Character behavior system now uses immutable data struct

This commit is contained in:
Sam 2021-02-22 15:30:53 -05:00
parent fae1db90d5
commit 2b5120319d
4 changed files with 140 additions and 108 deletions

View File

@ -4,12 +4,12 @@ ItemDef(
kind: Tool((
kind: Axe,
hands: One,
stats: (
stats: Direct((
equip_time_millis: 400,
power: 1.5,
poise_strength: 1.0,
speed: 1.3,
),
)),
)),
quality: High,
tags: [],

View File

@ -4,7 +4,7 @@ ItemDef(
kind: Tool((
kind: Sceptre,
hands: Two,
stats: ((
stats: Direct((
equip_time_millis: 400,
power: 4.0,
poise_strength: 1.5,

View File

@ -77,42 +77,42 @@ type RestrictedMut<'a, C> = PairedStorage<
SequentialRestriction,
>;
pub type JoinTuple<'a> = (
Entity,
&'a Uid,
RestrictedMut<'a, CharacterState>,
&'a mut Pos,
&'a mut Vel,
&'a mut Ori,
RestrictedMut<'a, Energy>,
RestrictedMut<'a, Inventory>,
&'a mut Controller,
&'a Health,
&'a Body,
&'a PhysicsState,
Option<&'a Melee>,
Option<&'a Beam>,
&'a Stats,
);
pub struct JoinStruct<'a> {
pub entity: Entity,
pub uid: &'a Uid,
pub char_state: RestrictedMut<'a, CharacterState>,
pub pos: &'a mut Pos,
pub vel: &'a mut Vel,
pub ori: &'a mut Ori,
pub energy: RestrictedMut<'a, Energy>,
pub inventory: RestrictedMut<'a, Inventory>,
pub controller: &'a mut Controller,
pub health: &'a Health,
pub body: &'a Body,
pub physics: &'a PhysicsState,
pub melee_attack: Option<&'a Melee>,
pub beam: Option<&'a Beam>,
pub stat: &'a Stats,
}
impl<'a> JoinData<'a> {
pub fn new(j: &'a JoinTuple<'a>, updater: &'a LazyUpdate, dt: &'a DeltaTime) -> Self {
pub fn new(j: &'a JoinStruct<'a>, updater: &'a LazyUpdate, dt: &'a DeltaTime) -> Self {
Self {
entity: j.0,
uid: j.1,
character: j.2.get_unchecked(),
pos: j.3,
vel: j.4,
ori: j.5,
energy: j.6.get_unchecked(),
inventory: j.7.get_unchecked(),
controller: j.8,
inputs: &j.8.inputs,
health: j.9,
body: j.10,
physics: j.11,
melee_attack: j.12,
stats: j.14,
entity: j.entity,
uid: j.uid,
character: j.char_state.get_unchecked(),
pos: j.pos,
vel: j.vel,
ori: j.ori,
energy: j.energy.get_unchecked(),
inventory: j.inventory.get_unchecked(),
controller: j.controller,
inputs: &j.controller.inputs,
health: j.health,
body: j.body,
physics: j.physics,
melee_attack: j.melee_attack,
stats: j.stat,
updater,
dt,
}

View File

@ -1,4 +1,7 @@
use specs::{Entities, Join, LazyUpdate, Read, ReadExpect, ReadStorage, System, WriteStorage};
use specs::{
shred::ResourceId, Entities, Join, LazyUpdate, Read, ReadExpect, ReadStorage, System,
SystemData, World, WriteStorage,
};
use common::{
comp::{
@ -12,26 +15,26 @@ use common::{
span,
states::{
self,
behavior::{CharacterBehavior, JoinData, JoinTuple},
behavior::{CharacterBehavior, JoinData, JoinStruct},
},
uid::{Uid, UidAllocator},
uid::Uid,
};
use std::time::Duration;
fn incorporate_update(tuple: &mut JoinTuple, state_update: StateUpdate) {
fn incorporate_update(join: &mut JoinStruct, state_update: StateUpdate) {
// TODO: if checking equality is expensive use optional field in StateUpdate
if tuple.2.get_unchecked() != &state_update.character {
*tuple.2.get_mut_unchecked() = state_update.character
if join.char_state.get_unchecked() != &state_update.character {
*join.char_state.get_mut_unchecked() = state_update.character
};
*tuple.3 = state_update.pos;
*tuple.4 = state_update.vel;
*tuple.5 = state_update.ori;
*join.pos = state_update.pos;
*join.vel = state_update.vel;
*join.ori = state_update.ori;
// Note: might be changed every tick by timer anyway
if tuple.6.get_unchecked() != &state_update.energy {
*tuple.6.get_mut_unchecked() = state_update.energy
if join.energy.get_unchecked() != &state_update.energy {
*join.energy.get_mut_unchecked() = state_update.energy
};
if state_update.swap_equipped_weapons {
let mut inventory = tuple.7.get_mut_unchecked();
let mut inventory = join.inventory.get_mut_unchecked();
let inventory = &mut *inventory;
inventory
.swap(
@ -43,6 +46,24 @@ fn incorporate_update(tuple: &mut JoinTuple, state_update: StateUpdate) {
}
}
#[derive(SystemData)]
pub struct ImmutableData<'a> {
entities: Entities<'a>,
server_bus: Read<'a, EventBus<ServerEvent>>,
local_bus: Read<'a, EventBus<LocalEvent>>,
dt: Read<'a, DeltaTime>,
lazy_update: Read<'a, LazyUpdate>,
metrics: ReadExpect<'a, SysMetrics>,
healths: ReadStorage<'a, Health>,
bodies: ReadStorage<'a, Body>,
physics_states: ReadStorage<'a, PhysicsState>,
melee_attacks: ReadStorage<'a, Melee>,
beams: ReadStorage<'a, Beam>,
uids: ReadStorage<'a, Uid>,
mountings: ReadStorage<'a, Mounting>,
stats: ReadStorage<'a, Stats>,
}
/// ## Character Behavior System
/// Passes `JoinData` to `CharacterState`'s `behavior` handler fn's. Receives a
/// `StateUpdate` in return and performs updates to ECS Components from that.
@ -51,13 +72,7 @@ pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
Read<'a, UidAllocator>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
Read<'a, LazyUpdate>,
ReadExpect<'a, SysMetrics>,
ImmutableData<'a>,
WriteStorage<'a, CharacterState>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
@ -65,28 +80,14 @@ impl<'a> System<'a> for Sys {
WriteStorage<'a, Energy>,
WriteStorage<'a, Inventory>,
WriteStorage<'a, Controller>,
ReadStorage<'a, Health>,
WriteStorage<'a, Poise>,
ReadStorage<'a, Body>,
ReadStorage<'a, PhysicsState>,
ReadStorage<'a, Melee>,
ReadStorage<'a, Beam>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Mounting>,
ReadStorage<'a, Stats>,
);
#[allow(clippy::while_let_on_iterator)] // TODO: Pending review in #587
fn run(
&mut self,
(
entities,
_uid_allocator,
server_bus,
local_bus,
dt,
updater,
sys_metrics,
immutable_data,
mut character_states,
mut positions,
mut velocities,
@ -94,25 +95,31 @@ impl<'a> System<'a> for Sys {
mut energies,
mut inventories,
mut controllers,
healths,
mut poises,
bodies,
physics_states,
attacking_storage,
beam_storage,
uids,
mountings,
stats,
): Self::SystemData,
) {
let start_time = std::time::Instant::now();
span!(_guard, "run", "character_behavior::Sys::run");
let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
let mut server_emitter = immutable_data.server_bus.emitter();
let mut local_emitter = immutable_data.local_bus.emitter();
for mut tuple in (
&entities,
&uids,
for (
entity,
uid,
mut char_state,
mut pos,
mut vel,
mut ori,
energy,
inventory,
mut controller,
health,
body,
physics,
stat,
) in (
&immutable_data.entities,
&immutable_data.uids,
&mut character_states.restrict_mut(),
&mut positions,
&mut velocities,
@ -120,39 +127,37 @@ impl<'a> System<'a> for Sys {
&mut energies.restrict_mut(),
&mut inventories.restrict_mut(),
&mut controllers,
&healths,
&bodies,
&physics_states,
attacking_storage.maybe(),
beam_storage.maybe(),
&stats,
&immutable_data.healths,
&immutable_data.bodies,
&immutable_data.physics_states,
&immutable_data.stats,
)
.join()
{
// Being dead overrides all other states
if tuple.9.is_dead {
if health.is_dead {
// Do nothing
continue;
}
// If mounted, character state is controlled by mount
// TODO: Make mounting a state
if let Some(Mounting(_)) = mountings.get(tuple.0) {
if let Some(Mounting(_)) = immutable_data.mountings.get(entity) {
let sit_state = CharacterState::Sit {};
if tuple.2.get_unchecked() != &sit_state {
*tuple.2.get_mut_unchecked() = sit_state;
if char_state.get_unchecked() != &sit_state {
*char_state.get_mut_unchecked() = sit_state;
}
continue;
}
// Enter stunned state if poise damage is enough
if let Some(mut poise) = poises.get_mut(tuple.0) {
let was_wielded = tuple.2.get_unchecked().is_wield();
if let Some(mut poise) = poises.get_mut(entity) {
let was_wielded = char_state.get_unchecked().is_wield();
let poise_state = poise.poise_state();
match poise_state {
PoiseState::Normal => {},
PoiseState::Interrupted => {
poise.reset();
*tuple.2.get_mut_unchecked() =
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(150),
@ -167,7 +172,7 @@ impl<'a> System<'a> for Sys {
},
PoiseState::Stunned => {
poise.reset();
*tuple.2.get_mut_unchecked() =
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(500),
@ -180,13 +185,13 @@ impl<'a> System<'a> for Sys {
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity: tuple.0,
entity,
impulse: 5.0 * poise.knockback(),
});
},
PoiseState::Dazed => {
poise.reset();
*tuple.2.get_mut_unchecked() =
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(800),
@ -199,13 +204,13 @@ impl<'a> System<'a> for Sys {
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity: tuple.0,
entity,
impulse: 10.0 * poise.knockback(),
});
},
PoiseState::KnockedDown => {
poise.reset();
*tuple.2.get_mut_unchecked() =
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(1000),
@ -218,7 +223,7 @@ impl<'a> System<'a> for Sys {
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity: tuple.0,
entity,
impulse: 10.0 * poise.knockback(),
});
},
@ -226,9 +231,32 @@ impl<'a> System<'a> for Sys {
}
// Controller actions
let actions = std::mem::replace(&mut tuple.8.actions, Vec::new());
let actions = std::mem::replace(&mut controller.actions, Vec::new());
let mut join_struct = JoinStruct {
entity,
uid: &uid,
char_state,
pos: &mut pos,
vel: &mut vel,
ori: &mut ori,
energy,
inventory,
controller: &mut controller,
health: &health,
body: &body,
physics: &physics,
melee_attack: immutable_data.melee_attacks.get(entity),
beam: immutable_data.beams.get(entity),
stat: &stat,
};
for action in actions {
let j = JoinData::new(&tuple, &updater, &dt);
let j = JoinData::new(
&join_struct,
&immutable_data.lazy_update,
&immutable_data.dt,
);
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.handle_event(&j, action),
CharacterState::Talk => states::talk::Data.handle_event(&j, action),
@ -268,10 +296,14 @@ impl<'a> System<'a> for Sys {
};
local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
incorporate_update(&mut tuple, state_update);
incorporate_update(&mut join_struct, state_update);
}
let j = JoinData::new(&tuple, &updater, &dt);
let j = JoinData::new(
&join_struct,
&immutable_data.lazy_update,
&immutable_data.dt,
);
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.behavior(&j),
@ -303,9 +335,9 @@ impl<'a> System<'a> for Sys {
local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
incorporate_update(&mut tuple, state_update);
incorporate_update(&mut join_struct, state_update);
}
sys_metrics.character_behavior_ns.store(
immutable_data.metrics.character_behavior_ns.store(
start_time.elapsed().as_nanos() as u64,
std::sync::atomic::Ordering::Relaxed,
);