veloren/common/src/sys/character_state.rs

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use crate::{
comp::{
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Body, CharacterState, Controller, EcsStateData, Mounting, MoveState::*, Ori,
OverrideAction, OverrideMove, OverrideState, PhysicsState, Pos, SitState, StateHandle,
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Stats, Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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state::DeltaTime,
};
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use rayon::prelude::*;
use specs::{Entities, LazyUpdate, ParJoin, Read, ReadStorage, System, WriteStorage};
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use sphynx::{Uid, UidAllocator};
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/// # Character State System
/// #### Updates tuples of ( `CharacterState`, `Pos`, `Vel`, and `Ori` ) in parallel.
/// _Each update for a single character involves first passing an `EcsStateData` struct of ECS components
/// to the character's `MoveState`, then the character's `ActionState`. State update logic is
/// is encapsulated in state's `handle()` fn, impl'd by the `StateHandle` trait. `handle()` fn's
/// return a `StateUpdate` tuple containing new ( `CharacterState`, `Pos`, `Vel`, and `Ori` ) components.
/// Since `handle()` accepts readonly components, component updates are contained within this system and ECS
/// behavior constraints are satisfied._
///
/// _This mimics the typical OOP style state machine pattern, but remains performant
/// under ECS since trait fn's are syntactic sugar for static fn's that accept their implementor's
/// object type as its first parameter. See `StateHandle` for more information._
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pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
Read<'a, UidAllocator>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
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Read<'a, LazyUpdate>,
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WriteStorage<'a, CharacterState>,
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WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
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ReadStorage<'a, Controller>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Body>,
ReadStorage<'a, PhysicsState>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Mounting>,
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ReadStorage<'a, OverrideState>,
ReadStorage<'a, OverrideMove>,
ReadStorage<'a, OverrideAction>,
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);
fn run(
&mut self,
(
entities,
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_uid_allocator,
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server_bus,
local_bus,
dt,
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updater,
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mut character_states,
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mut positions,
mut velocities,
mut orientations,
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controllers,
stats,
bodies,
physics_states,
uids,
mountings,
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state_overrides,
move_overrides,
action_overrides,
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): Self::SystemData,
) {
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// Parallel joining behaves similarly to normal `join()`ing
// with the difference that iteration can potentially be
// executed in parallel by a thread pool.
// https://specs.amethyst.rs/docs/tutorials/09_parallel_join.html
(
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&entities,
&uids,
&mut character_states,
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&mut positions,
&mut velocities,
&mut orientations,
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&controllers,
&stats,
&bodies,
&physics_states,
mountings.maybe(),
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move_overrides.maybe(),
action_overrides.maybe(),
!&state_overrides,
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)
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.par_join()
.for_each(
|(
entity,
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uid,
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mut character,
pos,
vel,
ori,
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controller,
stats,
body,
physics,
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maybe_mount,
maybe_move_override,
maybe_action_override,
(),
)| {
let inputs = &controller.inputs;
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// Being dead overrides all other states
if stats.is_dead {
// Only options: click respawn
// prevent instant-respawns (i.e. player was holding attack)
// by disallowing while input is held down
if inputs.respawn.is_pressed() && !inputs.respawn.is_held_down() {
server_bus.emitter().emit(ServerEvent::Respawn(entity));
}
// Or do nothing
continue;
}
// If mounted, character state is controlled by mount
// TODO: Make mounting a state
if maybe_mount.is_some() {
character.move_state = Sit(SitState);
continue;
}
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// Determine new move state if character can move
if !maybe_move_override.is_some() && !character.move_disabled {
let state_update = character.move_state.handle(&EcsStateData {
entity: &entity,
uid,
character,
pos,
vel,
ori,
dt: &dt,
inputs,
stats,
body,
physics,
updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
// Determine new action if character can act
if !maybe_action_override.is_some() && !character.action_disabled {
let state_update = character.action_state.handle(&EcsStateData {
entity: &entity,
uid,
character,
pos,
vel,
ori,
dt: &dt,
inputs,
stats,
body,
physics,
updater: &updater,
server_bus: &server_bus,
local_bus: &local_bus,
});
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*character = state_update.character;
*pos = state_update.pos;
*vel = state_update.vel;
*ori = state_update.ori;
}
},
);
}
}