veloren/common/src/sys/projectile.rs

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use crate::{
comp::{
projectile, ActionState::*, CharacterState, Controller, ForceUpdate, HealthSource, Ori,
PhysicsState, Pos, Projectile, Stats, Vel,
},
event::{EventBus, ServerEvent},
state::{DeltaTime, Uid},
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
use std::time::Duration;
use vek::*;
/// This system is responsible for handling projectile effect triggers
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
ReadStorage<'a, Uid>,
Read<'a, DeltaTime>,
Read<'a, EventBus<ServerEvent>>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Vel>,
ReadStorage<'a, PhysicsState>,
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WriteStorage<'a, Ori>,
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WriteStorage<'a, Projectile>,
WriteStorage<'a, Stats>,
);
fn run(
&mut self,
(
entities,
uids,
dt,
server_bus,
positions,
velocities,
physics_states,
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mut orientations,
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mut projectiles,
mut stats,
): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
// Attacks
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for (entity, uid, pos, vel, physics, ori, projectile) in (
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&entities,
&uids,
&positions,
&velocities,
&physics_states,
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&mut orientations,
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&mut projectiles,
)
.join()
{
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ori.0 = vel.0.normalized();
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// Hit ground
if physics.on_ground {
for effect in projectile.hit_ground.drain(..) {
match effect {
projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
}),
_ => {}
}
}
}
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// Hit entity
if let Some(other) = physics.touch_entity {
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for effect in projectile.hit_entity.drain(..) {
match effect {
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projectile::Effect::Damage(power) => {
server_emitter.emit(ServerEvent::Damage {
uid: other,
power,
cause: HealthSource::Projectile,
})
}
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projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
}),
_ => {}
}
}
}
}
}
}