veloren/server/src/state_ext.rs

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use crate::{
client::Client, persistence, settings::ServerSettings, sys::sentinel::DeletedEntities,
SpawnPoint,
};
use common::{
assets,
comp::{self, item},
effect::Effect,
msg::{ClientState, RegisterError, RequestStateError, ServerMsg},
state::State,
sync::{Uid, WorldSyncExt},
util::Dir,
};
use log::warn;
use specs::{Builder, Entity as EcsEntity, EntityBuilder as EcsEntityBuilder, Join, WorldExt};
use vek::*;
pub trait StateExt {
fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool;
fn apply_effect(&mut self, entity: EcsEntity, effect: Effect);
fn create_npc(
&mut self,
pos: comp::Pos,
stats: comp::Stats,
loadout: comp::Loadout,
body: comp::Body,
) -> EcsEntityBuilder;
fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder;
fn create_projectile(
&mut self,
pos: comp::Pos,
vel: comp::Vel,
body: comp::Body,
projectile: comp::Projectile,
) -> EcsEntityBuilder;
fn create_player_character(
&mut self,
entity: EcsEntity,
character_id: i32,
body: comp::Body,
main: Option<String>,
server_settings: &ServerSettings,
);
fn notify_registered_clients(&self, msg: ServerMsg);
fn delete_entity_recorded(
&mut self,
entity: EcsEntity,
) -> Result<(), specs::error::WrongGeneration>;
}
impl StateExt for State {
fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool {
let success = self
.ecs()
.write_storage::<comp::Inventory>()
.get_mut(entity)
.map(|inv| inv.push(item).is_none())
.unwrap_or(false);
if success {
self.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected),
);
}
success
}
fn apply_effect(&mut self, entity: EcsEntity, effect: Effect) {
match effect {
Effect::Health(change) => {
self.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.health.change_by(change));
},
Effect::Xp(xp) => {
self.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.exp.change_by(xp));
},
}
}
/// Build a non-player character.
fn create_npc(
&mut self,
pos: comp::Pos,
stats: comp::Stats,
loadout: comp::Loadout,
body: comp::Body,
) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori::default())
.with(comp::Collider::Box {
radius: 0.4,
z_min: 0.0,
z_max: 1.75,
})
.with(comp::Controller::default())
.with(body)
.with(stats)
.with(comp::Alignment::Npc)
.with(comp::Energy::new(500))
.with(comp::Collider::Box {
radius: 0.4,
z_min: 0.0,
z_max: 1.75,
})
.with(comp::Gravity(1.0))
.with(comp::CharacterState::default())
.with(loadout)
}
/// Build a static object entity
fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori::default())
.with(comp::Body::Object(object))
.with(comp::Mass(100.0))
.with(comp::Collider::Box {
radius: 0.4,
z_min: 0.0,
z_max: 0.9,
})
.with(comp::Gravity(1.0))
}
/// Build a projectile
fn create_projectile(
&mut self,
pos: comp::Pos,
vel: comp::Vel,
body: comp::Body,
projectile: comp::Projectile,
) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(vel)
.with(comp::Ori(Dir::from_unnormalized(vel.0).unwrap_or_default()))
.with(comp::Mass(0.0))
.with(comp::Collider::Point)
.with(body)
.with(projectile)
.with(comp::Sticky)
}
fn create_player_character(
&mut self,
entity: EcsEntity,
character_id: i32,
body: comp::Body,
main: Option<String>,
server_settings: &ServerSettings,
) {
// Grab persisted character data from the db and insert their associated
// components. If for some reason the data can't be returned (missing
// data, DB error), kick the client back to the character select screen.
match persistence::character::load_character_data(
character_id,
&server_settings.persistence_db_dir,
) {
Ok(stats) => self.write_component(entity, stats),
Err(error) => {
log::warn!(
"{}",
format!(
"Failed to load character data for character_id {}: {}",
character_id, error
)
);
if let Some(client) = self.ecs().write_storage::<Client>().get_mut(entity) {
client.error_state(RequestStateError::RegisterDenied(
RegisterError::InvalidCharacter,
))
}
},
}
// Give no item when an invalid specifier is given
let main = main.and_then(|specifier| assets::load_cloned::<comp::Item>(&specifier).ok());
let spawn_point = self.ecs().read_resource::<SpawnPoint>().0;
self.write_component(entity, body);
self.write_component(entity, comp::Energy::new(1000));
self.write_component(entity, comp::Controller::default());
self.write_component(entity, comp::Pos(spawn_point));
self.write_component(entity, comp::Vel(Vec3::zero()));
self.write_component(entity, comp::Ori::default());
self.write_component(entity, comp::Collider::Box {
radius: 0.4,
z_min: 0.0,
z_max: 1.75,
});
self.write_component(entity, comp::Gravity(1.0));
self.write_component(entity, comp::CharacterState::default());
self.write_component(entity, comp::Alignment::Owned(entity));
self.write_component(entity, comp::Inventory::default());
self.write_component(
entity,
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::default()),
);
self.write_component(
entity,
if let Some(item::ItemKind::Tool(tool)) = main.as_ref().map(|i| &i.kind) {
let mut abilities = tool.get_abilities();
let mut ability_drain = abilities.drain(..);
comp::Loadout {
active_item: main.map(|item| comp::ItemConfig {
item,
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ability1: ability_drain.next(),
ability2: ability_drain.next(),
ability3: ability_drain.next(),
block_ability: Some(comp::CharacterAbility::BasicBlock),
dodge_ability: Some(comp::CharacterAbility::Roll),
}),
second_item: None,
shoulder: None,
chest: Some(assets::load_expect_cloned(
"common.items.armor.starter.rugged_chest",
)),
belt: None,
hand: None,
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pants: Some(assets::load_expect_cloned(
"common.items.armor.starter.rugged_pants",
)),
foot: Some(assets::load_expect_cloned(
"common.items.armor.starter.sandals_0",
)),
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back: None,
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ring: None,
neck: None,
lantern: None,
head: None,
tabard: None,
}
} else {
comp::Loadout::default()
},
);
// Set the character id for the player
// TODO this results in a warning in the console: "Error modifying synced
// component, it doesn't seem to exist"
// It appears to be caused by the player not yet existing on the client at this
// point, despite being able to write the data on the server
&self
.ecs()
.write_storage::<comp::Player>()
.get_mut(entity)
.map(|player| {
player.character_id = Some(character_id);
});
// Make sure physics are accepted.
self.write_component(entity, comp::ForceUpdate);
// Give the Admin component to the player if their name exists in admin list
if server_settings.admins.contains(
&self
.ecs()
.read_storage::<comp::Player>()
.get(entity)
.expect("Failed to fetch entity.")
.alias,
) {
self.write_component(entity, comp::Admin);
}
// Tell the client its request was successful.
if let Some(client) = self.ecs().write_storage::<Client>().get_mut(entity) {
client.allow_state(ClientState::Character);
}
}
fn notify_registered_clients(&self, msg: ServerMsg) {
for client in (&mut self.ecs().write_storage::<Client>())
.join()
.filter(|c| c.is_registered())
{
client.notify(msg.clone())
}
}
fn delete_entity_recorded(
&mut self,
entity: EcsEntity,
) -> Result<(), specs::error::WrongGeneration> {
let (maybe_uid, maybe_pos) = (
self.ecs().read_storage::<Uid>().get(entity).copied(),
self.ecs().read_storage::<comp::Pos>().get(entity).copied(),
);
let res = self.ecs_mut().delete_entity(entity);
if res.is_ok() {
if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) {
if let Some(region_key) = self
.ecs()
.read_resource::<common::region::RegionMap>()
.find_region(entity, pos.0)
{
self.ecs()
.write_resource::<DeletedEntities>()
.record_deleted_entity(uid, region_key);
} else {
// Don't panic if the entity wasn't found in a region maybe it was just created
// and then deleted before the region manager had a chance to assign it a
// region
warn!(
"Failed to find region containing entity during entity deletion, assuming \
it wasn't sent to any clients and so deletion doesn't need to be \
recorded for sync purposes"
);
}
}
}
res
}
}