2020-06-25 18:50:04 +00:00
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use crate::{sys, Server, StateExt};
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2020-03-28 01:31:22 +00:00
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use common::{
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comp::{
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2020-09-03 18:06:06 +00:00
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self, Agent, Alignment, Body, Gravity, Item, ItemDrop, LightEmitter, Loadout, Pos,
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Projectile, Scale, Stats, Vel, WaypointArea,
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2020-03-28 01:31:22 +00:00
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},
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2020-07-31 17:16:20 +00:00
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outcome::Outcome,
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2020-08-06 16:41:43 +00:00
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util::Dir,
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2020-02-16 20:04:06 +00:00
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};
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2020-08-08 12:53:07 +00:00
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use comp::group;
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2020-02-16 20:04:06 +00:00
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use specs::{Builder, Entity as EcsEntity, WorldExt};
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use vek::{Rgb, Vec3};
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2020-06-16 01:00:32 +00:00
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pub fn handle_initialize_character(server: &mut Server, entity: EcsEntity, character_id: i32) {
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2020-06-25 11:20:09 +00:00
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server.state.initialize_character_data(entity, character_id);
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2020-06-16 01:00:32 +00:00
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}
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pub fn handle_loaded_character_data(
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2020-02-16 20:04:06 +00:00
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server: &mut Server,
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entity: EcsEntity,
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2020-06-16 01:00:32 +00:00
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loaded_components: (comp::Body, comp::Stats, comp::Inventory, comp::Loadout),
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2020-02-16 20:04:06 +00:00
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) {
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2020-06-25 18:50:04 +00:00
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server
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.state
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.update_character_data(entity, loaded_components);
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2020-06-25 11:20:09 +00:00
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sys::subscription::initialize_region_subscription(server.state.ecs(), entity);
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2020-02-16 20:04:06 +00:00
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}
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2020-06-10 19:47:36 +00:00
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#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
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2020-02-16 20:04:06 +00:00
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pub fn handle_create_npc(
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server: &mut Server,
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pos: Pos,
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stats: Stats,
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2020-02-26 17:04:43 +00:00
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loadout: Loadout,
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2020-02-16 20:04:06 +00:00
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body: Body,
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2020-07-05 12:39:28 +00:00
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agent: impl Into<Option<Agent>>,
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2020-02-16 20:04:06 +00:00
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alignment: Alignment,
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scale: Scale,
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2020-05-15 15:05:50 +00:00
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drop_item: Option<Item>,
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2020-02-16 20:04:06 +00:00
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) {
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2020-04-26 17:03:19 +00:00
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let group = match alignment {
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Alignment::Wild => None,
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2020-08-21 20:37:08 +00:00
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Alignment::Passive => None,
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2020-04-26 17:03:19 +00:00
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Alignment::Enemy => Some(group::ENEMY),
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Alignment::Npc | Alignment::Tame => Some(group::NPC),
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// TODO: handle
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Alignment::Owned(_) => None,
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};
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2020-05-15 15:05:50 +00:00
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let entity = server
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2020-02-16 20:04:06 +00:00
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.state
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2020-02-26 17:04:43 +00:00
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.create_npc(pos, stats, loadout, body)
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2020-02-16 20:04:06 +00:00
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.with(scale)
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2020-05-15 15:05:50 +00:00
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.with(alignment);
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2020-04-26 17:03:19 +00:00
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let entity = if let Some(group) = group {
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entity.with(group)
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} else {
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entity
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};
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2020-07-05 12:39:28 +00:00
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let entity = if let Some(agent) = agent.into() {
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entity.with(agent)
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} else {
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entity
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};
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2020-05-15 15:05:50 +00:00
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let entity = if let Some(drop_item) = drop_item {
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entity.with(ItemDrop(drop_item))
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} else {
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entity
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};
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entity.build();
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2020-02-16 20:04:06 +00:00
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}
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pub fn handle_shoot(
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server: &mut Server,
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entity: EcsEntity,
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2020-03-28 01:31:22 +00:00
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dir: Dir,
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2020-02-16 20:04:06 +00:00
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body: Body,
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light: Option<LightEmitter>,
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projectile: Projectile,
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gravity: Option<Gravity>,
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) {
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let state = server.state_mut();
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let mut pos = state
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.ecs()
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.read_storage::<Pos>()
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.get(entity)
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.expect("Failed to fetch entity")
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.0;
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2020-07-31 17:16:20 +00:00
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let vel = *dir * 100.0;
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// Add an outcome
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2020-08-06 16:41:43 +00:00
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state
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.ecs()
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.write_resource::<Vec<Outcome>>()
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.push(Outcome::ProjectileShot { pos, body, vel });
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2020-07-31 17:16:20 +00:00
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2020-02-16 20:04:06 +00:00
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// TODO: Player height
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pos.z += 1.2;
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2020-07-31 17:16:20 +00:00
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let mut builder = state.create_projectile(Pos(pos), Vel(vel), body, projectile);
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2020-02-16 20:04:06 +00:00
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if let Some(light) = light {
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builder = builder.with(light)
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}
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if let Some(gravity) = gravity {
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builder = builder.with(gravity)
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}
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builder.build();
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}
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pub fn handle_create_waypoint(server: &mut Server, pos: Vec3<f32>) {
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server
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2020-03-10 02:27:32 +00:00
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.state
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2020-02-16 20:04:06 +00:00
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.create_object(Pos(pos), comp::object::Body::CampfireLit)
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.with(LightEmitter {
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2020-08-30 20:10:56 +00:00
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col: Rgb::new(1.0, 0.3, 0.1),
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2020-08-30 12:24:25 +00:00
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strength: 5.0,
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2020-05-04 15:15:31 +00:00
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flicker: 1.0,
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animated: true,
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2020-02-16 20:04:06 +00:00
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})
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.with(WaypointArea::default())
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2020-08-30 12:24:25 +00:00
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.with(comp::Mass(100000.0))
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2020-02-16 20:04:06 +00:00
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.build();
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}
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