veloren/server/src/sys/terrain.rs

431 lines
19 KiB
Rust
Raw Normal View History

2019-10-20 07:20:21 +00:00
use super::SysTimer;
use crate::{chunk_generator::ChunkGenerator, client::Client, Tick};
use common::{
assets,
comp::{self, item, CharacterAbility, Item, ItemConfig, Player, Pos},
event::{EventBus, ServerEvent},
generation::EntityKind,
msg::ServerMsg,
npc::{self, NPC_NAMES},
state::TerrainChanges,
terrain::TerrainGrid,
};
2020-01-26 00:22:48 +00:00
use rand::{seq::SliceRandom, Rng};
use specs::{Join, Read, ReadStorage, System, Write, WriteExpect, WriteStorage};
2020-03-16 13:27:52 +00:00
use std::{sync::Arc, time::Duration};
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>,
2019-10-20 07:20:21 +00:00
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,
(
2020-03-22 04:49:32 +00:00
server_event_bus,
tick,
2019-10-20 07:20:21 +00:00
mut timer,
mut chunk_generator,
mut terrain,
mut terrain_changes,
positions,
players,
mut clients,
): Self::SystemData,
) {
2019-10-20 07:20:21 +00:00
timer.start();
2020-03-22 04:49:32 +00:00
let mut server_emitter = server_event_bus.emitter();
// 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
}
2020-01-26 01:11:32 +00:00
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),
2020-03-18 22:09:58 +00:00
Some(assets::load_expect_cloned(
"common.items.weapons.starter_axe",
)),
comp::Alignment::Npc,
)
}) as _,
(|| {
let body = comp::humanoid::Body::random();
(
format!("{} Bandit", get_npc_name(&NPC_NAMES.humanoid, body.race)),
comp::Body::Humanoid(body),
2020-03-18 22:09:58 +00:00
Some(assets::load_expect_cloned(
"common.items.weapons.short_sword_0",
)),
2020-01-26 01:11:32 +00:00
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,
2020-01-26 01:11:32 +00:00
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,
2020-01-26 01:11:32 +00:00
comp::Alignment::Wild,
)
}) as _,
(|| {
let body = comp::critter::Body::random();
(
get_npc_name(&NPC_NAMES.critter, body.species).into(),
comp::Body::Critter(body),
None,
2020-01-26 01:11:32 +00:00
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,
2020-01-26 01:11:32 +00:00
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);
2020-03-16 13:27:52 +00:00
let active_item =
if let Some(item::ItemKind::Tool(tool)) = main.as_ref().map(|i| &i.kind) {
2020-03-16 13:27:52 +00:00
let mut abilities = tool.get_abilities();
let mut ability_drain = abilities.drain(..);
main.map(|item| comp::ItemConfig {
item,
2020-03-24 12:59:53 +00:00
ability1: ability_drain.next(),
ability2: ability_drain.next(),
ability3: ability_drain.next(),
block_ability: None,
dodge_ability: Some(comp::CharacterAbility::Roll),
})
2020-03-16 13:27:52 +00:00
} else {
Some(ItemConfig {
// We need the empty item so npcs can attack
item: Item::empty(),
2020-03-24 12:59:53 +00:00
ability1: Some(CharacterAbility::BasicMelee {
2020-03-24 21:03:11 +00:00
energy_cost: 0,
buildup_duration: Duration::from_millis(0),
2020-03-26 13:46:08 +00:00
recover_duration: Duration::from_millis(400),
base_healthchange: -4,
range: 3.5,
max_angle: 60.0,
2020-03-16 13:27:52 +00:00
}),
2020-03-24 12:59:53 +00:00
ability2: None,
ability3: None,
block_ability: None,
dodge_ability: None,
})
2020-03-16 13:27:52 +00:00
};
2020-01-26 00:22:48 +00:00
let mut loadout = match alignment {
comp::Alignment::Npc => comp::Loadout {
active_item,
second_item: None,
shoulder: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.shoulder.leather_0",
)),
chest: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.chest.leather_0",
)),
belt: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.belt.plate_0",
)),
hand: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.hand.plate_0",
)),
pants: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.pants.plate_green_0",
)),
foot: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.foot.leather_0",
)),
2020-04-06 16:11:05 +00:00
back: None,
},
comp::Alignment::Enemy => comp::Loadout {
active_item,
second_item: None,
shoulder: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.shoulder.leather_0",
)),
chest: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.chest.plate_green_0",
)),
belt: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.belt.plate_0",
)),
hand: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.hand.plate_0",
)),
pants: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.pants.plate_green_0",
)),
foot: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.foot.plate_0",
)),
2020-04-06 16:11:05 +00:00
back: None,
},
_ => comp::Loadout {
active_item,
second_item: None,
shoulder: None,
chest: None,
belt: None,
hand: None,
pants: None,
foot: None,
2020-04-06 16:11:05 +00:00
back: None,
},
};
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, 9));
// Replace stuff if it's a boss
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,
);
}
loadout = comp::Loadout {
active_item: Some(comp::ItemConfig {
2020-03-18 22:09:58 +00:00
item: assets::load_expect_cloned(
"common.items.weapons.zweihander_sword_0",
),
2020-03-24 12:59:53 +00:00
ability1: Some(CharacterAbility::BasicMelee {
2020-03-24 21:03:11 +00:00
energy_cost: 0,
2020-03-16 13:27:52 +00:00
buildup_duration: Duration::from_millis(800),
recover_duration: Duration::from_millis(200),
2020-03-24 21:03:11 +00:00
base_healthchange: -13,
range: 3.5,
max_angle: 60.0,
2020-03-16 13:27:52 +00:00
}),
2020-03-24 12:59:53 +00:00
ability2: None,
ability3: None,
block_ability: None,
dodge_ability: None,
}),
second_item: None,
2020-03-18 22:09:58 +00:00
shoulder: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.shoulder.plate_0",
2020-03-18 22:09:58 +00:00
)),
chest: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.chest.plate_green_0",
2020-03-18 22:09:58 +00:00
)),
belt: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.belt.plate_0",
2020-03-18 22:09:58 +00:00
)),
hand: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.hand.plate_0",
2020-03-18 22:09:58 +00:00
)),
pants: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.pants.plate_green_0",
2020-03-18 22:09:58 +00:00
)),
foot: Some(assets::load_expect_cloned(
2020-03-19 16:47:37 +00:00
"common.items.armor.foot.plate_0",
2020-03-18 22:09:58 +00:00
)),
2020-04-06 16:11:05 +00:00
back: None,
};
stats.level.set_level(rand::thread_rng().gen_range(30, 35));
scale = 2.0 + rand::random::<f32>();
}
stats.update_max_hp();
stats
.health
.set_to(stats.health.maximum(), comp::HealthSource::Revive);
// TODO: This code sets an appropriate base_damage for the enemy. This doesn't
// work because the damage is now saved in an ability
/*
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,
loadout,
body,
2020-01-26 01:11:32 +00:00
alignment,
agent: comp::Agent::default().with_patrol_origin(entity.pos),
scale: comp::Scale(scale),
})
2020-01-20 16:42:35 +00:00
}
}
}
// 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);
}
2019-10-20 07:20:21 +00:00
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)
}