World.query_next(P, 0) while m >= 0 { var nxt = World.query_next(P, m + 1) if World.get(m, P, ft) == target { despawn m } m = nxt } }