veloren/common/sys/src/melee.rs

144 lines
4.9 KiB
Rust
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use common::{
combat::{AttackerInfo, TargetInfo},
comp::{Body, CharacterState, Energy, Group, Health, Inventory, Melee, Ori, Pos, Scale, Stats},
event::{EventBus, ServerEvent},
metrics::SysMetrics,
span,
uid::Uid,
util::Dir,
GroupTarget,
};
use specs::{
shred::ResourceId, Entities, Join, Read, ReadExpect, ReadStorage, System, SystemData, World,
WriteStorage,
};
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use vek::*;
#[derive(SystemData)]
pub struct ReadData<'a> {
entities: Entities<'a>,
uids: ReadStorage<'a, Uid>,
positions: ReadStorage<'a, Pos>,
orientations: ReadStorage<'a, Ori>,
scales: ReadStorage<'a, Scale>,
bodies: ReadStorage<'a, Body>,
healths: ReadStorage<'a, Health>,
energies: ReadStorage<'a, Energy>,
inventories: ReadStorage<'a, Inventory>,
groups: ReadStorage<'a, Group>,
char_states: ReadStorage<'a, CharacterState>,
server_bus: Read<'a, EventBus<ServerEvent>>,
metrics: ReadExpect<'a, SysMetrics>,
stats: ReadStorage<'a, Stats>,
}
/// This system is responsible for handling accepted inputs like moving or
/// attacking
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (ReadData<'a>, WriteStorage<'a, Melee>);
fn run(&mut self, (read_data, mut melee_attacks): Self::SystemData) {
let start_time = std::time::Instant::now();
span!(_guard, "run", "melee::Sys::run");
let mut server_emitter = read_data.server_bus.emitter();
// Attacks
for (attacker, uid, pos, ori, melee_attack, body) in (
&read_data.entities,
&read_data.uids,
&read_data.positions,
&read_data.orientations,
&mut melee_attacks,
&read_data.bodies,
)
.join()
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{
if melee_attack.applied {
continue;
}
melee_attack.applied = true;
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// Go through all other entities
for (target, pos_b, health_b, body_b) in (
&read_data.entities,
&read_data.positions,
&read_data.healths,
&read_data.bodies,
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)
.join()
{
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let look_dir = *ori.look_dir();
// 2D versions
let pos2 = Vec2::from(pos.0);
let pos_b2 = Vec2::<f32>::from(pos_b.0);
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let ori2 = Vec2::from(look_dir);
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// Scales
let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0);
let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
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let rad = body.radius() * scale;
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let rad_b = body_b.radius() * scale_b;
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// Check if entity is dodging
let is_dodge = read_data
.char_states
.get(target)
.map_or(false, |c_s| c_s.is_melee_dodge());
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// Check if it is a hit
if attacker != target
&& !health_b.is_dead
// Spherical wedge shaped attack field
&& pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
&& ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
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{
// See if entities are in the same group
let same_group = read_data
.groups
.get(attacker)
.map(|group_a| Some(group_a) == read_data.groups.get(target))
.unwrap_or(false);
let target_group = if same_group {
GroupTarget::InGroup
} else {
GroupTarget::OutOfGroup
};
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let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(look_dir));
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let attacker_info = Some(AttackerInfo {
entity: attacker,
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uid: *uid,
energy: read_data.energies.get(attacker),
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});
let target_info = TargetInfo {
entity: target,
inventory: read_data.inventories.get(target),
stats: read_data.stats.get(target),
};
melee_attack.attack.apply_attack(
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target_group,
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attacker_info,
target_info,
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dir,
is_dodge,
1.0,
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|e| server_emitter.emit(e),
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);
melee_attack.hit_count += 1;
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}
}
}
read_data.metrics.melee_ns.store(
start_time.elapsed().as_nanos() as u64,
std::sync::atomic::Ordering::Relaxed,
);
}
}