veloren/common/src/sys/combat.rs

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use crate::{
comp::{
Agent, Attacking, Body, CharacterState, HealthChange, HealthSource, Ori, Pos, Scale, Stats,
},
event::{EventBus, LocalEvent, ServerEvent},
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sync::Uid,
util::Dir,
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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use vek::*;
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pub const BLOCK_EFFICIENCY: f32 = 0.9;
pub const BLOCK_ANGLE: f32 = 180.0;
/// This system is responsible for handling accepted inputs like moving or
/// attacking
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
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Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
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ReadStorage<'a, Uid>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Ori>,
ReadStorage<'a, Scale>,
ReadStorage<'a, Agent>,
ReadStorage<'a, Body>,
ReadStorage<'a, Stats>,
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WriteStorage<'a, Attacking>,
WriteStorage<'a, CharacterState>,
);
fn run(
&mut self,
(
entities,
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server_bus,
local_bus,
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uids,
positions,
orientations,
scales,
agents,
bodies,
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stats,
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mut attacking_storage,
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character_states,
): Self::SystemData,
) {
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let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
// Attacks
for (entity, uid, pos, ori, scale_maybe, attack) in (
&entities,
&uids,
&positions,
&orientations,
scales.maybe(),
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&mut attacking_storage,
)
.join()
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{
if attack.applied {
continue;
}
attack.applied = true;
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// Go through all other entities
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for (
b,
uid_b,
pos_b,
ori_b,
scale_b_maybe,
agent_b_maybe,
character_b,
stats_b,
body_b,
) in (
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&entities,
&uids,
&positions,
&orientations,
scales.maybe(),
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agents.maybe(),
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character_states.maybe(),
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&stats,
&bodies,
)
.join()
{
// 2D versions
let pos2 = Vec2::from(pos.0);
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let pos_b2 = Vec2::<f32>::from(pos_b.0);
let ori2 = Vec2::from(*ori.0);
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// Scales
let scale = scale_maybe.map_or(1.0, |s| s.0);
let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
let rad_b = body_b.radius() * scale_b;
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// Check if it is a hit
if entity != b
&& !stats_b.is_dead
// Spherical wedge shaped attack field
&& pos.0.distance_squared(pos_b.0) < (rad_b + scale * attack.range).powi(2)
&& ori2.angle_between(pos_b2 - pos2) < attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
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{
// Weapon gives base damage
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let mut healthchange = attack.base_healthchange as f32;
// TODO: remove this, either it will remain unused or be used as a temporary
// gameplay balance
//// NPCs do less damage
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//if agent_maybe.is_some() {
// healthchange = (healthchange / 1.5).min(-1.0);
//}
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// TODO: remove this when there is a better way to target healing
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// Don't heal npc's hp
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if agent_b_maybe.is_some() && healthchange > 0.0 {
healthchange = 0.0;
}
if rand::random() {
healthchange *= 1.2;
}
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// Block
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if character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
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&& ori_b.0.angle_between(pos.0 - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0
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{
healthchange *= 1.0 - BLOCK_EFFICIENCY
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}
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server_emitter.emit(ServerEvent::Damage {
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uid: *uid_b,
change: HealthChange {
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amount: healthchange as i32,
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cause: HealthSource::Attack { by: *uid },
},
});
if attack.knockback != 0.0 {
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local_emitter.emit(LocalEvent::ApplyForce {
entity: b,
force: attack.knockback
* *Dir::slerp(ori.0, Dir::new(Vec3::new(0.0, 0.0, 1.0)), 0.5),
});
}
attack.hit_count += 1;
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}
}
}
}
}