veloren/common/src/event.rs

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use crate::{comp, sync::Uid};
use comp::{item::Tool, InventoryUpdateEvent};
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use parking_lot::Mutex;
use serde::Deserialize;
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use specs::Entity as EcsEntity;
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use std::{collections::VecDeque, ops::DerefMut};
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use vek::*;
pub struct SfxEventItem {
pub sfx: SfxEvent,
pub pos: Option<Vec3<f32>>,
pub vol: Option<f32>,
}
impl SfxEventItem {
pub fn new(sfx: SfxEvent, pos: Option<Vec3<f32>>, vol: Option<f32>) -> Self {
Self { sfx, pos, vol }
}
pub fn at_player_position(sfx: SfxEvent) -> Self {
Self {
sfx,
pos: None,
vol: None,
}
}
}
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#[derive(Copy, Clone, Debug, PartialEq, Deserialize, Hash, Eq)]
pub enum SfxEvent {
Idle,
Run,
Roll,
Climb,
Swim,
GliderOpen,
Glide,
GliderClose,
Jump,
Fall,
ExperienceGained,
LevelUp,
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Wield(Tool),
Unwield(Tool),
Inventory(InventoryUpdateEvent),
}
pub enum LocalEvent {
Jump(EcsEntity),
WallLeap {
entity: EcsEntity,
wall_dir: Vec3<f32>,
},
Boost {
entity: EcsEntity,
vel: Vec3<f32>,
},
}
pub enum ServerEvent {
Explosion {
pos: Vec3<f32>,
radius: f32,
},
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Damage {
uid: Uid,
change: comp::HealthChange,
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},
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Destroy {
entity: EcsEntity,
cause: comp::HealthSource,
},
InventoryManip(EcsEntity, comp::InventoryManip),
Respawn(EcsEntity),
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Shoot {
entity: EcsEntity,
dir: Vec3<f32>,
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body: comp::Body,
light: Option<comp::LightEmitter>,
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projectile: comp::Projectile,
gravity: Option<comp::Gravity>,
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},
LandOnGround {
entity: EcsEntity,
vel: Vec3<f32>,
},
Mount(EcsEntity, EcsEntity),
Unmount(EcsEntity),
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Possess(Uid, Uid),
CreateCharacter {
entity: EcsEntity,
name: String,
body: comp::Body,
main: Option<String>,
},
ExitIngame {
entity: EcsEntity,
},
CreateNpc {
pos: comp::Pos,
stats: comp::Stats,
body: comp::Body,
agent: comp::Agent,
alignment: comp::Alignment,
scale: comp::Scale,
},
CreateWaypoint(Vec3<f32>),
ClientDisconnect(EcsEntity),
ChunkRequest(EcsEntity, Vec2<i32>),
ChatCmd(EcsEntity, String),
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}
pub struct EventBus<E> {
queue: Mutex<VecDeque<E>>,
}
impl<E> Default for EventBus<E> {
fn default() -> Self {
Self {
queue: Mutex::new(VecDeque::new()),
}
}
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}
impl<E> EventBus<E> {
pub fn emitter(&self) -> Emitter<E> {
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Emitter {
bus: self,
events: VecDeque::new(),
}
}
pub fn emit(&self, event: E) { self.queue.lock().push_front(event); }
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pub fn recv_all(&self) -> impl ExactSizeIterator<Item = E> {
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std::mem::replace(self.queue.lock().deref_mut(), VecDeque::new()).into_iter()
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}
}
pub struct Emitter<'a, E> {
bus: &'a EventBus<E>,
events: VecDeque<E>,
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}
impl<'a, E> Emitter<'a, E> {
pub fn emit(&mut self, event: E) { self.events.push_front(event); }
pub fn append(&mut self, other: &mut VecDeque<E>) { self.events.append(other) }
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}
impl<'a, E> Drop for Emitter<'a, E> {
fn drop(&mut self) { self.bus.queue.lock().append(&mut self.events); }
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}