veloren/server/src/sys/object.rs

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use common::{
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comp::{HealthSource, Object, PhysicsState, PoiseChange, PoiseSource, Pos, Vel},
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effect::Effect,
event::{EventBus, ServerEvent},
resources::DeltaTime,
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system::{Job, Origin, Phase, System},
Damage, DamageSource, Explosion, RadiusEffect,
};
use specs::{Entities, Join, Read, ReadStorage, WriteStorage};
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/// This system is responsible for handling misc object behaviours
#[derive(Default)]
pub struct Sys;
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impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
Read<'a, DeltaTime>,
Read<'a, EventBus<ServerEvent>>,
ReadStorage<'a, Pos>,
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ReadStorage<'a, Vel>,
ReadStorage<'a, PhysicsState>,
WriteStorage<'a, Object>,
);
const NAME: &'static str = "object";
const ORIGIN: Origin = Origin::Server;
const PHASE: Phase = Phase::Create;
fn run(
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_job: &mut Job<Self>,
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(entities, _dt, server_bus, positions, velocities, physics_states, mut objects): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
// Objects
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for (entity, pos, vel, physics, object) in (
&entities,
&positions,
&velocities,
&physics_states,
&mut objects,
)
.join()
{
match object {
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Object::Bomb { owner } => {
if physics.on_surface().is_some() {
server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::Suicide,
});
server_emitter.emit(ServerEvent::Explosion {
pos: pos.0,
explosion: Explosion {
effects: vec![
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RadiusEffect::Entity(Effect::Damage(Damage {
source: DamageSource::Explosion,
value: 500.0,
})),
RadiusEffect::Entity(Effect::PoiseChange(PoiseChange {
source: PoiseSource::Explosion,
amount: -100,
})),
RadiusEffect::TerrainDestruction(4.0),
],
radius: 12.0,
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reagent: None,
},
owner: *owner,
});
}
},
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Object::Firework { owner, reagent } => {
if vel.0.z < 0.0 {
const ENABLE_RECURSIVE_FIREWORKS: bool = true;
if ENABLE_RECURSIVE_FIREWORKS {
use common::{
comp::{object, Body, Gravity, LightEmitter, Projectile},
util::Dir,
};
use rand::Rng;
use std::{f32::consts::PI, time::Duration};
use vek::{Rgb, Vec3};
let mut rng = rand::thread_rng();
// Note that if the expected fireworks per firework is > 1, this will
// eventually cause enough server lag that more players can't log in.
let thresholds: &[(f32, usize)] = &[(0.25, 2), (0.7, 1)];
let expected = {
let mut total = 0.0;
let mut cumulative_probability = 0.0;
for (p, n) in thresholds {
total += (p - cumulative_probability) * *n as f32;
cumulative_probability += p;
}
total
};
assert!(expected < 1.0);
let num_fireworks = (|| {
let x = rng.gen_range(0.0..1.0);
for (p, n) in thresholds {
if x < *p {
return *n;
}
}
0
})();
for _ in 0..num_fireworks {
let speed: f32 = rng.gen_range(40.0..80.0);
let theta: f32 = rng.gen_range(0.0..2.0 * PI);
let phi: f32 = rng.gen_range(0.25 * PI..0.5 * PI);
let dir = Dir::from_unnormalized(Vec3::new(
theta.cos(),
theta.sin(),
phi.sin(),
))
.expect("nonzero vector should normalize");
server_emitter.emit(ServerEvent::Shoot {
entity,
dir,
body: Body::Object(object::Body::for_firework(*reagent)),
light: Some(LightEmitter {
animated: true,
flicker: 2.0,
strength: 2.0,
col: Rgb::new(1.0, 1.0, 0.0),
}),
projectile: Projectile {
hit_solid: Vec::new(),
hit_entity: Vec::new(),
time_left: Duration::from_secs(60),
owner: *owner,
ignore_group: true,
},
gravity: Some(Gravity(1.0)),
speed,
object: Some(Object::Firework {
owner: *owner,
reagent: *reagent,
}),
});
}
}
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server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::Suicide,
});
server_emitter.emit(ServerEvent::Explosion {
pos: pos.0,
explosion: Explosion {
effects: vec![
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RadiusEffect::Entity(Effect::Damage(Damage {
source: DamageSource::Explosion,
value: 50.0,
})),
RadiusEffect::Entity(Effect::PoiseChange(PoiseChange {
source: PoiseSource::Explosion,
amount: -40,
})),
RadiusEffect::TerrainDestruction(4.0),
],
radius: 12.0,
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reagent: Some(*reagent),
},
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owner: *owner,
});
}
},
}
}
}
}