2019-10-20 07:20:21 +00:00
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use super::SysTimer;
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2019-10-20 05:19:50 +00:00
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use crate::{chunk_generator::ChunkGenerator, client::Client, Tick};
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use common::{
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2019-10-22 18:18:40 +00:00
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assets,
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2020-03-28 05:51:52 +00:00
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comp::{self, item, CharacterAbility, Item, ItemConfig, Player, Pos},
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2019-10-20 05:19:50 +00:00
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event::{EventBus, ServerEvent},
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msg::ServerMsg,
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2020-01-29 03:38:45 +00:00
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npc::{self, NPC_NAMES},
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2019-10-20 05:19:50 +00:00
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state::TerrainChanges,
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terrain::TerrainGrid,
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};
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2020-04-20 00:17:54 +00:00
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use rand::Rng;
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2019-10-20 05:19:50 +00:00
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use specs::{Join, Read, ReadStorage, System, Write, WriteExpect, WriteStorage};
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2020-03-16 13:27:52 +00:00
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use std::{sync::Arc, time::Duration};
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2019-10-20 05:19:50 +00:00
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use vek::*;
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2020-01-27 16:48:42 +00:00
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/// This system will handle loading generated chunks and unloading
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/// uneeded chunks.
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2019-10-20 05:19:50 +00:00
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/// 1. Inserts newly generated chunks into the TerrainGrid
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/// 2. Sends new chunks to neaby clients
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/// 3. Handles the chunk's supplement (e.g. npcs)
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/// 4. Removes chunks outside the range of players
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Read<'a, EventBus<ServerEvent>>,
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Read<'a, Tick>,
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2019-10-20 07:20:21 +00:00
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Write<'a, SysTimer<Self>>,
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2019-10-20 05:19:50 +00:00
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WriteExpect<'a, ChunkGenerator>,
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WriteExpect<'a, TerrainGrid>,
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Write<'a, TerrainChanges>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, Player>,
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WriteStorage<'a, Client>,
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);
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fn run(
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&mut self,
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(
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2020-03-22 04:49:32 +00:00
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server_event_bus,
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2019-10-20 05:19:50 +00:00
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tick,
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2019-10-20 07:20:21 +00:00
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mut timer,
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2019-10-20 05:19:50 +00:00
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mut chunk_generator,
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mut terrain,
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mut terrain_changes,
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positions,
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players,
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mut clients,
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): Self::SystemData,
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) {
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2019-10-20 07:20:21 +00:00
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timer.start();
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2020-03-22 04:49:32 +00:00
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let mut server_emitter = server_event_bus.emitter();
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2019-10-20 05:19:50 +00:00
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// Fetch any generated `TerrainChunk`s and insert them into the terrain.
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// Also, send the chunk data to anybody that is close by.
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'insert_terrain_chunks: while let Some((key, res)) = chunk_generator.recv_new_chunk() {
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let (chunk, supplement) = match res {
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Ok((chunk, supplement)) => (chunk, supplement),
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Err(entity) => {
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if let Some(client) = clients.get_mut(entity) {
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client.notify(ServerMsg::TerrainChunkUpdate {
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key,
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chunk: Err(()),
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});
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}
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continue 'insert_terrain_chunks;
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2020-02-01 20:39:39 +00:00
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},
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2019-10-20 05:19:50 +00:00
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};
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// Send the chunk to all nearby players.
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for (view_distance, pos, client) in (&players, &positions, &mut clients)
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.join()
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.filter_map(|(player, pos, client)| {
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player.view_distance.map(|vd| (vd, pos, client))
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})
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{
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let chunk_pos = terrain.pos_key(pos.0.map(|e| e as i32));
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2019-12-23 06:02:00 +00:00
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// Subtract 2 from the offset before computing squared magnitude
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// 1 since chunks need neighbors to be meshed
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// 1 to act as a buffer if the player moves in that direction
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2019-10-20 05:19:50 +00:00
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let adjusted_dist_sqr = (Vec2::from(chunk_pos) - Vec2::from(key))
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.map(|e: i32| (e.abs() as u32).checked_sub(2).unwrap_or(0))
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.magnitude_squared();
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if adjusted_dist_sqr <= view_distance.pow(2) {
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client.notify(ServerMsg::TerrainChunkUpdate {
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key,
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chunk: Ok(Box::new(chunk.clone())),
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});
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}
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}
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// TODO: code duplication for chunk insertion between here and state.rs
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// Insert the chunk into terrain changes
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if terrain.insert(key, Arc::new(chunk)).is_some() {
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terrain_changes.modified_chunks.insert(key);
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} else {
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terrain_changes.new_chunks.insert(key);
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}
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// Handle chunk supplement
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2020-01-25 02:15:15 +00:00
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for entity in supplement.entities {
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2020-04-17 20:58:36 +00:00
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if entity.is_waypoint {
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2020-01-25 02:15:15 +00:00
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server_emitter.emit(ServerEvent::CreateWaypoint(entity.pos));
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2020-04-17 20:58:36 +00:00
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continue;
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}
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2020-03-16 13:27:52 +00:00
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2020-04-17 20:58:36 +00:00
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fn get_npc_name<
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'a,
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Species,
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SpeciesData: for<'b> core::ops::Index<&'b Species, Output = npc::SpeciesNames>,
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>(
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body_data: &'a comp::BodyData<npc::BodyNames, SpeciesData>,
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species: Species,
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) -> &'a str {
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&body_data.species[&species].generic
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}
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2020-01-26 00:22:48 +00:00
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2020-04-20 00:17:54 +00:00
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/*
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2020-04-18 18:28:19 +00:00
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const SPAWN_NPCS: &'static [fn() -> (
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String,
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comp::Body,
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Option<comp::Item>,
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comp::Alignment,
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)] = &[
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(|| {
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let body = comp::humanoid::Body::random();
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(
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format!("{} Traveler", get_npc_name(&NPC_NAMES.humanoid, body.race)),
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comp::Body::Humanoid(body),
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Some(assets::load_expect_cloned(
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"common.items.weapons.starter_axe",
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)),
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comp::Alignment::Npc,
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)
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}) as _,
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(|| {
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let body = comp::humanoid::Body::random();
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(
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format!("{} Bandit", get_npc_name(&NPC_NAMES.humanoid, body.race)),
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comp::Body::Humanoid(body),
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Some(assets::load_expect_cloned(
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"common.items.weapons.short_sword_0",
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)),
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comp::Alignment::Enemy,
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)
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}) as _,
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(|| {
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let body = comp::quadruped_medium::Body::random();
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(
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get_npc_name(&NPC_NAMES.quadruped_medium, body.species).into(),
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comp::Body::QuadrupedMedium(body),
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None,
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comp::Alignment::Enemy,
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)
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}) as _,
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(|| {
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let body = comp::bird_medium::Body::random();
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(
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get_npc_name(&NPC_NAMES.bird_medium, body.species).into(),
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comp::Body::BirdMedium(body),
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None,
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comp::Alignment::Wild,
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)
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}) as _,
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(|| {
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let body = comp::critter::Body::random();
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(
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get_npc_name(&NPC_NAMES.critter, body.species).into(),
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comp::Body::Critter(body),
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None,
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comp::Alignment::Wild,
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)
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}) as _,
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(|| {
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let body = comp::quadruped_small::Body::random();
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(
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get_npc_name(&NPC_NAMES.quadruped_small, body.species).into(),
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comp::Body::QuadrupedSmall(body),
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None,
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comp::Alignment::Wild,
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)
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}),
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];
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2020-04-20 00:17:54 +00:00
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let (name, mut body, main, alignment) = SPAWN_NPCS
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2020-04-18 18:28:19 +00:00
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.choose(&mut rand::thread_rng())
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.expect("SPAWN_NPCS is nonempty")(
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);
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2020-04-20 00:17:54 +00:00
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*/
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2020-03-19 10:00:28 +00:00
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2020-04-18 20:26:43 +00:00
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let mut body = entity.body;
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2020-04-20 00:17:54 +00:00
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let name = entity.name.unwrap_or("Unnamed".to_string());
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2020-04-17 20:58:36 +00:00
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let alignment = entity.alignment;
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2020-04-18 20:26:43 +00:00
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let main_tool = entity.main_tool;
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let mut stats = comp::Stats::new(name, body);
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2019-10-20 05:19:50 +00:00
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2020-04-17 20:58:36 +00:00
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let active_item =
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2020-04-18 20:26:43 +00:00
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if let Some(item::ItemKind::Tool(tool)) = main_tool.as_ref().map(|i| &i.kind) {
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2020-04-17 20:58:36 +00:00
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let mut abilities = tool.get_abilities();
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let mut ability_drain = abilities.drain(..);
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2019-10-20 05:19:50 +00:00
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2020-04-18 20:26:43 +00:00
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main_tool.map(|item| comp::ItemConfig {
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2020-04-17 20:58:36 +00:00
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item,
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ability1: ability_drain.next(),
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ability2: ability_drain.next(),
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ability3: ability_drain.next(),
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block_ability: None,
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dodge_ability: Some(comp::CharacterAbility::Roll),
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})
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} else {
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Some(ItemConfig {
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// We need the empty item so npcs can attack
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item: Item::empty(),
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ability1: Some(CharacterAbility::BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(400),
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base_healthchange: -4,
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range: 3.5,
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max_angle: 60.0,
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2020-03-14 21:33:20 +00:00
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}),
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2020-04-17 20:58:36 +00:00
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ability2: None,
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ability3: None,
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block_ability: None,
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dodge_ability: None,
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})
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};
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2020-03-14 21:33:20 +00:00
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2020-04-17 20:58:36 +00:00
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let mut loadout = match alignment {
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comp::Alignment::Npc => comp::Loadout {
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active_item,
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second_item: None,
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shoulder: Some(assets::load_expect_cloned(
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"common.items.armor.shoulder.leather_0",
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)),
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chest: Some(assets::load_expect_cloned(
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"common.items.armor.chest.leather_0",
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)),
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belt: Some(assets::load_expect_cloned(
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"common.items.armor.belt.plate_0",
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)),
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hand: Some(assets::load_expect_cloned(
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"common.items.armor.hand.plate_0",
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)),
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pants: Some(assets::load_expect_cloned(
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"common.items.armor.pants.plate_green_0",
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)),
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foot: Some(assets::load_expect_cloned(
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"common.items.armor.foot.leather_0",
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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},
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comp::Alignment::Enemy => comp::Loadout {
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active_item,
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second_item: None,
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shoulder: Some(assets::load_expect_cloned(
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"common.items.armor.shoulder.leather_0",
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)),
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chest: Some(assets::load_expect_cloned(
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"common.items.armor.chest.plate_green_0",
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)),
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belt: Some(assets::load_expect_cloned(
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"common.items.armor.belt.plate_0",
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)),
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hand: Some(assets::load_expect_cloned(
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"common.items.armor.hand.plate_0",
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)),
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pants: Some(assets::load_expect_cloned(
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"common.items.armor.pants.plate_green_0",
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)),
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foot: Some(assets::load_expect_cloned(
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"common.items.armor.foot.plate_0",
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)),
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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},
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_ => comp::Loadout {
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active_item,
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second_item: None,
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shoulder: None,
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chest: None,
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belt: None,
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hand: None,
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pants: None,
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foot: None,
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back: None,
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ring: None,
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neck: None,
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lantern: None,
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head: None,
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tabard: None,
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},
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};
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2019-10-20 05:19:50 +00:00
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2020-04-17 20:58:36 +00:00
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let mut scale = 1.0;
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2020-03-15 13:34:17 +00:00
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2020-04-17 20:58:36 +00:00
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// TODO: Remove this and implement scaling or level depending on stuff like
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// species instead
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stats.level.set_level(rand::thread_rng().gen_range(1, 9));
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2020-03-15 13:34:17 +00:00
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2020-04-17 20:58:36 +00:00
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// Replace stuff if it's a boss
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if entity.is_giant {
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if rand::random::<f32>() < 0.65 {
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let body_new = comp::humanoid::Body::random();
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body = comp::Body::Humanoid(body_new);
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stats = comp::Stats::new(
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format!(
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"Fearless Giant {}",
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get_npc_name(&NPC_NAMES.humanoid, body_new.race)
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),
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body,
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);
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2020-01-25 02:15:15 +00:00
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}
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2020-04-17 20:58:36 +00:00
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loadout = comp::Loadout {
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active_item: Some(comp::ItemConfig {
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item: assets::load_expect_cloned(
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"common.items.weapons.zweihander_sword_0",
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),
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ability1: Some(CharacterAbility::BasicMelee {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(800),
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recover_duration: Duration::from_millis(200),
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base_healthchange: -13,
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|
|
|
range: 3.5,
|
|
|
|
max_angle: 60.0,
|
|
|
|
}),
|
|
|
|
ability2: None,
|
|
|
|
ability3: None,
|
|
|
|
block_ability: None,
|
|
|
|
dodge_ability: None,
|
|
|
|
}),
|
|
|
|
second_item: None,
|
|
|
|
shoulder: Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.shoulder.plate_0",
|
|
|
|
)),
|
|
|
|
chest: Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.chest.plate_green_0",
|
|
|
|
)),
|
|
|
|
belt: Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.belt.plate_0",
|
|
|
|
)),
|
|
|
|
hand: Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.hand.plate_0",
|
|
|
|
)),
|
|
|
|
pants: Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.pants.plate_green_0",
|
|
|
|
)),
|
|
|
|
foot: Some(assets::load_expect_cloned(
|
|
|
|
"common.items.armor.foot.plate_0",
|
|
|
|
)),
|
|
|
|
back: None,
|
|
|
|
ring: None,
|
|
|
|
neck: None,
|
|
|
|
lantern: None,
|
|
|
|
head: None,
|
|
|
|
tabard: 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;
|
2020-01-20 16:42:35 +00:00
|
|
|
}
|
2020-04-17 20:58:36 +00:00
|
|
|
*/
|
|
|
|
server_emitter.emit(ServerEvent::CreateNpc {
|
|
|
|
pos: Pos(entity.pos),
|
|
|
|
stats,
|
|
|
|
loadout,
|
|
|
|
body,
|
|
|
|
alignment,
|
|
|
|
agent: comp::Agent::default().with_patrol_origin(entity.pos),
|
|
|
|
scale: comp::Scale(scale),
|
|
|
|
})
|
2019-10-20 05:19:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Remove chunks that are too far from players.
|
|
|
|
let mut chunks_to_remove = Vec::new();
|
|
|
|
terrain
|
|
|
|
.iter()
|
|
|
|
.map(|(k, _)| k)
|
2019-10-26 02:00:30 +00:00
|
|
|
// 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)
|
2019-10-20 05:19:50 +00:00
|
|
|
// 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()
|
2019-10-20 05:19:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
}
|