zara 1.0.7

Zara survival engine
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
use crate::health::{Health, StageLevel, InjuryKey};
use crate::health::side::{SideEffectDeltasC};
use crate::health::disease::{DiseaseDeltasC};
use crate::utils::{HealthC, FrameC, GameTimeC, FrameSummaryC};
use crate::utils::event::{Event, Listener, Dispatcher, MessageQueue};
use crate::health::injury::{InjuryDeltasC};

use std::cell::RefMut;
use std::collections::BTreeMap;

struct ProcessDiseasesResult {
    deltas: DiseaseDeltasC
}

struct ProcessInjuriesResult {
    deltas: InjuryDeltasC,
    blood_loss: bool
}

impl Health {
    /// This method is called every `UPDATE_INTERVAL` real seconds
    ///
    /// # Parameters
    /// - `frame`: summary information for this frame
    pub(crate) fn update<E: Listener + 'static>(&self, frame: &mut FrameC<E>) {
        // Update disease monitors
        for (_, monitor) in self.disease_monitors.borrow().iter() {
            monitor.check(self, &frame.data);
        }

        // Update medical agents
        self.medical_agents.update(&frame.data.game_time);
        if self.medical_agents.has_messages() {
            self.flush_queue(self.medical_agents.get_message_queue());
        }

        let mut snapshot = HealthC::healthy();

        // Stamina, blood, oxygen, food and water are relative
        snapshot.stamina_level = self.stamina_level.get();
        snapshot.food_level = self.food_level.get();
        snapshot.water_level = self.water_level.get();
        snapshot.blood_level = self.blood_level.get();
        snapshot.oxygen_level = self.oxygen_level.get();

        // For pretty picture, freeze fatigue value when sleeping
        if frame.data.player.is_sleeping {
           snapshot.fatigue_level = frame.data.health.fatigue_level;
        }

        // Retrieve side effects deltas
        let side_effects_summary = self.process_side_effects(&frame.data);

        // Apply side effects deltas
        self.apply_deltas(&mut snapshot, &side_effects_summary);

        // Process diseases and get vitals deltas from them
        let diseases_result = self.process_diseases(&frame.data.game_time, frame.data.game_time_delta);

        // Apply disease deltas
        self.apply_disease_deltas(&mut snapshot, &diseases_result.deltas);

        // Process injuries and get drain deltas from them
        let injuries_result = self.process_injuries(&frame.data.game_time, frame.data.game_time_delta);

        // Apply injuries deltas
        self.apply_injury_deltas(&mut snapshot, &injuries_result.deltas);

        // Will always regain stamina. Side effects must "fight" it
        {
            let value = snapshot.stamina_level + self.stamina_regain_rate.get() * frame.data.game_time_delta;
            snapshot.stamina_level = crate::utils::clamp(value, 0., 100.);
        }
        // Will always regain blood. Side effects must "fight" it
        {
            let value = snapshot.blood_level + self.blood_regain_rate.get() * frame.data.game_time_delta;
            snapshot.blood_level = crate::utils::clamp(value, 0., 100.);
        }
        // Will always regain oxygen. Side effects must "fight" it
        {
            let value = snapshot.oxygen_level + self.oxygen_regain_rate.get() * frame.data.game_time_delta;
            snapshot.oxygen_level = crate::utils::clamp(value, 0., 100.);
        }

        // Apply the resulted health snapshot
        self.apply_health_snapshot(&snapshot);

        self.has_blood_loss.set(injuries_result.blood_loss);

        // Do the external events
        self.dispatch_events::<E>(frame.events);
    }

    fn dispatch_events<E: Listener + 'static>(&self, events: &mut Dispatcher<E>) {
        const HEART_RATE_LOW_DANGER: f32 = 20.;
        const HEART_RATE_HIGH_DANGER: f32 = 200.;
        const BLOOD_PRESSURE_TOP_LOW_DANGER: f32 = 50.;
        const BLOOD_PRESSURE_TOP_HIGH_DANGER: f32 = 230.;
        const BLOOD_PRESSURE_BOTTOM_LOW_DANGER: f32 = 35.;
        const BLOOD_PRESSURE_BOTTOM_HIGH_DANGER: f32 = 130.;
        const TEMPERATURE_LOW_DANGER: f32 = 33.6;
        const TEMPERATURE_HIGH_DANGER: f32 = 41.2;

        if self.is_no_strength() {
            events.dispatch(Event::StaminaDrained);
        }
        if self.is_low_oxygen() {
            events.dispatch(Event::OxygenDrained);
        }
        if self.is_low_food() {
            events.dispatch(Event::FoodDrained);
        }
        if self.is_low_water() {
            events.dispatch(Event::WaterDrained);
        }
        if self.is_low_blood() {
            events.dispatch(Event::BloodDrained);
        }
        if self.is_exhausted() {
            events.dispatch(Event::Exhausted);
        } else {
            if self.is_tired() {
                events.dispatch(Event::Tired);
            }
        }
        if self.top_pressure.get() <= BLOOD_PRESSURE_TOP_LOW_DANGER ||
           self.bottom_pressure.get() <= BLOOD_PRESSURE_BOTTOM_LOW_DANGER
        {
            events.dispatch(Event::LowBloodPressureDanger);
        }
        if self.top_pressure.get() >= BLOOD_PRESSURE_TOP_HIGH_DANGER ||
            self.bottom_pressure.get() >= BLOOD_PRESSURE_BOTTOM_HIGH_DANGER
        {
            events.dispatch(Event::HighBloodPressureDanger);
        }
        if self.body_temperature.get() <= TEMPERATURE_LOW_DANGER {
            events.dispatch(Event::LowBodyTemperatureDanger);
        }
        if self.body_temperature.get() >= TEMPERATURE_HIGH_DANGER {
            events.dispatch(Event::HighBodyTemperatureDanger);
        }
        if self.heart_rate.get() <= HEART_RATE_LOW_DANGER {
            events.dispatch(Event::LowHeartRateDanger);
        }
        if self.heart_rate.get() >= HEART_RATE_HIGH_DANGER {
            events.dispatch(Event::HighHeartRateDanger);
        }
    }

    fn process_side_effects(&self, frame_data: &FrameSummaryC) -> SideEffectDeltasC {
        let mut side_effects_summary: SideEffectDeltasC = SideEffectDeltasC::default();

        // Collect side effects data
        for (_, side_effect) in self.side_effects.borrow().iter() {
            let res = side_effect.check(frame_data);

            side_effects_summary.body_temp_bonus += res.body_temp_bonus;
            side_effects_summary.heart_rate_bonus += res.heart_rate_bonus;
            side_effects_summary.top_pressure_bonus += res.top_pressure_bonus;
            side_effects_summary.bottom_pressure_bonus += res.bottom_pressure_bonus;
            side_effects_summary.water_level_bonus += res.water_level_bonus;
            side_effects_summary.food_level_bonus += res.food_level_bonus;
            side_effects_summary.stamina_bonus += res.stamina_bonus;
            side_effects_summary.oxygen_level_bonus += res.oxygen_level_bonus;

            // Just for pretty picture
            if !frame_data.player.is_sleeping {
                side_effects_summary.fatigue_bonus += res.fatigue_bonus;
            }
        }

        side_effects_summary
    }

    fn process_diseases(&self, game_time: &GameTimeC, game_time_delta: f32) -> ProcessDiseasesResult {
        // Clean up garbage diseases
        let mut diseases_to_remove = Vec::new();
        {
            let diseases = self.diseases.borrow();
            for (name, disease) in diseases.iter() {
                if disease.is_old(game_time) {
                    self.queue_message(Event::DiseaseExpired(disease.disease.get_name()));
                    diseases_to_remove.push(name.clone());
                }
            }
        }
        for disease_name in diseases_to_remove {
            self.remove_disease(&disease_name).ok(); // we don't really care here
        }

        let mut result = DiseaseDeltasC::for_related();

        // Collect disease deltas
        let mut disease_deltas = Vec::new();
        {
            let diseases = self.diseases.borrow();
            for (disease_name, disease) in diseases.iter() {
                // Move messages from diseases to the main queue for further processing
                if disease.has_messages() {
                    self.flush_queue(disease.get_message_queue());
                }
                if disease.is_active(game_time) {
                    disease_deltas.push(disease.get_vitals_deltas(game_time));

                    let active_stage = disease.get_active_stage(game_time);

                    // Handling death probabilities
                    if let Some(st) = &active_stage {
                        let chance = st.info.chance_of_death.unwrap_or(0);

                        if chance > 0 && !disease.is_healing() {
                            // The further into the stage, the bigger is probability of death
                            if crate::utils::roll_dice(st.percent_active(game_time))
                                && crate::utils::roll_dice(chance)
                            {
                                self.is_alive.set(false);

                                self.queue_message(Event::DeathFromDisease(disease_name.to_string()))
                            }
                        }
                    }

                    // Handling self-heal
                    if !disease.needs_treatment && disease.will_self_heal_on != StageLevel::Undefined && !disease.is_healing() {
                        if let Some(st) = &active_stage {
                            let p = st.percent_active(game_time);
                            let dice = crate::utils::range(50., 99.) as usize;
                            if (st.info.level == disease.will_self_heal_on && p > dice) ||
                                st.info.level as i32 > disease.will_self_heal_on as i32
                            {
                                // Invoke the healing process
                                disease.invert(game_time).ok(); // aren't interested in result
                                self.queue_message(Event::DiseaseSelfHealStarted(disease_name.to_string()));
                            }
                        }
                    }
                }
            }
        }

        // Normalize disease deltas
        for d in disease_deltas.iter() {
            result.body_temperature_delta =
                if result.body_temperature_delta < d.body_temperature_delta
                { d.body_temperature_delta } else { result.body_temperature_delta };
            result.heart_rate_delta =
                if result.heart_rate_delta < d.heart_rate_delta
                { d.heart_rate_delta } else { result.heart_rate_delta };
            result.pressure_top_delta =
                if result.pressure_top_delta < d.pressure_top_delta
                { d.pressure_top_delta } else { result.pressure_top_delta };
            result.pressure_bottom_delta =
                if result.pressure_bottom_delta < d.pressure_bottom_delta
                { d.pressure_bottom_delta } else { result.pressure_bottom_delta };
            result.fatigue_delta += d.fatigue_delta; // fatigue is cumulative

            // Those are % per game second drains
            result.stamina_drain += d.stamina_drain * game_time_delta; // stamina drain is cumulative
            result.oxygen_drain += d.oxygen_drain * game_time_delta; // oxygen drain is cumulative
            result.food_drain += d.food_drain * game_time_delta; // food drain is cumulative
            result.water_drain += d.water_drain * game_time_delta; // water drain is cumulative
        }

        result.cleanup();

        ProcessDiseasesResult {
            deltas: result
        }
    }

    fn process_injuries(&self, game_time: &GameTimeC, game_time_delta: f32) -> ProcessInjuriesResult {
        let mut blood_loss = false;

        // Clean up garbage injuries
        let mut injuries_to_remove = Vec::new();
        {
            let injuries = self.injuries.borrow();
            for (key, injury) in injuries.iter() {
                if injury.is_old(game_time) {
                    self.queue_message(Event::InjuryExpired(injury.injury.get_name(), key.body_part));
                    injuries_to_remove.push(InjuryKey::new(key.injury.to_string(), key.body_part));
                }
            }
        }
        for injury_key in injuries_to_remove {
            self.remove_injury(injury_key.injury, injury_key.body_part).ok(); // we don't really care here
        }

        let mut result = InjuryDeltasC::for_related();

        // Collect injury deltas
        let mut injury_deltas = Vec::new();
        {
            let injuries = self.injuries.borrow();
            for (_, injury) in injuries.iter() {
                // Move messages from injuries to the main queue for further processing
                if injury.has_messages() {
                    self.flush_queue(injury.get_message_queue());
                }
                if injury.is_active(game_time) {
                    let d = injury.get_drains_deltas(game_time);

                    if !injury.is_blood_stopped() && d.blood_drain > 0. { blood_loss = true; }

                    injury_deltas.push(d);

                    let active_stage = injury.get_active_stage(game_time);

                    // Handling death probabilities
                    if let Some(st) = &active_stage {
                        let chance = st.info.chance_of_death.unwrap_or(0);

                        if chance > 0 && !injury.is_healing() {
                            // The further into the stage, the bigger is probability of death
                            if crate::utils::roll_dice(st.percent_active(game_time))
                                && crate::utils::roll_dice(chance)
                            {
                                self.is_alive.set(false);

                                self.queue_message(Event::DeathFromInjury(
                                    injury.injury.get_name().to_string(),
                                    injury.body_part
                                ));
                            }
                        }
                    }

                    // Handling self-heal
                    if !injury.needs_treatment && injury.will_self_heal_on != StageLevel::Undefined && !injury.is_healing() {
                        if let Some(st) = &active_stage {
                            let p = st.percent_active(game_time);
                            let dice = crate::utils::range(50., 99.) as usize;
                            if (st.info.level == injury.will_self_heal_on && p > dice) ||
                                st.info.level as i32 > injury.will_self_heal_on as i32
                            {
                                // Invoke the healing process
                                injury.invert(game_time).ok(); // aren't interested in result
                                self.queue_message(Event::InjurySelfHealStarted(
                                    injury.injury.get_name().to_string(),
                                    injury.body_part
                                ));
                            }
                        }
                    }
                }
            }
        }

        // Normalize injury deltas
        for d in injury_deltas.iter() {
            // Those are % per game second drains
            result.stamina_drain += d.stamina_drain * game_time_delta; // stamina drain is cumulative
            result.blood_drain += d.blood_drain * game_time_delta; // blood drain is cumulative
        }

        result.cleanup();

        ProcessInjuriesResult {
            deltas: result,
            blood_loss
        }
    }

    fn apply_deltas(&self, snapshot: &mut HealthC, deltas: &SideEffectDeltasC) {
        snapshot.body_temperature += deltas.body_temp_bonus;
        snapshot.heart_rate += deltas.heart_rate_bonus;
        snapshot.top_pressure += deltas.top_pressure_bonus;
        snapshot.bottom_pressure += deltas.bottom_pressure_bonus;
        snapshot.food_level += deltas.food_level_bonus;
        snapshot.water_level += deltas.water_level_bonus;
        snapshot.stamina_level += deltas.stamina_bonus;
        snapshot.oxygen_level += deltas.oxygen_level_bonus;
        snapshot.fatigue_level += deltas.fatigue_bonus;
    }

    fn apply_disease_deltas(&self, snapshot: &mut HealthC, deltas: &DiseaseDeltasC) {
        snapshot.body_temperature += deltas.body_temperature_delta;
        snapshot.heart_rate += deltas.heart_rate_delta;
        snapshot.top_pressure += deltas.pressure_top_delta;
        snapshot.bottom_pressure += deltas.pressure_bottom_delta;
        snapshot.fatigue_level += deltas.fatigue_delta;
        snapshot.food_level -= deltas.food_drain;
        snapshot.water_level -= deltas.water_drain;
        snapshot.stamina_level -= deltas.stamina_drain;
        snapshot.oxygen_level -= deltas.oxygen_drain;
    }

    fn apply_injury_deltas(&self, snapshot: &mut HealthC, deltas: &InjuryDeltasC) {
        snapshot.blood_level -= deltas.blood_drain;
        snapshot.stamina_level -= deltas.stamina_drain;
    }

    fn apply_health_snapshot(&self, snapshot: &HealthC) {
        self.body_temperature.set(snapshot.body_temperature);
        self.heart_rate.set(snapshot.heart_rate);
        self.top_pressure.set(snapshot.top_pressure);
        self.bottom_pressure.set(snapshot.bottom_pressure);
        self.food_level.set(crate::utils::clamp(snapshot.food_level, 0., 100.));
        self.water_level.set(crate::utils::clamp(snapshot.water_level, 0., 100.));
        self.blood_level.set(crate::utils::clamp(snapshot.blood_level, 0., 100.));
        self.stamina_level.set(crate::utils::clamp(snapshot.stamina_level, 0., 100.));
        self.oxygen_level.set(crate::utils::clamp(snapshot.oxygen_level, 0., 100.));
        self.fatigue_level.set(crate::utils::clamp(snapshot.fatigue_level, 0., 100.));
    }

    fn flush_queue(&self, mut q: RefMut<BTreeMap<usize, Event>>) {
        if q.len() == 0 { return }

        let mut key = 0;

        loop {
            match q.get(&key) {
                Some(event) => {
                    self.queue_message(event.clone());

                    q.remove(&key);
                },
                None => break
            }

            key += 1;
        }
    }
}