veloren/common/src/sys/combat.rs

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use crate::{
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comp::{
ActionState::*, CharacterState, Controller, ForceUpdate, HealthSource, Ori, Pos, Stats, Vel,
},
state::{DeltaTime, Uid},
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
use std::time::Duration;
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use vek::*;
const BASE_DMG: i32 = 10;
const BLOCK_EFFICIENCY: f32 = 0.9;
const ATTACK_RANGE: f32 = 4.0;
const BLOCK_ANGLE: f32 = 180.0;
const KNOCKBACK_XY: f32 = 2.0;
const KNOCKBACK_Z: f32 = 2.0;
/// 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>,
ReadStorage<'a, Uid>,
Read<'a, DeltaTime>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Ori>,
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ReadStorage<'a, Controller>,
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WriteStorage<'a, Vel>,
WriteStorage<'a, CharacterState>,
WriteStorage<'a, Stats>,
WriteStorage<'a, ForceUpdate>,
);
fn run(
&mut self,
(
entities,
uids,
dt,
positions,
orientations,
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controllers,
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mut velocities,
mut character_states,
mut stats,
mut force_updates,
): Self::SystemData,
) {
// Attacks
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for (entity, uid, pos, ori, controller) in
(&entities, &uids, &positions, &orientations, &controllers).join()
{
let mut todo_end = false;
// Go through all other entities
if let Some(Attack { time_left, applied }) =
&mut character_states.get(entity).map(|c| c.action)
{
if !*applied {
for (b, pos_b, ori_b, character_b, mut vel_b, stat_b) in (
&entities,
&positions,
&orientations,
&character_states,
&mut velocities,
&mut 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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// Check if it is a hit
if entity != b
&& !stat_b.is_dead
&& pos.0.distance_squared(pos_b.0) < ATTACK_RANGE.powi(2)
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// TODO: Use size instead of 1.0
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&& ori2.angle_between(pos_b2 - pos2) < (1.0 / pos2.distance(pos_b2)).atan()
{
let dmg = if character_b.action.is_block()
&& ori_b.0.angle_between(pos.0 - pos_b.0).to_degrees()
< BLOCK_ANGLE / 2.0
{
(BASE_DMG as f32 * (1.0 - BLOCK_EFFICIENCY)) as i32
} else {
BASE_DMG
};
// Deal damage
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stat_b
.health
.change_by(-dmg, HealthSource::Attack { by: *uid }); // TODO: variable damage and weapon
vel_b.0 += (pos_b.0 - pos.0).normalized() * KNOCKBACK_XY;
vel_b.0.z = KNOCKBACK_Z;
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let _ = force_updates.insert(b, ForceUpdate);
}
}
}
if let Some(Attack { time_left, applied }) =
&mut character_states.get_mut(entity).map(|c| &mut c.action)
{
// Only attack once
*applied = true;
if *time_left == Duration::default() {
todo_end = true;
} else {
*time_left = time_left
.checked_sub(Duration::from_secs_f32(dt.0))
.unwrap_or_default();
}
}
}
if todo_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();
}
}
}
}
}