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https://gitlab.com/veloren/veloren.git
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85 lines
2.4 KiB
Rust
85 lines
2.4 KiB
Rust
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use crate::{
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comp::{
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projectile, ActionState::*, CharacterState, Controller, ForceUpdate, HealthSource, Ori,
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PhysicsState, Pos, Projectile, Stats, Vel,
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},
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event::{EventBus, ServerEvent},
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state::{DeltaTime, Uid},
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};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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use std::time::Duration;
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use vek::*;
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/// This system is responsible for handling projectile effect triggers
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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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Entities<'a>,
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ReadStorage<'a, Uid>,
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Read<'a, DeltaTime>,
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Read<'a, EventBus<ServerEvent>>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, Ori>,
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ReadStorage<'a, Vel>,
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ReadStorage<'a, PhysicsState>,
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WriteStorage<'a, Projectile>,
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WriteStorage<'a, Stats>,
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);
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fn run(
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&mut self,
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(
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entities,
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uids,
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dt,
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server_bus,
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positions,
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velocities,
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orientations,
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physics_states,
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mut projectiles,
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mut stats,
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): Self::SystemData,
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) {
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let mut server_emitter = server_bus.emitter();
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// Attacks
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for (entity, uid, pos, velocity, ori, physics, projectile) in (
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&entities,
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&uids,
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&positions,
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&velocities,
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&orientations,
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&physics_states,
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&mut projectiles,
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)
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.join()
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{
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// Hit ground
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if physics.on_ground {
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for effect in projectile.hit_ground.drain(..) {
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match effect {
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projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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}),
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_ => {}
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}
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}
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}
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// TODO: Check entity hit
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if false {
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for effect in projectile.hit_entity.drain(..) {
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match effect {
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projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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}),
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_ => {}
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}
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}
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}
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}
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}
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}
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