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Make arrows 'bonk' hanging sprites
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parent
913c23e1ad
commit
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@ -19,6 +19,7 @@ pub enum Effect {
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Vanish,
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Stick,
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Possess,
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Bonk, // Knock/dislodge/change objects on hit
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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@ -127,7 +128,7 @@ impl ProjectileConstructor {
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.with_combo_increment();
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Projectile {
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hit_solid: vec![Effect::Stick],
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hit_solid: vec![Effect::Stick, Effect::Bonk],
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hit_entity: vec![Effect::Attack(attack), Effect::Vanish],
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time_left: Duration::from_secs(15),
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owner,
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@ -42,6 +42,11 @@ pub enum ServerEvent {
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explosion: Explosion,
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owner: Option<Uid>,
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},
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Bonk {
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pos: Vec3<f32>,
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owner: Option<Uid>,
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target: Option<Uid>,
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},
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Damage {
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entity: EcsEntity,
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change: comp::HealthChange,
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@ -259,6 +259,14 @@ impl Block {
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.unwrap_or(false)
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}
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#[inline]
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pub fn is_bonkable(&self) -> bool {
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match self.get_sprite() {
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Some(SpriteKind::Apple | SpriteKind::Beehive | SpriteKind::Coconut) => self.is_solid(),
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_ => false,
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}
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}
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/// The tool required to mine this block. For blocks that cannot be mined,
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/// `None` is returned.
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#[inline]
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@ -238,6 +238,7 @@ impl SpriteKind {
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| SpriteKind::MedFlatCactus
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| SpriteKind::ShortFlatCactus
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| SpriteKind::Apple
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| SpriteKind::Beehive
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| SpriteKind::Velorite
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| SpriteKind::VeloriteFrag
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| SpriteKind::Coconut
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@ -872,15 +872,14 @@ impl<'a> PhysicsData<'a> {
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.terrain
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.get(pos.0.map(|e| e.floor() as i32))
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.ok()
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.filter(|b| b.is_filled())
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// TODO: `is_solid`, when arrows are special-cased
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.filter(|b| b.is_solid())
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{
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(0.0, Some(block))
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} else {
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let (dist, block) = read
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.terrain
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.ray(pos.0, pos.0 + pos_delta)
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.until(|block: &Block| block.is_filled())
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.until(|block: &Block| block.is_solid())
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.ignore_error()
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.cast();
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(dist, block.unwrap()) // Can't fail since we do ignore_error above
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@ -897,7 +896,7 @@ impl<'a> PhysicsData<'a> {
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.zip(read.bodies.get(entity).copied())
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{
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outcomes.push(Outcome::ProjectileHit {
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pos: pos.0,
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pos: pos.0 + pos_delta * dist,
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body,
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vel: vel.0,
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source: projectile.owner,
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@ -181,6 +181,13 @@ impl<'a> System<'a> for Sys {
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});
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projectile_vanished = true;
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},
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projectile::Effect::Bonk => {
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server_emitter.emit(ServerEvent::Bonk {
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pos: pos.0,
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owner: projectile.owner,
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target: None,
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});
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},
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_ => {},
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}
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}
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@ -325,6 +332,15 @@ fn dispatch_hit(
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owner: owner_uid,
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});
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},
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projectile::Effect::Bonk => {
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let Pos(pos) = *projectile_info.pos;
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let owner_uid = projectile_info.owner_uid;
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server_emitter.emit(ServerEvent::Bonk {
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pos,
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owner: owner_uid,
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target: Some(projectile_target_info.uid),
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});
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},
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projectile::Effect::Vanish => {
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let entity = projectile_info.entity;
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server_emitter.emit(ServerEvent::Destroy {
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@ -37,7 +37,7 @@ use common_state::BlockChange;
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use comp::chat::GenericChatMsg;
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use hashbrown::HashSet;
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use rand::Rng;
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use specs::{join::Join, saveload::MarkerAllocator, Entity as EcsEntity, WorldExt};
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use specs::{join::Join, saveload::MarkerAllocator, Builder, Entity as EcsEntity, WorldExt};
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use tracing::error;
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use vek::{Vec2, Vec3};
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@ -378,7 +378,6 @@ pub fn handle_destroy(server: &mut Server, entity: EcsEntity, cause: HealthSourc
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{
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// Only drop loot if entity has agency (not a player), and if it is not owned by
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// another entity (not a pet)
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use specs::Builder;
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// Decide for a loot drop before turning into a lootbag
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let old_body = state.ecs().write_storage::<Body>().remove(entity);
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@ -1021,6 +1020,37 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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}
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}
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pub fn handle_bonk(server: &mut Server, pos: Vec3<f32>, owner: Option<Uid>, target: Option<Uid>) {
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let ecs = &server.state.ecs();
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let terrain = ecs.read_resource::<TerrainGrid>();
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let mut block_change = ecs.write_resource::<BlockChange>();
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if let Some(_target) = target {
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// TODO: bonk entities but do no damage?
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drop(owner);
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} else {
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use common::terrain::SpriteKind;
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let pos = pos.map(|e| e.floor() as i32);
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if let Some(block) = terrain.get(pos).ok().copied().filter(|b| b.is_bonkable()) {
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if let Some(item) = comp::Item::try_reclaim_from_block(block) {
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if block_change
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.try_set(pos, block.with_sprite(SpriteKind::Empty))
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.is_some()
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{
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drop(terrain);
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drop(block_change);
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server
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.state
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.create_object(Default::default(), comp::object::Body::Pouch)
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.with(comp::Pos(pos.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0)))
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.with(item)
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.build();
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}
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}
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}
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}
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}
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pub fn handle_aura(server: &mut Server, entity: EcsEntity, aura_change: aura::AuraChange) {
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let ecs = &server.state.ecs();
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let mut auras_all = ecs.write_storage::<comp::Auras>();
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@ -6,9 +6,9 @@ use entity_creation::{
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handle_initialize_character, handle_loaded_character_data, handle_shockwave, handle_shoot,
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};
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use entity_manipulation::{
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handle_aura, handle_buff, handle_combo_change, handle_damage, handle_delete, handle_destroy,
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handle_energy_change, handle_explosion, handle_knockback, handle_land_on_ground, handle_poise,
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handle_respawn, handle_teleport_to,
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handle_aura, handle_bonk, handle_buff, handle_combo_change, handle_damage, handle_delete,
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handle_destroy, handle_energy_change, handle_explosion, handle_knockback,
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handle_land_on_ground, handle_poise, handle_respawn, handle_teleport_to,
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};
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use group_manip::handle_group;
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use information::handle_site_info;
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@ -67,6 +67,7 @@ impl Server {
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explosion,
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owner,
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} => handle_explosion(self, pos, explosion, owner),
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ServerEvent::Bonk { pos, owner, target } => handle_bonk(self, pos, owner, target),
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ServerEvent::Shoot {
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entity,
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dir,
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