ModiBuff.Units
0.2.0
See the version list below for details.
dotnet add package ModiBuff.Units --version 0.2.0
NuGet\Install-Package ModiBuff.Units -Version 0.2.0
<PackageReference Include="ModiBuff.Units" Version="0.2.0" />
paket add ModiBuff.Units --version 0.2.0
#r "nuget: ModiBuff.Units, 0.2.0"
// Install ModiBuff.Units as a Cake Addin #addin nuget:?package=ModiBuff.Units&version=0.2.0 // Install ModiBuff.Units as a Cake Tool #tool nuget:?package=ModiBuff.Units&version=0.2.0
- What is this?
- Features
- RoadMap
- Benchmarks
- Requirements
- Installation
- Usage
- FAQ
- Examples
- Differences to ModiBuffEcs and Old
What is this?
This zero dependency, engine-agnostic library was made to make a standardized powerful system that allows for manipulation of effects on entities.
It focuses on Feature Set, Performance and Ease of use, in that order.
The library is split into two core parts:
ModiBuff is the core backend part that handles all the modifier logic and is mostly unopinionated when it comes to the game logic.
Meanwhile ModiBuff.Units is a fully featured implementation of the library, that showcases how to tie the library into a game.
Note: The library is currently in development, and it will most likely encounter breaking API changes.
Why do I need this?
The vast majority of games make their own buff/debuff systems, to fit their game logic. Examples of this are: Dota 2, League of Legends, Path of Exile, Diablo, World of Warcraft, etc.
While this is a great approach, it's also very time consuming, and requires a fair amount of research to design well.
This library solves that, but also allows for more complex and deeper modifiers than the aforementioned games.
Features
- No GC/heap allocations (fully pooled with state reset)
- Low memory usage (2-5 MB for 10_000 modifiers)
- Fast effects 10_000 damage modifiers in 0.24ms
- Fast iteration 10_000 interval modifiers & 10_000 units in 1.37ms
- Easy high level API recipes
- Instance Stackable modifiers (multiple instances of the same modifier type)
- Effects on actions
- Init
- Interval
- Duration
- Stack
- Event (ex. When Attacked/Cast/Killed/Healed, On Attack/Cast/Kill/Heal)
- Callback (any user logic)
- React Callback (manual generation only for now)
- Effect implementation examples
- Damage (& self damage)
- Heal
- Status effects (stun, silence, disarm, etc.)
- Multi instance Status effects impl (2 same stuns, 2 different sources, unique timers)
- Add stat (Damage, Heal)
- Actions (Attack, Heal, etc.)
- Special Applier (another Modifier)
- And more, see the rest
- Internal Effects
- Applier (another Modifier)
- Modifier Action (refresh, reset stacks)
- Remove (remove modifier)
- Revert Action
- Meta & Post effect manipulation (ex. lifesteal)
- Condition implementations (checks)
- Chance 0-100%
- Cooldown
- Health/Mana cost
- General:
- Stat (health/mana/damage) >/=/< than X
- Stat is full/empty
- Has LegalAction (can attack, cast spell, move, etc.)
- Has StatusEffect (stunned, silenced, disarmed, etc.)
- Has Modifier
- Applier Modifiers
- OnAttack
- Cast
- Fully revertible effects
- Manual modifier generation (for full control)
RoadMap
V0.3.0 | V0.4.0-V0.?.0 | V1.0.0 |
---|---|---|
Improved Appliers API | GenId based<br/>modifier stacking | Fully released open source<br/>game using ModiBuff at its core |
Improved event recursion solution | Proper game samples<br/>(Godot and maybe Unity) | 98% of game mechanics<br/>implementable |
Modifier-less init Effects? | Saving & loading<br/>state (runtime) | ... |
Benchmarks
TL;DR: It's fast. Takes 1ms± to add & update 10000 modifiers every frame.
BenchmarkDotNet v0.13.6, EndeavourOS
Intel Core i7-4790 CPU 3.60GHz (Haswell), 1 CPU, 8 logical and 4 physical cores
.NET SDK 6.0.120
.NET 6.0.20 (6.0.2023.36801), X64 RyuJIT AVX2
N: 10_000
Delta: 0.0167 * N
Add/Apply/Update Modifier table
Pre-allocated Pools
Library | NoOp*<br/>(1 unit) | Apply<br/>InitDmg<br/>(1 unit) | Apply<br/>InitStackDmg<br/>(1 unit) | Apply Multi<br/>instance DoT |
---|---|---|---|---|
ModiBuff (this) | 0.18ms, 0 B | 0.26ms, 0 B | 0.44ms, 0 B | 1.01ms, 0 B |
ModiBuffEcs | ? | 1.02ms, 0 GC | ? | X |
Old | ? | 21.4ms, 24 GC | ? | X |
Library | Update DoT**<br/>(10_000 units, N:1) | Update Instance<br/>Stackable DoT |
---|---|---|
ModiBuff (this) | 1.96ms, 0 B | 0.13ms, 0 B |
ModiBuffEcs | 0.44ms, 0 B | X |
Old | ? | X |
New Modifier/Pool table
Library | DoT pool rent | DoT pool<br/>reset return |
---|---|---|
ModiBuff (this) | 0.04ms, 0 B | 0.18ms, 0 B |
ModiBuffEcs | 1.64ms, 0 GC | 4.26ms, 0 GC |
Old | X | X |
Important: Non-pool ("New") benchmarks below don't matter for runtime performance in ModiBuff and ModiBuffEcs, since it will only be slower when allocating the new modifiers in the pools. Which if handled correctly, should only happen on initialization.
Library | New<br/>InitDmg<br/>Manual | New<br/>InitDmg<br/>Recipe | New<br/>DoT*<br/>Recipe |
---|---|---|---|
ModiBuff (this) | 0.54ms, 2.2 MB | 1.44ms, 2.8 MB | 2.99ms, 6.0 MB |
ModiBuffEcs | X | 10.4ms, 2 GC | 16.7ms, 2 GC |
Old | 92.0ms, 90 GC | X | 140 ms, 126 GC |
Setting up all recipes, with 64 pool allocation per recipe takes 60ns, and 104KB.
Pre-allocating 1_000 modifiers of each recipe (currently 100±) takes 67ms, and 35MB.
Pooling in ModiBuff is 500X faster than original old version (because of pool rent & return)
But it's also much faster in cases of doing init/stack/refresh on an existing modifier (we don't create a new modifier
anymore)
ModiBuffEcs is a bit on the slow side for now, because of how pooling works, with enabling and disabling entities.
*NoOp is an empty effect, so it just measures the benchmark time of the library without unit logic (ex. taking
damage).
**DoT = InitDoTSeparateDamageRemove
Requirements
ModiBuff is compatible with .NETStandard 1.1 and .NETStandard 2.0, C# 7.2 (C# 7.0 is also possible, take a look at Godot Branch)
For development net 6.0 is required to build and run all tests. The tests depend on NUnit, and benchmarks depend on BenchmarkDotNet.
Installation
Currently the library is on NuGet and Godot Asset Library, it will also be coming to Unity Asset Store soon.
Step by step installation
- Download the latest DLL from Releases or ModiBuff source code.
- Add the DLL to your project.
- Make your own
ModifierRecipes
class that either inherits fromModiBuff.ModifierRecipes
or encapsulates it and fill it with your modifier recipes. - Make your own logger implementation, by inheriting
ILogger
, or use one of the built-in ones. - Call ModiBuff setup systems in the initialization of your game.
5.1. You can change the internal config values insideConfig
Logger.SetLogger<MyLogger>();
//Config.MaxPoolSize = 10000;
var idManager = new ModifierIdManager();
_recipes = new ModifierRecipes(idManager); //Your version of ModifierRecipes
_pool = new ModifierPool(_recipes);
If you want to use the Units implementation, go to ModiBuff.Units. Otherwise go to Custom Units.
ModiBuff.Units
- Download the latest ModiBuff.Units DLL from Releases or ModiBuff source code.
- Add the DLL to your project.
- Now you can create your units, and apply modifiers to them.
Custom Units
- Implement
IUnit
andIModifierOwner
interfaces on your unit class.
6.1. Optionally add some of the ModiBuff.UnitsIUnit
interfaces that you want to use. - Create your own interfaces that your effects will use, and implement them on your unit class.
Usage
Recipe
Modifier Recipes are the high level API for creating modifiers, they use the builder pattern/method chaining/fluent interface to create modifiers (without the need for calling a Finish/Complete method).
Easiest modifier, that does 5 damage when added, can be created like this:
Add("InitDamage")
.Effect(new DamageEffect(5), EffectOn.Init);
More advanced damage over time modifier, with 10 damage when added, and 5 damage per interval.
Removed after 3 seconds, with the duration being refreshable.
Add("Init_DoT_Remove_Refreshable")
.Interval(1)
.Effect(new DamageEffect(10), EffectOn.Init)
.Effect(new DamageEffect(5), EffectOn.Interval)
.Remove(3)
.Refresh();
You're also able to create modifiers with same effect instance on multiple actions.
Ex. Same damage on Init and Interval.
Note: init will be triggered each time we try to add the modifier to the unit (unless we set
.OneTimeInit()
).
Add("InitDoT")
.Interval(1)
.Effect(new DamageEffect(10), EffectOn.Init | EffectOn.Interval);
Any IEffect can be added.
Ex. simple stun effect
Add("InitStun")
.Effect(new StatusEffectEffect(StatusEffectType.Stun, 2), EffectOn.Init)
.Remove(2);
In-depth Recipe Creation
Every modifier needs a unique name. It will be registered under this name in the backend, and assigned an unique ID.
Add("ModifierName")
Recipes have a methods that determine the functionality of the made modifier.
Effect
The main method to setup effects is Effect(IEffect, EffectOn, Targeting)
.
IEffect
is the effect that will be applied to the unit, it can be anything, as long as it implements IEffect
interface.
EffectOn
is the action that will trigger the effect: Init, Interval, Duration, Stack.
EffectOn
is a flag enum, so the effect can be triggered on multiple actions.
Targeting
tells the effect how it should be targeted, if we should target the owner (source) of the modifier, or the
targeted unit.
If you're unsure what this means, leave it at default. There will be more examples of this later.
Add("InitDamage")
.Effect(new DamageEffect(5), EffectOn.Init);
Interval
The first most common action method is Interval(float)
. It's used to set the interval of the modifier.
And interval effects will be triggered every X seconds.
Add("IntervalDamage")
.Interval(1)
.Effect(new DamageEffect(5), EffectOn.Interval);
Duration
Next is Duration(float)
. It's used to set the duration of the duration effects. It's usually used to remove the
modifier after X seconds.
But it can be used for any effect.
Note: When we want to remove the modifier after X seconds, it's simpler to use the
Remove(float)
method, which is just a QoL wrapper forDuration(float)
.
Add("InitDamageDurationRemove")
.Effect(new DamageEffect(5), EffectOn.Init)
.Effect(new RemoveEffect(), EffectOn.Duration)
.Duration(5);
Refresh
Then we have Refresh(RefreshType)
method. That makes either the interval or duration component refreshable.
Meaning that if a modifier gets added again to a unit, it will refresh the timer. This is most often used with the
duration timer.
Add("DamageOverTimeRefreshableDuration")
.Interval(1)
.Effect(new DamageEffect(5), EffectOn.Interval)
.Effect(new RemoveEffect(), EffectOn.Duration)
.Duration(5)
.Refresh(RefreshType.Duration);
Calling Refresh()
without any arguments will make the last time (interval/duration) component refreshable.
Add("DamageOverTimeRefreshableDuration")
.Interval(1)
.Effect(new DamageEffect(5), EffectOn.Interval)
.Effect(new RemoveEffect(), EffectOn.Duration)
.Duration(5).Refresh();
Stack
Then there's Stack(WhenStackEffect whenStackEffect, float value, int maxStacks, int everyXStacks)
.
It's used for tracking how many times the modifier has been re-added to the unit, or other stacking logic.
WhenStackEffect
tells the modifier when the stack action should be triggered: Always, OnMaxStacks, EveryXStacks,
etc.
StackEffectType
tells the effect what to do when the stack action is triggered:
Trigger it's effect, add to it's effect, or both or all, etc.
In this example we deal 5 damage every 1 second, but each time we add the modifier, we add 2 damage to the effect. Resulting in 7 damage every 1 second with 1 stack. 9 with 2 stacks, etc.
Add("StackableDamage_DamageOverTime")
.Interval(1)
.Effect(new DamageEffect(5, StackEffectType.Add), EffectOn.Interval)
.Stack(WhenStackEffect.Always, value: 2);
OneTimeInit & Aura
OneTimeInit()
makes the modifier only trigger the init effect once, when it's added to the unit.
Any subsequent adds will not trigger the init effects, but refresh and stack effects will still work as usual.
This is very useful for aura modifiers, where we don't want to stack the aura effect.
For partial aura functionality, we can tell the recipe that it will trigger effects on multiple units at once
with Aura()
.
Add("InitAddDamageBuff")
.OneTimeInit()
.Effect(new AddDamageEffect(5, true), EffectOn.Init)
.Remove(1.05f).Refresh();
Add("InitAddDamageBuff_Interval")
.Aura()
.Interval(1)
.Effect(new ApplierEffect("InitAddDamageBuff"), EffectOn.Interval);
InstanceStackable
InstanceStackable()
makes the modifier instance stackable,meaning that we can have
multiple instances of the same modifier on the same unit.
This will impose a slight performance penalty, and will require to use unique genId
for each instance.
This example deals 5 damage every 1 second, the remove timer can't be refreshed by normal means. And each new call to add the modifier will add a new instance of the modifier.
AddRecipe("InstanceStackableDoT")
.InstanceStackable()
.Interval(1)
.Effect(new DamageEffect(5), EffectOn.Interval)
.Remove(5);
Meta-Effect
Effects can store meta effects, that will manipulate the effect values with optional conditions. Meta effects, just like normal effects, are user-generated. Note that meta-effect can't have mutable state. Any mutable state should be stored in the effect itself or on the unit. Effects support many meta effects after each other. Allowing for very complex interactions.
This example scales our 5 damage value based on the source unit's health times some multiplier.
Add("InitDamageValueBasedOnHealthMeta")
.Effect(new DamageEffect(5)
.SetMetaEffects(new StatPercentMetaEffect(StatType.Health, Targeting.SourceTarget)), EffectOn.Init);
Post-Effect
Post-effects can be chained with meta-effects.
Post effects are effects that are applied after the main effect. And use the main effect as a source for their values. Most common example of this is lifesteal, where we deal damage, and then heal for a percentage of the damage dealt. Post effects also can't have any mutable state, and work fully in conjunction with meta effects.
This example deals 5 damage on init, and then heals for 50% of the damage dealt.
Add("InitDamageLifeStealPost")
.Effect(new DamageEffect(5)
.SetPostEffects(new LifeStealPostEffect(0.5f, Targeting.SourceTarget)) , EffectOn.Init);
Apply & Effect Condition (checks)
Modifiers can have conditions, that will check if the modifier/target/source fulfills the condition before applying the
modifier.
ModiBuff.Units
has a few built-in conditions, and custom conditions are fully supported.
The common conditions are: cooldown, mana cost, chance, status effect, etc.
This example deals 5 damage on init apply, only if: the source unit has at least 5 mana, passes the 50% roll, is not on 1 second cooldown, source is able to act (attack, heal), and target is silenced.
Add("InitDamage_CostMana")
.ApplyCost(CostType.Mana, 5)
.ApplyChance(0.5f)
.ApplyCooldown(1f)
.ApplyCondition(LegalAction.Act)
.EffectCondition(LegalAction.Silence)
.Effect(new DamageEffect(5), EffectOn.Init);
Event
Events are a way to call effects on certain unit events. Examples of this are: When Attacked, When Killed, On Attack, On Kill, On Cast, etc.
Some common examples of this are: thorns, restore health on cast, add damage on kill.
In this example we deal 5 damage to a unit that attacks us.
Add("ThornsOnHitEvent")
.Effect(new DamageEffect(5), EffectOn.Event, Targeting.SourceTarget)
.Event(EffectOnEvent.WhenAttacked);
Callback
Callbacks work like events, but have extra functionality, like being able to remove the modifier on callback.
Callbacks are a way to add logic that can be triggered on any user/game-based action. This is particularly useful for removing modifiers on certain non-standard cases.
In this example we add 5 damage to unit on Init, and the modifier can only be removed if the unit gets hit by a " StrongHit". Essentially a hit that deals more than half units health in damage (ex. game logic).
Add("InitAddDamageRevertibleHalfHealthCallback")
.Effect(new AddDamageEffect(5, true), EffectOn.Init)
.Remove(RemoveEffectOn.Callback)
.Callback(CallbackType.StrongHit);
It's possible to use any IEffect for callbacks, so we can for example heal the unit to full health every time they get hit by a "StrongHit".
Add("InitHealToFullWhenStrongHitCallback")
.Effect(new HealEffect(0)
.SetMetaEffects(new AddValueBasedOnStatDiffMetaEffect(StatType.MaxHealth)), EffectOn.Callback)
.Callback(CallbackType.StrongHit);
Callback Unit delegate
There's another version of callbacks, based on delegates instead of IEffects. It can be useful for simple one-off effects.
Add("InitHealToFullHalfHealthCallback")
.Callback(CallbackType.StrongHit, (target, source) =>
{
var damageable = (IDamagable<float, float>)target;
((IHealable<float, float>)target).Heal(damageable.MaxHealth - damageable.Health, source);
});
Note that no effect or state can be defined or saved here, being mostly a downside.
Modifier Actions
Sometimes we need extra control of what happens inside the modifier, with game logic. This can be achieved with modifier actions, currently there's two: Refresh and ResetStacks.
Here we have a delayed add damage, that triggers after 2 seconds. But if a unit takes a "StrongHit", it will reset the timer.
Add("DurationAddDamageStrongHitRefresh")
.Effect(new AddDamageEffect(5), EffectOn.Duration)
.ModifierAction(ModifierAction.Refresh, EffectOn.Callback)
.Callback(CallbackType.StrongHit)
.Duration(2).Refresh();
Here we add damage every 5 stacks of the modifier. But if a unit takes a "StrongHit", it will reset the stacks count to 0.
Add("StackAddDamageStrongHitResetStacks")
.Effect(new AddDamageEffect(5), EffectOn.Stack)
.ModifierAction(ModifierAction.ResetStacks, EffectOn.Callback)
.Callback(CallbackType.StrongHit)
.Stack(WhenStackEffect.EveryXStacks, everyXStacks: 5);
Tags
Tags are a way to mark modifiers, there are a few internal tags that tell the ModifierController
how the modifiers
should be handled. Tags are stored inside ModifierRecipes
and can only be set on modifier generator creation.
Then there's a few other internal tags that are there for the user: IsInstanceStackable, IntervalIgnoresStatusResistance and DurationIgnoresStatusResistance.
There's also a TagType.Default
which we can use in the beginning to define our default tags in the config.
Config.DefaultTag = /*Your*/TagType.Default;
But tagging also supports user-defined tags, that can be used for any purpose.
ModiBuff.Units
uses it to implement legal targeting for modifiers.
We need to respect the last reserved tag in ModiBuff.Core.TagType
.
[Flags]
public enum TagType : ulong
{
Default = Core.TagType.Default | LegalTargetAll,
LastReserved = Core.TagType.LastReserved,
LegalTargetSelf = 1ul << 17,
LegalTargetAlly = 1ul << 18,
LegalTargetEnemy = 1ul << 19,
LegalTargetAll = LegalTargetSelf | LegalTargetAlly | LegalTargetEnemy,
//UserTag5 = 1ul << 21
}
Then we can define some helper extension methods for checking if a unit is a legal target of the modifier.
public static bool IsLegalTarget(this int modifierId, IUnitEntity target, IUnitEntity source)
{
var tag = (TagType)ModifierRecipes.GetTag(modifierId);
if (tag.HasTag(TagType.LegalTargetSelf) && target == source)
return true;
return tag.IsLegalTarget(target.UnitType, source.UnitType);
}
public static bool IsLegalTarget(this TagType tag, UnitType target, UnitType source)
{
if (tag.HasTag(TagType.LegalTargetAlly) && target == source)
return true;
if (tag.HasTag(TagType.LegalTargetEnemy) && target != source)
return true;
if (tag.HasTag(TagType.LegalTargetAll))
return true;
#if DEBUG
Logger.Log($"Tag {tag} is not a legal target for UnitType.{target} from UnitType.{source}");
#endif
return false;
}
So we can finally setup our own tag for modifiers.
Note that we're also using a default tag that sets all modifiers to be legal to target all units. So we need to remove that tag first.
Add("InitDamageEnemyOnly")
.RemoveTag((Core.TagType)LegalTarget.All)
.Tag((Core.TagType)TagType.LegalTargetEnemy)
.Effect(new DamageEffect(5f), EffectOn.Init);
Then we can make a extension method for our logic, so we don't use the previous verbose Tag
approach.
public static ModifierRecipe LegalTarget(this ModifierRecipe recipe, LegalTarget target)
{
recipe.RemoveTag((Core.TagType)TagType.LegalTargetAll);
return recipe.Tag(target.ToTagType());
}
Add("InitDamageEnemyOnly")
.LegalTarget(LegalTarget.Enemy)
.Effect(new DamageEffect(5f), EffectOn.Init);
Order
Functions should be used in the operation order, for clarity. This is optional, except for parameterless refresh functions, which should be called right after interval/duration.
Add("Full")
.OneTimeInit()
.ApplyCondition(ConditionType.HealthIsFull)
.ApplyCooldown(1)
.ApplyCost(CostType.Mana, 5)
.ApplyChance(0.5f)
.EffectCondition(ConditionType.HealthIsFull)
.EffectCooldown(1)
.EffectCost(CostType.Mana, 5)
.EffectChance(0.5f)
.Effect(new DamageEffect(5), EffectOn.Init)
.Effect(new DamageEffect(5), EffectOn.Stack)
.Stack(WhenStackEffect.EveryXStacks, everyXStacks: 2)
.Interval(1)
.Effect(new DamageEffect(2), EffectOn.Interval)
.Remove(5).Refresh()
.Effect(new DamageEffect(8), EffectOn.Duration);
Each modifier should have at least one effect, unless it's used as a flag.
Recipe Limitations
Note that these limitations don't matter for 95% of the use cases.
- One Interval Component
- One Duration Component
- One Modifier Check for all effects
- Same Checks (cost, chance, cooldown) for all effects
Adding Modifiers To Units
There's multiple ways to add modifiers to a unit.
For normal modifiers, the best approach is to use IModifierOwner.TryAddModifier(int, IUnit)
.
By feeding the modifier ID, and the source unit.
For applier (attack, cast, etc) modifiers, IModifierOwner.ModifierController.TryAddApplier(int, bool, ApplierType)
should be used.
Currently for aura modifiers it has to be implemented directly into the unit. An example of this can be found
in CoreUnits.Unit.AddAuraModifier(int)
.
This is also the case for unit events, like OnKill
, OnAttack
, WhenDeath
, etc.
Through IEventOwner.AddEffectEvent(IEffect, EffectOnEvent)
.
Effect
Making New Effects
The library allows for easy creation of new effects. Which are needed for using custom game-based logic.
Effects have to implement IEffect
.
They can also implement ITargetEffect
for event targeting owner/source,
IStackEffect
for stacking functionality, IStateEffect
for resetting runtime state.
For fully featured effect implementation, look at DamageEffect
In-depth Effect Creation
We start by creating a new class that implements IEffect
.
IEffect
has a method void Effect(IUnit target, IUnit source);
that gets fed the target and source of the
cast/attack/apply.
The next important thing is to identify if our effect will have mutable state.
It will have state if we plan on reverting it, adding more value to it, or changing internal effect state.
In that case, we need to implement IStateEffect
, which has a method void ResetState();
that gets called when the
modifier is sent back to pool, and also a clone IEffect ShallowClone()
method. For cloning the effect so the state is
not shared between modifiers.
If we want to use stack logic, the effect needs to implement IStackEffect
.
If the effect should support non-standard targeting, it should implement ITargetEffect
.
The effects hould have two constructors, the first main one should be used for recipes, and only expose the non-recipe setting variables. The other constructor should be in a factory pattern style, and expose all the variables.
Applier Effect
Hands down, the most powerful effect is the ApplierEffect.
It's used to apply other modifiers to units. While being able to use modifier logic, like stacks.
This can create some very sophisticated modifiers:
//WhenAttacked ApplyModifier. Every5Stacks this modifier adds a new ^ rupture modifier
AddRecipe("ComplexApplier_OnHit_Event")
.Effect(new ApplierEffect("ComplexApplier_Rupture"), EffectOn.Event, Targeting.SourceTarget)
.Event(EffectOnEvent.WhenAttacked);
//rupture modifier, that does DoT. When this gets to 5 stacks, apply the disarm effect.
Add("ComplexApplier_Rupture")
.Effect(new DamageEffect(5), EffectOn.Interval)
.Effect(new ApplierEffect("ComplexApplier_Disarm"), EffectOn.Stack)
.Stack(WhenStackEffect.EveryXStacks, everyXStacks: 5);
//Disarm the target for 5 seconds. On 2 stacks, removable in 10 seconds, refreshable.
Add("ComplexApplier_Disarm")
.Effect(new StatusEffectEffect(StatusEffectType.Disarm, 5, false, StackEffectType.Effect), EffectOn.Stack)
.Stack(WhenStackEffect.EveryXStacks, everyXStacks: 2)
.Remove(10)
.Refresh();
The next one is very complex, but it shows the power of the ApplierEffect.
Obviously the effects can be whatever we want. Damage, Stun, etc.
Add damage on 4 stacks buff, that you give someone when they heal you 5 times, for 60 seconds.
To clarify:
- Player heals ally 5 times, gets buff
- Player attacks an enemy 4 times, gets damage buff
- Player buff gets removed after 60 seconds
//Apply the modifier to source (healer) WhenHealed
Add("ComplexApplier2_WhenHealed_Event")
.Effect(new ApplierEffect("ComplexApplier2_WhenHealed"), EffectOn.Event, Targeting.SourceTarget)
.Event(EffectOnEvent.WhenHealed);
//On 5 stacks, apply the modifier to self.
Add("ComplexApplier2_WhenHealed")
.Effect(new ApplierEffect("ComplexApplier2_OnAttack_Event"), EffectOn.Stack)
.Stack(WhenStackEffect.EveryXStacks, everyXStacks: 5)
.Remove(5).Refresh();
//Long main buff. Apply the modifier OnAttack.
Add("ComplexApplier2_OnAttack_Event")
.Effect(new ApplierEffect("ComplexApplier2_WhenAttacked_Event"), EffectOn.Event)
.Event(EffectOnEvent.OnAttack)
.Remove(60).Refresh();
Add("ComplexApplier2_WhenAttacked_Event")
.Effect(new ApplierEffect("ComplexApplier2_AddDamageAdd"), EffectOn.Event, Targeting.SourceTarget)
.Event(EffectOnEvent.WhenAttacked)
.Remove(5).Refresh();
//On 4 stacks, Add Damage to Unit source (attacker).
Add("ComplexApplier2_AddDamageAdd")
.Effect(new ApplierEffect("ComplexApplier2_AddDamage"), EffectOn.Stack)
.Stack(WhenStackEffect.EveryXStacks, everyXStacks: 4)
.Remove(5).Refresh();
//AddDamage 5, one time init, remove in 10 seconds, refreshable.
Add("ComplexApplier2_AddDamage")
.OneTimeInit()
.Effect(new AddDamageEffect(5, true), EffectOn.Init)
.Remove(10).Refresh();
Modifier
Modifiers are the core backend part of the library, they are the things that are applied to entities with effects on
certain actions. Ex. Init, Interval, Duration, Stack.
You CAN'T use the Modifier class directly, use the recipe system.
Recipe system fixes a lot of internal complexity of setting up modifiers for you.
It's possible to make modifier directly by using ManualModifierGenerator
class,
specifically ModifierRecipes.Add(string, string, string, ModifierGeneratorFunc, Tag)
method.
But only do so if you really know what you're doing, and need that extra functionality like multiple interval/duration
components, react callbacks, etc.
Manual Modifier Generation
Manual modifier generation is not a "first-class citizen" in the library, but it does support all the bleeding edge features that aren't supported in recipes yet.
Here's a basic implementation of the classic 5 damage on init modifier. First as recipe, then as manual modifier.
Add("InitDamage")
.Effect(new DamageEffect(5), EffectOn.Init);
We need to always supply a TargetComponent
, and id, genId and name need to fed to the modifier.
Add("InitDamageManual", "", "", (id, genId, name, tag) =>
{
var initComponent = new InitComponent(false, new IEffect[] { new DamageEffect(5) }, null);
return new Modifier(id, genId, name, initComponent, null, null, null,
new SingleTargetComponent(), null);
}/*>Supply possible tags here<*/);
As we can see there's a lot of manual setup, but this gives us more control over the modifier. We can have multiple interval and duration components, with different unique effects.
We don't need to tag if our effect is init, stack or refresh. Since it's done automatically by the library through reflection.
Some effects have special constructors for manual modifier generation, where you can supply the needed parameters directly. For example effects that hold instance info.
var effect = StatusEffectEffect.Create(id, genId, StatusEffectType.Sleep, 5f, true);
React Callbacks
One reason to use manual modifier generation right now is to use react callbacks (not supported yet in recipes).
This example applies a sleep effect for 5 seconds, but if the unit takes 10 damage, it reverts the sleep effect and the modifier.
We're using factory pattern constructors here for the effects, since they need the id and genId to work with modifier instances.
Add("InitStatusEffectSleep_RemoveOnTenDamageTaken", (id, genId, name, tag) =>
{
var effect = StatusEffectEffect.Create(id, genId, StatusEffectType.Sleep, 5f, true);
var removeEffect = RemoveEffect.Create(id, genId);
float totalDamageTaken = 0f;
var @event = new HealthChangedEvent((target, source, health, deltaHealth) =>
{
totalDamageTaken += deltaHealth;
if (totalDamageTaken >= 10)
removeEffect.Effect(target, source);
});
var registerReactEffect = new ReactCallbackRegisterEffect<ReactType>(
new ReactCallback<ReactType>(ReactType.CurrentHealthChanged, @event));
//Order of reverts matters here, if we revert the captured variable after
//it will trigger a recursive effect, because the captured variable will never be reset
removeEffect.SetRevertibleEffects(new IRevertEffect[]
{ effect, new RevertActionEffect(() => { totalDamageTaken = 0f; }), registerReactEffect });
var initComponent = new InitComponent(false, new IEffect[] { effect, registerReactEffect }, null);
return new Modifier(id, genId, name, initComponent, null, null, null,
new SingleTargetComponent(), null);
});
A basic dispel mechanic can also be implemented with react callbacks.
Add("InitStatusEffectSleep_RemoveOnDispel", (id, genId, name, tag) =>
{
var effect = StatusEffectEffect.Create(id, genId, StatusEffectType.Sleep, 5f, true);
var removeEffect = RemoveEffect.Create(id, genId);
var @event = new DispelEvent((target, source, eventTag) =>
{
if ((tag & eventTag.ToInternalTag()) != 0)
removeEffect.Effect(target, source);
});
var registerReactEffect = new ReactCallbackRegisterEffect<ReactType>(
new ReactCallback<ReactType>(ReactType.Dispel, @event));
removeEffect.SetRevertibleEffects(new IRevertEffect[] { effect, registerReactEffect });
var initComponent = new InitComponent(false, new IEffect[] { effect, registerReactEffect }, null);
return new Modifier(id, genId, name, initComponent, null, null, null,
new SingleTargetComponent(), null);
}, TagType.BasicDispel);
Then we can dispel this modifier with Unit.Dispel(TagType.BasicDispel, Unit);
.
FAQ
Q: ModiBuff.Units seems to use excessive casting in effects. Why not have a master unit interface?
A: This was a tough solution to make custom user effects work with their own unit implementations.
And not force users to implement all methods for functionality, where it's not used.
Q: How do I make "insert mechanic from a game" in ModiBuff?
A: First check ModifierExamples.md. Then if it isn't there, ask about how to make it in issues,
will make a better
platform for discussion if needed.
Q: It's 100% not possible to make "mechanic from a game" in ModiBuff.
A: If the mechanic is lacking internal ModiBuff functionality to work, and isn't an effect implementation problem, make
an issue about it. The goal of ModiBuff is to support as many unique mechanics as possible,
that don't rely on game logic.
Q: Why can't effects hold my/some kind of state? How else can I achieve this?
A: Feeding mutable (non-stack) state to effects would introduce way too much complexity.
Instead we achieve this by using meta effects, and post effects on a secondary entity.
An example of this is a
projectile.
Q: How to handle UI?
A: There's two main ways of handling UI. The first general info is Modifier Name and Modifier Description,
through ModifierRecipes.GetModifierInfo()
. There's also ModifierController.GetApplier*()
methods for appliers info.
And ModifierController.GetModifierReferences()
for normal modifiers. Basic usage is shown in the
BasicConsole sample.
Q: I have a lot of modifiers, and care about memory usage (ex. mobile). What can I do?
A: With huge amounts of modifier generators 500+ (recipes), and 10000+ units,
the memory usage of ModifierController
s will be around 20MB. It can be lowered to 1MB±
by using Config.UseDictionaryIndexes
, at a small performance cost.
Q: My stack effect is not working, what's wrong?
A: StackEffectType needs to be set in all: IEffect
(ex. DamageEffect), Recipe.Effect.EffectOn.Stack
and Recipe.Stack()
Ex:
Add("StackDamage")
.Effect(new DamageEffect(5, StackEffectType.Effect/*<<THIS*/), EffectOn.Stack)
.Stack(WhenStackEffect.Always);
Examples
Modifier/Effect/Recipe
For a big list of implementation examples, see ModifierExamples.md
Full
Note: The current examples are very very bare bones, a proper implementation with custom game logic will be added soon.
Basic console sample, of player unit fighting a single enemy unit at a time.
Internals
Modifier lifetime process
Recipes are only a initial intermediate step, to tell the system how to create modifiers.
Recipes can also be fully skipped by using creating modifiers manually with the ManualModifierGenerator
class.
Recipes and generators are only created once in the initialization process.
When the generators have been created, they're fed to the pool. That supplies it's internal stacks with modifier instances. There's a singleton pool that is used by every ModifierController.
Differences to ModiBuffEcs and Old
ModiBuffEcs
ModiBuff has:
- No GC/allocations
- No ECS framework needed
- Worse iteration speed, 25_000 interval modifiers compared to 100_000 modifiers, 5ms update, average complexity modifiers
- Many more features
Old Modifier Library
ModiBuff has:
- Much better backend and design decisions
- Lightweight
- Smaller Codebase
- No GC/allocations
- Redesigned Improved API
- Better iteration speed, 25_000 interval modifiers (from 500), 5ms update, average complexity modifiers
- Better memory management (1MB for 5_000 modifiers)
- No arbitrary name constraints
- Missing features:
- Two status effects: taunt, confuse
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net5.0 was computed. net5.0-windows was computed. net6.0 was computed. net6.0-android was computed. net6.0-ios was computed. net6.0-maccatalyst was computed. net6.0-macos was computed. net6.0-tvos was computed. net6.0-windows was computed. net7.0 was computed. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
.NET Core | netcoreapp1.0 was computed. netcoreapp1.1 was computed. netcoreapp2.0 was computed. netcoreapp2.1 was computed. netcoreapp2.2 was computed. netcoreapp3.0 was computed. netcoreapp3.1 was computed. |
.NET Standard | netstandard1.1 is compatible. netstandard1.2 was computed. netstandard1.3 was computed. netstandard1.4 was computed. netstandard1.5 was computed. netstandard1.6 was computed. netstandard2.0 is compatible. netstandard2.1 was computed. |
.NET Framework | net45 was computed. net451 was computed. net452 was computed. net46 was computed. net461 was computed. net462 was computed. net463 was computed. net47 was computed. net471 was computed. net472 was computed. net48 was computed. net481 was computed. |
MonoAndroid | monoandroid was computed. |
MonoMac | monomac was computed. |
MonoTouch | monotouch was computed. |
Tizen | tizen30 was computed. tizen40 was computed. tizen60 was computed. |
Universal Windows Platform | uap was computed. uap10.0 was computed. |
Windows Phone | wpa81 was computed. |
Windows Store | netcore was computed. netcore45 was computed. netcore451 was computed. |
Xamarin.iOS | xamarinios was computed. |
Xamarin.Mac | xamarinmac was computed. |
Xamarin.TVOS | xamarintvos was computed. |
Xamarin.WatchOS | xamarinwatchos was computed. |
-
.NETStandard 1.1
- ModiBuff (>= 0.2.0)
- NETStandard.Library (>= 1.6.1)
-
.NETStandard 2.0
- ModiBuff (>= 0.2.0)
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