veloren/server/src/events/entity_creation.rs

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use crate::{sys, Server, StateExt};
use common::{
comp::{
self, Agent, Alignment, Body, Gravity, LightEmitter, Loadout, Pos, Projectile, Scale,
Stats, Vel, WaypointArea,
},
util::Dir,
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};
use specs::{Builder, Entity as EcsEntity, WorldExt};
use vek::{Rgb, Vec3};
pub fn handle_create_character(
server: &mut Server,
entity: EcsEntity,
character_id: i32,
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body: Body,
main: Option<String>,
stats: Stats,
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) {
let state = &mut server.state;
let server_settings = &server.server_settings;
state.create_player_character(entity, character_id, body, main, stats, server_settings);
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sys::subscription::initialize_region_subscription(state.ecs(), entity);
}
pub fn handle_create_npc(
server: &mut Server,
pos: Pos,
stats: Stats,
loadout: Loadout,
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body: Body,
agent: Agent,
alignment: Alignment,
scale: Scale,
) {
server
.state
.create_npc(pos, stats, loadout, body)
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.with(agent)
.with(scale)
.with(alignment)
.build();
}
pub fn handle_shoot(
server: &mut Server,
entity: EcsEntity,
dir: Dir,
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body: Body,
light: Option<LightEmitter>,
projectile: Projectile,
gravity: Option<Gravity>,
) {
let state = server.state_mut();
let mut pos = state
.ecs()
.read_storage::<Pos>()
.get(entity)
.expect("Failed to fetch entity")
.0;
// TODO: Player height
pos.z += 1.2;
let mut builder = state.create_projectile(Pos(pos), Vel(*dir * 100.0), body, projectile);
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if let Some(light) = light {
builder = builder.with(light)
}
if let Some(gravity) = gravity {
builder = builder.with(gravity)
}
builder.build();
}
pub fn handle_create_waypoint(server: &mut Server, pos: Vec3<f32>) {
server
.state
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.create_object(Pos(pos), comp::object::Body::CampfireLit)
.with(LightEmitter {
col: Rgb::new(1.0, 0.65, 0.2),
strength: 2.0,
flicker: 1.0,
animated: true,
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})
.with(WaypointArea::default())
.build();
}