veloren/server/src/events/entity_manipulation.rs

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use crate::{client::Client, Server, SpawnPoint, StateExt};
use common::{
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assets,
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comp::{
self, item::lottery::Lottery, object, Alignment, Body, Damage, DamageSource, Group,
HealthChange, HealthSource, Player, Pos, Stats,
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},
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msg::{PlayerListUpdate, ServerMsg},
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outcome::Outcome,
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state::BlockChange,
sync::{Uid, UidAllocator, WorldSyncExt},
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sys::combat::BLOCK_ANGLE,
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terrain::{Block, TerrainGrid},
vol::{ReadVol, Vox},
};
use specs::{join::Join, saveload::MarkerAllocator, Entity as EcsEntity, WorldExt};
use tracing::error;
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use vek::Vec3;
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pub fn handle_damage(server: &Server, uid: Uid, change: HealthChange) {
let state = &server.state;
let ecs = state.ecs();
if let Some(entity) = ecs.entity_from_uid(uid.into()) {
if let Some(stats) = ecs.write_storage::<Stats>().get_mut(entity) {
stats.health.change_by(change);
}
}
}
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/// Handle an entity dying. If it is a player, it will send a message to all
/// other players. If the entity that killed it had stats, then give it exp for
/// the kill. Experience given is equal to the level of the entity that was
/// killed times 10.
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pub fn handle_destroy(server: &mut Server, entity: EcsEntity, cause: HealthSource) {
let state = server.state_mut();
// Chat message
if let Some(player) = state.ecs().read_storage::<Player>().get(entity) {
let msg = if let HealthSource::Attack { by }
| HealthSource::Projectile { owner: Some(by) } = cause
{
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state.ecs().entity_from_uid(by.into()).and_then(|attacker| {
state
.ecs()
.read_storage::<Player>()
.get(attacker)
.map(|attacker_alias| {
format!("{} was killed by {}", &player.alias, &attacker_alias.alias)
})
})
} else {
None
}
.unwrap_or(format!("{} died", &player.alias));
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state.notify_registered_clients(comp::ChatType::Kill.server_msg(msg));
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}
// Give EXP to the killer if entity had stats
(|| {
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let mut stats = state.ecs().write_storage::<Stats>();
let by = if let HealthSource::Attack { by } | HealthSource::Projectile { owner: Some(by) } =
cause
{
by
} else {
return;
};
let attacker = if let Some(attacker) = state.ecs().entity_from_uid(by.into()) {
attacker
} else {
return;
};
let entity_stats = if let Some(entity_stats) = stats.get(entity) {
entity_stats
} else {
return;
};
let groups = state.ecs().read_storage::<Group>();
let attacker_group = groups.get(attacker);
let destroyed_group = groups.get(entity);
// Don't give exp if attacker destroyed themselves or one of their group members
if (attacker_group.is_some() && attacker_group == destroyed_group) || attacker == entity {
return;
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}
// Maximum distance for other group members to receive exp
const MAX_EXP_DIST: f32 = 150.0;
// Attacker gets same as exp of everyone else
const ATTACKER_EXP_WEIGHT: f32 = 1.0;
let mut exp_reward = (entity_stats.body_type.base_exp()
+ entity_stats.level.level() * entity_stats.body_type.base_exp_increase())
as f32;
// Distribute EXP to group
let positions = state.ecs().read_storage::<Pos>();
let alignments = state.ecs().read_storage::<Alignment>();
let uids = state.ecs().read_storage::<Uid>();
if let (Some(attacker_group), Some(pos)) = (attacker_group, positions.get(entity)) {
// TODO: rework if change to groups makes it easier to iterate entities in a
// group
let mut num_not_pets_in_range = 0;
let members_in_range = (
&state.ecs().entities(),
&groups,
&positions,
alignments.maybe(),
&uids,
)
.join()
.filter(|(entity, group, member_pos, _, _)| {
// Check if: in group, not main attacker, and in range
*group == attacker_group
&& *entity != attacker
&& pos.0.distance_squared(member_pos.0) < MAX_EXP_DIST.powi(2)
})
.map(|(entity, _, _, alignment, uid)| {
if !matches!(alignment, Some(Alignment::Owned(owner)) if owner != uid) {
num_not_pets_in_range += 1;
}
entity
})
.collect::<Vec<_>>();
let exp = exp_reward / (num_not_pets_in_range as f32 + ATTACKER_EXP_WEIGHT);
exp_reward = exp * ATTACKER_EXP_WEIGHT;
members_in_range.into_iter().for_each(|e| {
if let Some(stats) = stats.get_mut(e) {
stats.exp.change_by(exp.ceil() as i64);
}
});
}
if let Some(attacker_stats) = stats.get_mut(attacker) {
// TODO: Discuss whether we should give EXP by Player
// Killing or not.
attacker_stats.exp.change_by(exp_reward.ceil() as i64);
}
})();
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if state
.ecs()
.write_storage::<Client>()
.get_mut(entity)
.is_some()
{
state
.ecs()
.write_storage()
.insert(entity, comp::Vel(Vec3::zero()))
.err()
.map(|e| error!(?e, ?entity, "Failed to set zero vel on dead client"));
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state
.ecs()
.write_storage()
.insert(entity, comp::ForceUpdate)
.err()
.map(|e| error!(?e, ?entity, "Failed to insert ForceUpdate on dead client"));
state
.ecs()
.write_storage::<comp::LightEmitter>()
.remove(entity);
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state
.ecs()
.write_storage::<comp::Energy>()
.get_mut(entity)
.map(|energy| energy.set_to(energy.maximum(), comp::EnergySource::Revive));
let _ = state
.ecs()
.write_storage::<comp::CharacterState>()
.insert(entity, comp::CharacterState::default());
} else if state.ecs().read_storage::<comp::Agent>().contains(entity) {
// Replace npc with loot
let _ = state
.ecs()
.write_storage()
.insert(entity, Body::Object(object::Body::Pouch));
let mut item_drops = state.ecs().write_storage::<comp::ItemDrop>();
let item = if let Some(item_drop) = item_drops.get(entity).cloned() {
item_drops.remove(entity);
item_drop.0
} else {
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let chosen = assets::load_expect::<Lottery<_>>("common.loot_table");
let chosen = chosen.choose();
assets::load_expect_cloned(chosen)
};
let _ = state.ecs().write_storage().insert(entity, item);
state.ecs().write_storage::<comp::Stats>().remove(entity);
state.ecs().write_storage::<comp::Agent>().remove(entity);
state
.ecs()
.write_storage::<comp::LightEmitter>()
.remove(entity);
state
.ecs()
.write_storage::<comp::CharacterState>()
.remove(entity);
state
.ecs()
.write_storage::<comp::Controller>()
.remove(entity);
} else {
let _ = state
.delete_entity_recorded(entity)
.map_err(|e| error!(?e, ?entity, "Failed to delete destroyed entity"));
}
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// TODO: Add Delete(time_left: Duration) component
/*
// If not a player delete the entity
if let Err(err) = state.delete_entity_recorded(entity) {
error!(?e, "Failed to delete destroyed entity");
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}
*/
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}
pub fn handle_land_on_ground(server: &Server, entity: EcsEntity, vel: Vec3<f32>) {
let state = &server.state;
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if vel.z <= -30.0 {
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if let Some(stats) = state.ecs().write_storage::<comp::Stats>().get_mut(entity) {
let falldmg = (vel.z.powi(2) / 20.0 - 40.0) * 10.0;
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let mut damage = Damage {
healthchange: -falldmg,
source: DamageSource::Falling,
};
if let Some(loadout) = state.ecs().read_storage::<comp::Loadout>().get(entity) {
damage.modify_damage(false, loadout);
}
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stats.health.change_by(comp::HealthChange {
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amount: damage.healthchange as i32,
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cause: comp::HealthSource::World,
});
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}
}
}
pub fn handle_respawn(server: &Server, entity: EcsEntity) {
let state = &server.state;
// Only clients can respawn
if state
.ecs()
.write_storage::<Client>()
.get_mut(entity)
.is_some()
{
let respawn_point = state
.read_component_copied::<comp::Waypoint>(entity)
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.map(|wp| wp.get_pos())
.unwrap_or(state.ecs().read_resource::<SpawnPoint>().0);
state
.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.revive());
state
.ecs()
.write_storage::<comp::Pos>()
.get_mut(entity)
.map(|pos| pos.0 = respawn_point);
state
.ecs()
.write_storage()
.insert(entity, comp::ForceUpdate)
.err()
.map(|e| {
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error!(
?e,
"Error inserting ForceUpdate component when respawning client"
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)
});
}
}
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pub fn handle_explosion(
server: &Server,
pos: Vec3<f32>,
power: f32,
owner: Option<Uid>,
friendly_damage: bool,
) {
// Go through all other entities
let hit_range = 3.0 * power;
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let ecs = &server.state.ecs();
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// Add an outcome
ecs.write_resource::<Vec<Outcome>>()
.push(Outcome::Explosion { pos, power });
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let owner_entity = owner.and_then(|uid| {
ecs.read_resource::<UidAllocator>()
.retrieve_entity_internal(uid.into())
});
let groups = ecs.read_storage::<comp::Group>();
for (entity_b, pos_b, ori_b, character_b, stats_b, loadout_b) in (
&ecs.entities(),
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&ecs.read_storage::<comp::Pos>(),
&ecs.read_storage::<comp::Ori>(),
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ecs.read_storage::<comp::CharacterState>().maybe(),
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&mut ecs.write_storage::<comp::Stats>(),
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ecs.read_storage::<comp::Loadout>().maybe(),
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)
.join()
{
let distance_squared = pos.distance_squared(pos_b.0);
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// Check if it is a hit
if !stats_b.is_dead
// RADIUS
&& distance_squared < hit_range.powi(2)
// Skip if they are in the same group and friendly_damage is turned off for the
// explosion
&& (friendly_damage || !owner_entity
.and_then(|e| groups.get(e))
.map_or(false, |group_a| Some(group_a) == groups.get(entity_b)))
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{
// Weapon gives base damage
let dmg = (1.0 - distance_squared / hit_range.powi(2)) * power * 130.0;
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let mut damage = Damage {
healthchange: -dmg,
source: DamageSource::Explosion,
};
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let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
&& ori_b.0.angle_between(pos - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0;
if let Some(loadout) = loadout_b {
damage.modify_damage(block, loadout);
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}
stats_b.health.change_by(HealthChange {
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amount: damage.healthchange as i32,
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cause: HealthSource::Projectile { owner },
});
}
}
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const RAYS: usize = 500;
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// Color terrain
let mut touched_blocks = Vec::new();
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let color_range = power * 2.7;
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for _ in 0..RAYS {
let dir = Vec3::new(
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
)
.normalized();
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let _ = ecs
.read_resource::<TerrainGrid>()
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.ray(pos, pos + dir * color_range)
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.until(|_| rand::random::<f32>() < 0.05)
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.for_each(|_: &Block, pos| touched_blocks.push(pos))
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.cast();
}
let terrain = ecs.read_resource::<TerrainGrid>();
let mut block_change = ecs.write_resource::<BlockChange>();
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for block_pos in touched_blocks {
if let Ok(block) = terrain.get(block_pos) {
let diff2 = block_pos.map(|b| b as f32).distance_squared(pos);
let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0);
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if let Some(mut color) = block.get_color() {
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let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32));
let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32));
let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32));
color[0] = r as u8;
color[1] = g as u8;
color[2] = b as u8;
block_change.set(block_pos, Block::new(block.kind(), color));
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}
}
}
// Destroy terrain
for _ in 0..RAYS {
let dir = Vec3::new(
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.15,
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)
.normalized();
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let terrain = ecs.read_resource::<TerrainGrid>();
let _ = terrain
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.ray(pos, pos + dir * power)
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.until(|block| block.is_fluid() || rand::random::<f32>() < 0.05)
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.for_each(|block: &Block, pos| {
if block.is_explodable() {
block_change.set(pos, Block::empty());
}
})
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.cast();
}
}
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pub fn handle_level_up(server: &mut Server, entity: EcsEntity, new_level: u32) {
let uids = server.state.ecs().read_storage::<Uid>();
let uid = uids
.get(entity)
.expect("Failed to fetch uid component for entity.");
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server
.state
.notify_registered_clients(ServerMsg::PlayerListUpdate(PlayerListUpdate::LevelChange(
*uid, new_level,
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)));
}