veloren/server/src/sys/terrain.rs

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use super::SysTimer;
use crate::{chunk_generator::ChunkGenerator, client::Client, Tick};
use common::{
assets,
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comp::{self, item, Player, Pos},
event::{EventBus, ServerEvent},
generation::EntityKind,
msg::ServerMsg,
npc::{self, NPC_NAMES},
state::TerrainChanges,
terrain::TerrainGrid,
};
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use rand::{seq::SliceRandom, Rng};
use specs::{Join, Read, ReadStorage, System, Write, WriteExpect, WriteStorage};
use std::sync::Arc;
use vek::*;
/// This system will handle loading generated chunks and unloading
/// uneeded chunks.
/// 1. Inserts newly generated chunks into the TerrainGrid
/// 2. Sends new chunks to neaby clients
/// 3. Handles the chunk's supplement (e.g. npcs)
/// 4. Removes chunks outside the range of players
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Read<'a, EventBus<ServerEvent>>,
Read<'a, Tick>,
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Write<'a, SysTimer<Self>>,
WriteExpect<'a, ChunkGenerator>,
WriteExpect<'a, TerrainGrid>,
Write<'a, TerrainChanges>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Player>,
WriteStorage<'a, Client>,
);
fn run(
&mut self,
(
server_emitter,
tick,
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mut timer,
mut chunk_generator,
mut terrain,
mut terrain_changes,
positions,
players,
mut clients,
): Self::SystemData,
) {
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timer.start();
// Fetch any generated `TerrainChunk`s and insert them into the terrain.
// Also, send the chunk data to anybody that is close by.
'insert_terrain_chunks: while let Some((key, res)) = chunk_generator.recv_new_chunk() {
let (chunk, supplement) = match res {
Ok((chunk, supplement)) => (chunk, supplement),
Err(entity) => {
if let Some(client) = clients.get_mut(entity) {
client.notify(ServerMsg::TerrainChunkUpdate {
key,
chunk: Err(()),
});
}
continue 'insert_terrain_chunks;
},
};
// Send the chunk to all nearby players.
for (view_distance, pos, client) in (&players, &positions, &mut clients)
.join()
.filter_map(|(player, pos, client)| {
player.view_distance.map(|vd| (vd, pos, client))
})
{
let chunk_pos = terrain.pos_key(pos.0.map(|e| e as i32));
// Subtract 2 from the offset before computing squared magnitude
// 1 since chunks need neighbors to be meshed
// 1 to act as a buffer if the player moves in that direction
let adjusted_dist_sqr = (Vec2::from(chunk_pos) - Vec2::from(key))
.map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0))
.magnitude_squared();
if adjusted_dist_sqr <= view_distance.pow(2) {
client.notify(ServerMsg::TerrainChunkUpdate {
key,
chunk: Ok(Box::new(chunk.clone())),
});
}
}
// TODO: code duplication for chunk insertion between here and state.rs
// Insert the chunk into terrain changes
if terrain.insert(key, Arc::new(chunk)).is_some() {
terrain_changes.modified_chunks.insert(key);
} else {
terrain_changes.new_chunks.insert(key);
}
// Handle chunk supplement
for entity in supplement.entities {
if let EntityKind::Waypoint = entity.kind {
server_emitter.emit(ServerEvent::CreateWaypoint(entity.pos));
} else {
fn get_npc_name<
'a,
Species,
SpeciesData: for<'b> core::ops::Index<&'b Species, Output = npc::SpeciesNames>,
>(
body_data: &'a comp::BodyData<npc::BodyNames, SpeciesData>,
species: Species,
) -> &'a str {
&body_data.species[&species].generic
}
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const SPAWN_NPCS: &'static [fn() -> (
String,
comp::Body,
Option<comp::Item>,
comp::Alignment,
)] = &[
(|| {
let body = comp::humanoid::Body::random();
(
format!(
"{} Traveler",
get_npc_name(&NPC_NAMES.humanoid, body.race)
),
comp::Body::Humanoid(body),
Some(assets::load_expect_cloned("common.items.weapons.staff_1")),
comp::Alignment::Npc,
)
}) as _,
(|| {
let body = comp::humanoid::Body::random();
(
format!("{} Bandit", get_npc_name(&NPC_NAMES.humanoid, body.race)),
comp::Body::Humanoid(body),
Some(assets::load_expect_cloned("common.items.weapons.staff_1")),
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comp::Alignment::Enemy,
)
}) as _,
(|| {
let body = comp::quadruped_medium::Body::random();
(
get_npc_name(&NPC_NAMES.quadruped_medium, body.species).into(),
comp::Body::QuadrupedMedium(body),
None,
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comp::Alignment::Enemy,
)
}) as _,
(|| {
let body = comp::bird_medium::Body::random();
(
get_npc_name(&NPC_NAMES.bird_medium, body.species).into(),
comp::Body::BirdMedium(body),
None,
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comp::Alignment::Wild,
)
}) as _,
(|| {
let body = comp::critter::Body::random();
(
get_npc_name(&NPC_NAMES.critter, body.species).into(),
comp::Body::Critter(body),
None,
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comp::Alignment::Wild,
)
}) as _,
(|| {
let body = comp::quadruped_small::Body::random();
(
get_npc_name(&NPC_NAMES.quadruped_small, body.species).into(),
comp::Body::QuadrupedSmall(body),
None,
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comp::Alignment::Wild,
)
}),
];
let (name, mut body, main, mut alignment) = SPAWN_NPCS
.choose(&mut rand::thread_rng())
.expect("SPAWN_NPCS is nonempty")(
);
let mut stats = comp::Stats::new(name, body, main.clone());
let mut loadout = comp::Loadout {
active_item: main.map(|item| comp::ItemConfig {
item,
primary_ability: None,
secondary_ability: None,
block_ability: None,
dodge_ability: None,
}),
second_item: None,
};
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let mut scale = 1.0;
// TODO: Remove this and implement scaling or level depending on stuff like
// species instead
stats.level.set_level(rand::thread_rng().gen_range(1, 4));
if let EntityKind::Boss = entity.kind {
if rand::random::<f32>() < 0.65 {
let body_new = comp::humanoid::Body::random();
body = comp::Body::Humanoid(body_new);
alignment = comp::Alignment::Npc;
stats = comp::Stats::new(
format!(
"Fearless Giant {}",
get_npc_name(&NPC_NAMES.humanoid, body_new.race)
),
body,
Some(assets::load_expect_cloned("common.items.weapons.hammer_1")),
);
}
loadout = comp::Loadout {
active_item: Some(comp::ItemConfig {
item: assets::load_expect_cloned("common.items.weapons.hammer_1"),
primary_ability: None,
secondary_ability: None,
block_ability: None,
dodge_ability: None,
}),
second_item: None,
};
stats.level.set_level(rand::thread_rng().gen_range(8, 15));
scale = 2.0 + rand::random::<f32>();
}
stats.update_max_hp();
stats
.health
.set_to(stats.health.maximum(), comp::HealthSource::Revive);
if let Some(item::ItemKind::Tool(item::ToolData { base_damage, .. })) =
&mut loadout.active_item.map(|i| i.item.kind)
{
*base_damage = stats.level.level() as u32 * 3;
}
server_emitter.emit(ServerEvent::CreateNpc {
pos: Pos(entity.pos),
stats,
body,
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alignment,
agent: comp::Agent::default().with_patrol_origin(entity.pos),
scale: comp::Scale(scale),
})
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}
}
}
// Remove chunks that are too far from players.
let mut chunks_to_remove = Vec::new();
terrain
.iter()
.map(|(k, _)| k)
// Don't check every chunk every tick (spread over 16 ticks)
.filter(|k| k.x.abs() as u64 % 4 + (k.y.abs() as u64 % 4) * 4 == tick.0 % 16)
// There shouldn't be to many pending chunks so we will just check them all
.chain(chunk_generator.pending_chunks())
.for_each(|chunk_key| {
let mut should_drop = true;
// For each player with a position, calculate the distance.
for (player, pos) in (&players, &positions).join() {
if player
.view_distance
.map(|vd| chunk_in_vd(pos.0, chunk_key, &terrain, vd))
.unwrap_or(false)
{
should_drop = false;
break;
}
}
if should_drop {
chunks_to_remove.push(chunk_key);
}
});
for key in chunks_to_remove {
// TODO: code duplication for chunk insertion between here and state.rs
if terrain.remove(key).is_some() {
terrain_changes.removed_chunks.insert(key);
}
chunk_generator.cancel_if_pending(key);
}
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timer.end()
}
}
pub fn chunk_in_vd(
player_pos: Vec3<f32>,
chunk_pos: Vec2<i32>,
terrain: &TerrainGrid,
vd: u32,
) -> bool {
let player_chunk_pos = terrain.pos_key(player_pos.map(|e| e as i32));
let adjusted_dist_sqr = Vec2::from(player_chunk_pos - chunk_pos)
.map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0))
.magnitude_squared();
adjusted_dist_sqr <= vd.pow(2)
}