veloren/common/sys/src/projectile.rs

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use common::{
combat::{AttackerInfo, TargetInfo},
comp::{
projectile, Combo, Energy, Group, HealthSource, Inventory, Ori, PhysicsState, Pos,
Projectile, Stats, Vel,
},
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event::{EventBus, ServerEvent},
resources::DeltaTime,
uid::UidAllocator,
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util::Dir,
GroupTarget,
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};
use common_ecs::{Job, Origin, Phase, System};
use specs::{
saveload::MarkerAllocator, shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData,
World, WriteStorage,
};
use std::time::Duration;
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#[derive(SystemData)]
pub struct ReadData<'a> {
entities: Entities<'a>,
dt: Read<'a, DeltaTime>,
uid_allocator: Read<'a, UidAllocator>,
server_bus: Read<'a, EventBus<ServerEvent>>,
positions: ReadStorage<'a, Pos>,
physics_states: ReadStorage<'a, PhysicsState>,
velocities: ReadStorage<'a, Vel>,
inventories: ReadStorage<'a, Inventory>,
groups: ReadStorage<'a, Group>,
energies: ReadStorage<'a, Energy>,
stats: ReadStorage<'a, Stats>,
combos: ReadStorage<'a, Combo>,
}
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/// This system is responsible for handling projectile effect triggers
#[derive(Default)]
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
ReadData<'a>,
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WriteStorage<'a, Ori>,
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WriteStorage<'a, Projectile>,
);
const NAME: &'static str = "projectile";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
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fn run(_job: &mut Job<Self>, (read_data, mut orientations, mut projectiles): Self::SystemData) {
let mut server_emitter = read_data.server_bus.emitter();
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// Attacks
'projectile_loop: for (entity, pos, physics, ori, mut projectile) in (
&read_data.entities,
&read_data.positions,
&read_data.physics_states,
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&mut orientations,
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&mut projectiles,
)
.join()
{
let mut projectile_vanished: bool = false;
// Hit entity
for other in physics.touch_entities.iter().copied() {
let same_group = projectile
.owner
// Note: somewhat inefficient since we do the lookup for every touching
// entity, but if we pull this out of the loop we would want to do it only
// if there is at least one touching entity
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()))
.and_then(|e| read_data.groups.get(e))
.map_or(false, |owner_group|
Some(owner_group) == read_data.uid_allocator
.retrieve_entity_internal(other.into())
.and_then(|e| read_data.groups.get(e))
);
let target_group = if same_group {
GroupTarget::InGroup
} else {
GroupTarget::OutOfGroup
};
if projectile.ignore_group
// Skip if in the same group
&& same_group
{
continue;
}
if projectile.owner == Some(other) {
continue;
}
let projectile = &mut *projectile;
for effect in projectile.hit_entity.drain(..) {
match effect {
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projectile::Effect::Attack(attack) => {
if let Some(target) = read_data
.uid_allocator
.retrieve_entity_internal(other.into())
{
let owner_entity = projectile.owner.and_then(|u| {
read_data.uid_allocator.retrieve_entity_internal(u.into())
});
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let attacker_info =
owner_entity.zip(projectile.owner).map(|(entity, uid)| {
AttackerInfo {
entity,
uid,
energy: read_data.energies.get(entity),
combo: read_data.combos.get(entity),
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}
});
let target_info = TargetInfo {
entity: target,
inventory: read_data.inventories.get(target),
stats: read_data.stats.get(target),
};
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attack.apply_attack(
target_group,
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attacker_info,
target_info,
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ori.look_dir(),
false,
1.0,
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|e| server_emitter.emit(e),
);
}
},
projectile::Effect::Explode(e) => {
server_emitter.emit(ServerEvent::Explosion {
pos: pos.0,
explosion: e,
owner: projectile.owner,
})
},
projectile::Effect::Vanish => {
server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
});
projectile_vanished = true;
},
projectile::Effect::Possess => {
if other != projectile.owner.unwrap() {
if let Some(owner) = projectile.owner {
server_emitter.emit(ServerEvent::Possess(owner, other));
}
}
},
_ => {},
}
}
if projectile_vanished {
continue 'projectile_loop;
}
}
// Hit something solid
if physics.on_wall.is_some() || physics.on_ground || physics.on_ceiling {
let projectile = &mut *projectile;
for effect in projectile.hit_solid.drain(..) {
match effect {
projectile::Effect::Explode(e) => {
server_emitter.emit(ServerEvent::Explosion {
pos: pos.0,
explosion: e,
owner: projectile.owner,
})
},
projectile::Effect::Vanish => {
server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
});
projectile_vanished = true;
},
_ => {},
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}
}
if projectile_vanished {
continue 'projectile_loop;
}
} else if let Some(dir) = read_data
.velocities
.get(entity)
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.and_then(|vel| Dir::from_unnormalized(vel.0))
{
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*ori = dir.into();
}
if projectile.time_left == Duration::default() {
server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
});
}
projectile.time_left = projectile
.time_left
.checked_sub(Duration::from_secs_f32(read_data.dt.0))
.unwrap_or_default();
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}
}
}