veloren/common/src/sys/combat.rs

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use crate::{
comp::{
ActionState::*, CharacterState, Controller, HealthChange, HealthSource, Item, ItemKind,
Ori, Pos, Scale, Stats,
},
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event::{EventBus, LocalEvent, ServerEvent},
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state::DeltaTime,
sync::Uid,
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
use std::time::Duration;
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use vek::*;
const BLOCK_EFFICIENCY: f32 = 0.9;
const ATTACK_RANGE: f32 = 3.5;
const ATTACK_ANGLE: f32 = 45.0;
const BLOCK_ANGLE: f32 = 180.0;
/// This system is responsible for handling accepted inputs like moving or attacking
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
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Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
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ReadStorage<'a, Uid>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Ori>,
ReadStorage<'a, Scale>,
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ReadStorage<'a, Controller>,
WriteStorage<'a, CharacterState>,
WriteStorage<'a, Stats>,
);
fn run(
&mut self,
(
entities,
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server_bus,
local_bus,
dt,
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uids,
positions,
orientations,
scales,
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controllers,
mut character_states,
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stats,
): Self::SystemData,
) {
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let mut server_emitter = server_bus.emitter();
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let mut _local_emitter = local_bus.emitter();
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// Attacks
for (entity, uid, pos, ori, scale_maybe, _, stat) in (
&entities,
&uids,
&positions,
&orientations,
scales.maybe(),
&controllers,
&stats,
)
.join()
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{
let recover_duration = if let Some(Item {
kind: ItemKind::Tool { kind, .. },
..
}) = stat.equipment.main
{
kind.attack_recover_duration()
} else {
Duration::from_secs(1)
};
let (deal_damage, should_end) = if let Some(Attack { time_left, applied }) =
&mut character_states.get_mut(entity).map(|c| &mut c.action)
{
*time_left = time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default();
if !*applied && recover_duration > *time_left {
*applied = true;
(true, false)
} else if *time_left == Duration::default() {
(false, true)
} else {
(false, false)
}
} else {
(false, false)
};
if deal_damage {
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if let Some(Attack { .. }) = &character_states.get(entity).map(|c| c.action) {
// Go through all other entities
for (b, uid_b, pos_b, ori_b, scale_b_maybe, character_b, stat_b) in (
&entities,
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&uids,
&positions,
&orientations,
scales.maybe(),
&character_states,
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&stats,
)
.join()
{
// 2D versions
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let pos2 = Vec2::from(pos.0);
let pos_b2: Vec2<f32> = Vec2::from(pos_b.0);
let ori2 = Vec2::from(ori.0);
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// Scales
let scale = scale_maybe.map_or(1.0, |s| s.0);
let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
// TODO: don't do this here
let rad_b = 0.5 * scale_b;
// Check if it is a hit
if entity != b
&& !stat_b.is_dead
// Spherical wedge shaped attack field
&& pos.0.distance_squared(pos_b.0) < (rad_b + scale * ATTACK_RANGE).powi(2)
&& ori2.angle_between(pos_b2 - pos2) < ATTACK_ANGLE.to_radians() / 2.0 + (rad_b / pos2.distance(pos_b2)).atan()
{
// Weapon gives base damage
let mut dmg = if let Some(ItemKind::Tool { power, .. }) =
stat.equipment.main.as_ref().map(|i| &i.kind)
{
*power as i32
} else {
1
};
// Block
if character_b.action.is_block()
&& ori_b.0.angle_between(pos.0 - pos_b.0)
< BLOCK_ANGLE.to_radians() / 2.0
{
dmg = (dmg as f32 * (1.0 - BLOCK_EFFICIENCY)) as i32
}
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server_emitter.emit(ServerEvent::Damage {
uid: *uid_b,
change: HealthChange {
amount: -dmg,
cause: HealthSource::Attack { by: *uid },
},
});
}
}
}
}
if should_end {
if let Some(character) = &mut character_states.get_mut(entity) {
character.action = Wield {
time_left: Duration::default(),
};
}
}
if let Some(Wield { time_left }) =
&mut character_states.get_mut(entity).map(|c| &mut c.action)
{
if *time_left != Duration::default() {
*time_left = time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default();
}
}
}
}
}