veloren/common/sys/src/beam.rs

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use common::{
combat::{AttackerInfo, TargetInfo},
comp::{
Beam, BeamSegment, Body, Combo, Energy, Group, Health, HealthSource, Inventory, Ori, Pos,
Scale, Stats,
},
event::{EventBus, ServerEvent},
resources::{DeltaTime, Time},
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terrain::TerrainGrid,
uid::{Uid, UidAllocator},
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vol::ReadVol,
GroupTarget,
};
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use common_ecs::{Job, Origin, ParMode, Phase, System};
use rayon::iter::ParallelIterator;
use specs::{
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, ParJoin, Read, ReadExpect,
ReadStorage, SystemData, World, WriteStorage,
};
use std::time::Duration;
use vek::*;
#[derive(SystemData)]
pub struct ReadData<'a> {
entities: Entities<'a>,
server_bus: Read<'a, EventBus<ServerEvent>>,
time: Read<'a, Time>,
dt: Read<'a, DeltaTime>,
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terrain: ReadExpect<'a, TerrainGrid>,
uid_allocator: Read<'a, UidAllocator>,
uids: ReadStorage<'a, Uid>,
positions: ReadStorage<'a, Pos>,
orientations: ReadStorage<'a, Ori>,
scales: ReadStorage<'a, Scale>,
bodies: ReadStorage<'a, Body>,
healths: ReadStorage<'a, Health>,
inventories: ReadStorage<'a, Inventory>,
groups: ReadStorage<'a, Group>,
energies: ReadStorage<'a, Energy>,
stats: ReadStorage<'a, Stats>,
combos: ReadStorage<'a, Combo>,
}
/// This system is responsible for handling beams that heal or do damage
#[derive(Default)]
pub struct Sys;
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impl<'a> System<'a> for Sys {
type SystemData = (
ReadData<'a>,
WriteStorage<'a, BeamSegment>,
WriteStorage<'a, Beam>,
);
const NAME: &'static str = "beam";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
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fn run(job: &mut Job<Self>, (read_data, mut beam_segments, mut beams): Self::SystemData) {
let mut server_emitter = read_data.server_bus.emitter();
let time = read_data.time.0;
let dt = read_data.dt.0;
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job.cpu_stats.measure(ParMode::Rayon);
// Beams
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let (server_events, add_hit_entities) = (
&read_data.entities,
&read_data.positions,
&read_data.orientations,
&beam_segments,
)
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.par_join()
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.fold(|| (Vec::new(), Vec::new()), |(mut server_events, mut add_hit_entities), (entity, pos, ori, beam_segment)|
{
let creation_time = match beam_segment.creation {
Some(time) => time,
// Skip newly created beam segments
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None => return (server_events, add_hit_entities),
};
let end_time = creation_time + beam_segment.duration.as_secs_f64();
// If beam segment is out of time emit destroy event but still continue since it
// may have traveled and produced effects a bit before reaching it's
// end point
if end_time < time {
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server_events.push(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
});
}
// Determine area that was covered by the beam in the last tick
let frame_time = dt.min((end_time - time) as f32);
if frame_time <= 0.0 {
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return (server_events, add_hit_entities);
}
// Note: min() probably uneeded
let time_since_creation = (time - creation_time) as f32;
let frame_start_dist =
(beam_segment.speed * (time_since_creation - frame_time)).max(0.0);
let frame_end_dist = (beam_segment.speed * time_since_creation).max(frame_start_dist);
let beam_owner = beam_segment
.owner
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
// Group to ignore collisions with
// Might make this more nuanced if beams are used for non damage effects
let group = beam_owner.and_then(|e| read_data.groups.get(e));
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let hit_entities = if let Some(beam) = beam_owner.and_then(|e| beams.get(e)) {
&beam.hit_entities
} else {
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return (server_events, add_hit_entities);
};
// Go through all other effectable entities
for (target, uid_b, pos_b, health_b, body_b) in (
&read_data.entities,
&read_data.uids,
&read_data.positions,
&read_data.healths,
&read_data.bodies,
)
.join()
{
// Check to see if entity has already been hit recently
if hit_entities.iter().any(|&uid| uid == *uid_b) {
continue;
}
// Scales
let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
let rad_b = body_b.radius() * scale_b;
let height_b = body_b.height() * scale_b;
// Check if it is a hit
let hit = entity != target
&& !health_b.is_dead
// Collision shapes
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&& sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.look_dir(), beam_segment.angle, pos_b.0, rad_b, height_b);
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// Finally, ensure that a hit has actually occurred by performing a raycast. We do this last because
// it's likely to be the most expensive operation.
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let tgt_dist = pos.0.distance(pos_b.0);
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let hit = hit && read_data.terrain
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.ray(pos.0, pos.0 + *ori.look_dir() * (tgt_dist + 1.0))
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.until(|b| b.is_filled())
.cast().0 >= tgt_dist;
if hit {
// See if entities are in the same group
let same_group = group
.map(|group_a| Some(group_a) == read_data.groups.get(target))
.unwrap_or(Some(*uid_b) == beam_segment.owner);
let target_group = if same_group {
GroupTarget::InGroup
} else {
GroupTarget::OutOfGroup
};
// If owner, shouldn't heal or damage
if Some(*uid_b) == beam_segment.owner {
continue;
}
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let attacker_info =
beam_owner
.zip(beam_segment.owner)
.map(|(entity, uid)| AttackerInfo {
entity,
uid,
energy: read_data.energies.get(entity),
combo: read_data.combos.get(entity),
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});
let target_info = TargetInfo {
entity: target,
inventory: read_data.inventories.get(target),
stats: read_data.stats.get(target),
health: read_data.healths.get(target),
};
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beam_segment.properties.attack.apply_attack(
target_group,
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attacker_info,
target_info,
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ori.look_dir(),
false,
1.0,
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|e| server_events.push(e),
);
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add_hit_entities.push((beam_owner, *uid_b));
}
}
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(server_events, add_hit_entities)
}).reduce(|| (Vec::new(), Vec::new()), |(mut events_a, mut hit_entities_a), (mut events_b, mut hit_entities_b)| {
events_a.append(&mut events_b);
hit_entities_a.append(&mut hit_entities_b);
(events_a, hit_entities_a)
});
job.cpu_stats.measure(ParMode::Single);
for event in server_events {
server_emitter.emit(event);
}
for (owner, hit_entity) in add_hit_entities {
if let Some(ref mut beam) = owner.and_then(|e| beams.get_mut(e)) {
beam.hit_entities.push(hit_entity);
}
}
for beam in (&mut beams).join() {
beam.timer = beam
.timer
.checked_add(Duration::from_secs_f32(dt))
.unwrap_or(beam.tick_dur);
if beam.timer >= beam.tick_dur {
beam.hit_entities.clear();
beam.timer = beam.timer.checked_sub(beam.tick_dur).unwrap_or_default();
}
}
// Set start time on new beams
// This change doesn't need to be recorded as it is not sent to the client
beam_segments.set_event_emission(false);
(&mut beam_segments).join().for_each(|mut beam_segment| {
if beam_segment.creation.is_none() {
beam_segment.creation = Some(time);
}
});
beam_segments.set_event_emission(true);
}
}
/// Assumes upright cylinder
/// See page 12 of https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.396.7952&rep=rep1&type=pdf
#[allow(clippy::too_many_arguments)]
fn sphere_wedge_cylinder_collision(
// Values for spherical wedge
real_pos: Vec3<f32>,
min_rad: f32, // Distance from beam origin to inner section of beam
max_rad: f32, //Distance from beam origin to outer section of beam
ori: Vec3<f32>,
angle: f32,
// Values for cylinder
bottom_pos_b: Vec3<f32>, // Position of bottom of cylinder
rad_b: f32,
length_b: f32,
) -> bool {
// Converts all coordinates so that the new origin is in the center of the
// cylinder
let center_pos_b = Vec3::new(
bottom_pos_b.x,
bottom_pos_b.y,
bottom_pos_b.z + length_b / 2.0,
);
let pos = real_pos - center_pos_b;
let pos_b = Vec3::zero();
if pos.distance_squared(pos_b) > (max_rad + rad_b + length_b).powi(2) {
// Does quick check if entity is too far (I'm not sure if necessary, but
// probably makes detection more efficient)
false
} else if pos.z.abs() <= length_b / 2.0 {
// Checks case 1: center of sphere is on same z-height as cylinder
let pos2 = Vec2::<f32>::from(pos);
let ori2 = Vec2::from(ori);
let distance = pos2.distance(Vec2::zero());
let in_range = distance < max_rad && distance > min_rad;
// Done so that if distance = 0, atan() can still be calculated https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=6d2221bb9454debdfca8f9c52d1edb29
let tangent_value1: f32 = rad_b / distance;
let tangent_value2: f32 = length_b / 2.0 / distance;
let in_angle = pos2.angle_between(-ori2) < angle + (tangent_value1).atan().abs()
&& pos.angle_between(-ori) < angle + (tangent_value2).atan().abs();
in_range && in_angle
} else {
// Checks case 2: if sphere collides with top/bottom of cylinder, doesn't use
// paper. Logic used here is it checks if line between centers passes through
// either cap, then if the cap is within range, then if withing angle of beam.
// If line
let sign = if pos.z > 0.0 { 1.0 } else { -1.0 };
let height = sign * length_b / 2.0;
let (in_range, in_angle): (bool, bool);
// Gets relatively how far along the line (between sphere and cylinder centers)
// the endcap of the cylinder is, is between 0 and 1 when sphere center is not
// in cylinder
let intersect_frac = (length_b / 2.0 / pos.z).abs();
// Gets the position of the cylinder edge closest to the sphere center
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let edge_pos = if let Some(vec) = Vec3::new(pos.x, pos.y, 0.0).try_normalized() {
vec * rad_b
} else {
// Returns an arbitrary location that is still guaranteed to be on the cylinder
// edge. This case should only happen when the sphere is directly above the
// cylinder, in which case all positions on edge are equally close.
Vec3::new(rad_b, 0.0, 0.0)
};
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// Gets position on opposite edge of same endcap
let opp_end_edge_pos = Vec3::new(-edge_pos.x, -edge_pos.y, height);
// Gets position on same edge of opposite endcap
let bot_end_edge_pos = Vec3::new(edge_pos.x, edge_pos.y, -height);
// Gets point on line between sphere and cylinder centers that the z value is
// equal to the endcap z location
let intersect_point = Vec2::new(pos.x * intersect_frac, pos.y * intersect_frac);
// Checks if line between sphere and cylinder center passes through cap of
// cylinder
if intersect_point.distance_squared(Vec2::zero()) <= rad_b.powi(2) {
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let distance_squared =
Vec3::new(intersect_point.x, intersect_point.y, height).distance_squared(pos);
in_range = distance_squared < max_rad.powi(2) && distance_squared > min_rad.powi(2);
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// Angle between (line between centers of cylinder and sphere) and either (line
// between opposite edge of endcap and sphere center) or (line between close
// edge of endcap on bottom of cylinder and sphere center). Whichever angle is
// largest is used.
let angle2 = (pos_b - pos)
.angle_between(opp_end_edge_pos - pos)
.max((pos_b - pos).angle_between(bot_end_edge_pos - pos));
in_angle = pos.angle_between(-ori) < angle + angle2;
} else {
// TODO: Handle collision for this case more accurately
// For this case, the nearest point will be the edge of the endcap
let endcap_edge_pos = Vec3::new(edge_pos.x, edge_pos.y, height);
let distance_squared = endcap_edge_pos.distance_squared(pos);
in_range = distance_squared > min_rad.powi(2) && distance_squared < max_rad.powi(2);
// Gets side positions on same endcap
let side_end_edge_pos_1 = Vec3::new(edge_pos.y, -edge_pos.x, height);
let side_end_edge_pos_2 = Vec3::new(-edge_pos.y, edge_pos.x, height);
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// Gets whichever angle is bigger, between sphere center and opposite edge,
// sphere center and bottom edge, or half of sphere center and both the side
// edges
let angle2 = (pos_b - pos).angle_between(opp_end_edge_pos - pos).max(
(pos_b - pos).angle_between(bot_end_edge_pos - pos).max(
(side_end_edge_pos_1 - pos).angle_between(side_end_edge_pos_2 - pos) / 2.0,
),
);
// Will be somewhat inaccurate, tends towards hitting when it shouldn't
// Checks angle between orientation and line between sphere and cylinder centers
in_angle = pos.angle_between(-ori) < angle + angle2;
}
in_range && in_angle
}
}