veloren/common/sys/src/character_behavior.rs

314 lines
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use specs::{Entities, Join, LazyUpdate, Read, ReadExpect, ReadStorage, System, WriteStorage};
use common::{
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comp::{
inventory::slot::{EquipSlot, Slot},
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Beam, Body, CharacterState, Controller, Energy, Health, Inventory, Melee, Mounting, Ori,
PhysicsState, Poise, PoiseState, Pos, StateUpdate, Stats, Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
metrics::SysMetrics,
resources::DeltaTime,
span,
states::{
self,
behavior::{CharacterBehavior, JoinData, JoinTuple},
},
uid::{Uid, UidAllocator},
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};
use std::time::Duration;
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fn incorporate_update(tuple: &mut JoinTuple, state_update: StateUpdate) {
// TODO: if checking equality is expensive use optional field in StateUpdate
if tuple.2.get_unchecked() != &state_update.character {
*tuple.2.get_mut_unchecked() = state_update.character
};
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*tuple.3 = state_update.pos;
*tuple.4 = state_update.vel;
*tuple.5 = state_update.ori;
// Note: might be changed every tick by timer anyway
if tuple.6.get_unchecked() != &state_update.energy {
*tuple.6.get_mut_unchecked() = state_update.energy
};
if state_update.swap_equipped_weapons {
let mut inventory = tuple.7.get_mut_unchecked();
let inventory = &mut *inventory;
inventory
.swap(
Slot::Equip(EquipSlot::Mainhand),
Slot::Equip(EquipSlot::Offhand),
)
.first()
.unwrap_none(); // Swapping main and offhand never results in leftover items
}
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}
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/// ## Character Behavior System
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/// Passes `JoinData` to `CharacterState`'s `behavior` handler fn's. Receives a
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/// `StateUpdate` in return and performs updates to ECS Components from that.
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pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
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type SystemData = (
Entities<'a>,
Read<'a, UidAllocator>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
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Read<'a, LazyUpdate>,
ReadExpect<'a, SysMetrics>,
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WriteStorage<'a, CharacterState>,
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WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
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WriteStorage<'a, Energy>,
WriteStorage<'a, Inventory>,
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WriteStorage<'a, Controller>,
ReadStorage<'a, Health>,
WriteStorage<'a, Poise>,
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ReadStorage<'a, Body>,
ReadStorage<'a, PhysicsState>,
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ReadStorage<'a, Melee>,
ReadStorage<'a, Beam>,
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ReadStorage<'a, Uid>,
ReadStorage<'a, Mounting>,
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ReadStorage<'a, Stats>,
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);
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#[allow(clippy::while_let_on_iterator)] // TODO: Pending review in #587
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fn run(
&mut self,
(
entities,
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_uid_allocator,
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server_bus,
local_bus,
dt,
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updater,
sys_metrics,
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mut character_states,
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mut positions,
mut velocities,
mut orientations,
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mut energies,
mut inventories,
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mut controllers,
healths,
mut poises,
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bodies,
physics_states,
attacking_storage,
beam_storage,
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uids,
mountings,
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stats,
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): Self::SystemData,
) {
let start_time = std::time::Instant::now();
span!(_guard, "run", "character_behavior::Sys::run");
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let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
for mut tuple in (
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&entities,
&uids,
&mut character_states.restrict_mut(),
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&mut positions,
&mut velocities,
&mut orientations,
&mut energies.restrict_mut(),
&mut inventories.restrict_mut(),
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&mut controllers,
&healths,
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&bodies,
&physics_states,
attacking_storage.maybe(),
beam_storage.maybe(),
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&stats,
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)
.join()
{
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// Being dead overrides all other states
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if tuple.9.is_dead {
// Do nothing
continue;
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}
// If mounted, character state is controlled by mount
// TODO: Make mounting a state
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if let Some(Mounting(_)) = mountings.get(tuple.0) {
let sit_state = CharacterState::Sit {};
if tuple.2.get_unchecked() != &sit_state {
*tuple.2.get_mut_unchecked() = sit_state;
}
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continue;
}
// Enter stunned state if poise damage is enough
if let Some(mut poise) = poises.get_mut(tuple.0) {
let was_wielded = tuple.2.get_unchecked().is_wield();
let poise_state = poise.poise_state();
match poise_state {
PoiseState::Normal => {},
PoiseState::Interrupted => {
poise.reset();
*tuple.2.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(150),
recover_duration: Duration::from_millis(150),
movement_speed: 0.4,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
},
PoiseState::Stunned => {
poise.reset();
*tuple.2.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(500),
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recover_duration: Duration::from_millis(300),
movement_speed: 0.1,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity: tuple.0,
impulse: 5.0 * poise.knockback(),
});
},
PoiseState::Dazed => {
poise.reset();
*tuple.2.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
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buildup_duration: Duration::from_millis(800),
recover_duration: Duration::from_millis(250),
movement_speed: 0.0,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity: tuple.0,
impulse: 10.0 * poise.knockback(),
});
},
PoiseState::KnockedDown => {
poise.reset();
*tuple.2.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
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buildup_duration: Duration::from_millis(1000),
recover_duration: Duration::from_millis(750),
movement_speed: 0.0,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity: tuple.0,
impulse: 10.0 * poise.knockback(),
});
},
}
}
// Controller actions
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let actions = std::mem::replace(&mut tuple.8.actions, Vec::new());
for action in actions {
let j = JoinData::new(&tuple, &updater, &dt);
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.handle_event(&j, action),
CharacterState::Talk => states::talk::Data.handle_event(&j, action),
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CharacterState::Climb => states::climb::Data.handle_event(&j, action),
CharacterState::Glide => states::glide::Data.handle_event(&j, action),
CharacterState::GlideWield => {
states::glide_wield::Data.handle_event(&j, action)
},
CharacterState::Stunned(data) => data.handle_event(&j, action),
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CharacterState::Sit => {
states::sit::Data::handle_event(&states::sit::Data, &j, action)
},
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CharacterState::Dance => {
states::dance::Data::handle_event(&states::dance::Data, &j, action)
},
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CharacterState::Sneak => {
states::sneak::Data::handle_event(&states::sneak::Data, &j, action)
},
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CharacterState::BasicBlock => {
states::basic_block::Data.handle_event(&j, action)
},
CharacterState::Roll(data) => data.handle_event(&j, action),
CharacterState::Wielding => states::wielding::Data.handle_event(&j, action),
CharacterState::Equipping(data) => data.handle_event(&j, action),
CharacterState::ComboMelee(data) => data.handle_event(&j, action),
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CharacterState::BasicMelee(data) => data.handle_event(&j, action),
CharacterState::BasicRanged(data) => data.handle_event(&j, action),
CharacterState::Boost(data) => data.handle_event(&j, action),
CharacterState::DashMelee(data) => data.handle_event(&j, action),
CharacterState::LeapMelee(data) => data.handle_event(&j, action),
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CharacterState::SpinMelee(data) => data.handle_event(&j, action),
CharacterState::ChargedMelee(data) => data.handle_event(&j, action),
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CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
CharacterState::RepeaterRanged(data) => data.handle_event(&j, action),
CharacterState::Shockwave(data) => data.handle_event(&j, action),
CharacterState::BasicBeam(data) => data.handle_event(&j, action),
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};
local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
incorporate_update(&mut tuple, state_update);
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}
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let j = JoinData::new(&tuple, &updater, &dt);
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let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.behavior(&j),
CharacterState::Talk => states::talk::Data.behavior(&j),
CharacterState::Climb => states::climb::Data.behavior(&j),
CharacterState::Glide => states::glide::Data.behavior(&j),
CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
CharacterState::Stunned(data) => data.behavior(&j),
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CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
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CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
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CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, &j),
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CharacterState::BasicBlock => states::basic_block::Data.behavior(&j),
CharacterState::Roll(data) => data.behavior(&j),
CharacterState::Wielding => states::wielding::Data.behavior(&j),
CharacterState::Equipping(data) => data.behavior(&j),
CharacterState::ComboMelee(data) => data.behavior(&j),
CharacterState::BasicMelee(data) => data.behavior(&j),
CharacterState::BasicRanged(data) => data.behavior(&j),
CharacterState::Boost(data) => data.behavior(&j),
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CharacterState::DashMelee(data) => data.behavior(&j),
CharacterState::LeapMelee(data) => data.behavior(&j),
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CharacterState::SpinMelee(data) => data.behavior(&j),
CharacterState::ChargedMelee(data) => data.behavior(&j),
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CharacterState::ChargedRanged(data) => data.behavior(&j),
CharacterState::RepeaterRanged(data) => data.behavior(&j),
CharacterState::Shockwave(data) => data.behavior(&j),
CharacterState::BasicBeam(data) => data.behavior(&j),
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};
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local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
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incorporate_update(&mut tuple, state_update);
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}
sys_metrics.character_behavior_ns.store(
start_time.elapsed().as_nanos() as u64,
std::sync::atomic::Ordering::Relaxed,
);
}
}