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Make arrows deal damage
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parent
e3c02f8ac1
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@ -1,3 +1,4 @@
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use crate::state::Uid;
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use specs::{Component, FlaggedStorage, NullStorage};
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use specs_idvs::IDVStorage;
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use vek::*;
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@ -47,6 +48,7 @@ impl Component for Mass {
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pub struct PhysicsState {
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pub on_ground: bool,
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pub on_wall: Option<Vec3<f32>>,
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pub touch_entity: Option<Uid>,
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pub in_fluid: bool,
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}
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@ -5,6 +5,7 @@ use specs_idvs::IDVStorage;
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, Serialize, Deserialize)]
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pub enum HealthSource {
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Attack { by: Uid }, // TODO: Implement weapon
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Projectile,
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Suicide,
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World,
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Revive,
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@ -1,6 +1,7 @@
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use crate::comp;
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use parking_lot::Mutex;
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use specs::Entity as EcsEntity;
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use sphynx::Uid;
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use std::{collections::VecDeque, ops::DerefMut};
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use vek::*;
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@ -25,6 +26,11 @@ pub enum ServerEvent {
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pos: Vec3<f32>,
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radius: f32,
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},
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Damage {
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uid: Uid,
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power: u32,
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cause: comp::HealthSource,
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},
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Destroy {
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entity: EcsEntity,
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cause: comp::HealthSource,
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@ -7,6 +7,7 @@ use {
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vol::ReadVol,
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},
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specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage},
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sphynx::Uid,
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vek::*,
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};
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@ -41,6 +42,7 @@ 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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ReadExpect<'a, TerrainGrid>,
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Read<'a, DeltaTime>,
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Read<'a, EventBus<LocalEvent>>,
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@ -58,6 +60,7 @@ impl<'a> System<'a> for Sys {
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&mut self,
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(
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entities,
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uids,
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terrain,
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dt,
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event_bus,
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@ -322,19 +325,21 @@ impl<'a> System<'a> for Sys {
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}
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// Apply pushback
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for (pos, scale, mass, vel, _, _) in (
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for (pos, scale, mass, vel, _, _, physics) in (
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&positions,
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scales.maybe(),
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masses.maybe(),
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&mut velocities,
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&bodies,
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!&mountings,
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&mut physics_states,
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)
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.join()
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{
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let scale = scale.map(|s| s.0).unwrap_or(1.0);
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let mass = mass.map(|m| m.0).unwrap_or(scale);
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for (pos_other, scale_other, mass_other, _, _) in (
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for (other, pos_other, scale_other, mass_other, _, _) in (
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&uids,
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&positions,
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scales.maybe(),
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masses.maybe(),
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@ -357,6 +362,7 @@ impl<'a> System<'a> for Sys {
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let force = (collision_dist - diff.magnitude()) * 2.0 * mass_other
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/ (mass + mass_other);
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vel.0 += Vec3::from(diff.normalized()) * force;
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physics.touch_entity = Some(*other);
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}
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}
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}
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@ -19,9 +19,9 @@ impl<'a> System<'a> for Sys {
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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, Ori>,
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WriteStorage<'a, Projectile>,
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WriteStorage<'a, Stats>,
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);
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@ -35,8 +35,8 @@ impl<'a> System<'a> for Sys {
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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 orientations,
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mut projectiles,
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mut stats,
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): Self::SystemData,
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@ -44,17 +44,19 @@ impl<'a> System<'a> for Sys {
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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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for (entity, uid, pos, vel, physics, ori, 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 orientations,
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&mut projectiles,
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)
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.join()
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{
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ori.0 = vel.0.normalized();
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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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@ -67,10 +69,17 @@ impl<'a> System<'a> for Sys {
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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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// Hit entity
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if let Some(other) = physics.touch_entity {
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for effect in projectile.hit_entity.drain(..) {
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match effect {
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projectile::Effect::Damage(power) => {
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server_emitter.emit(ServerEvent::Damage {
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uid: other,
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power,
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cause: HealthSource::Projectile,
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})
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}
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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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@ -304,12 +304,24 @@ impl Server {
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comp::Body::Object(comp::object::Body::Arrow),
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comp::Projectile {
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hit_ground: vec![comp::projectile::Effect::Vanish],
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hit_entity: vec![],
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hit_entity: vec![
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comp::projectile::Effect::Damage(10),
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comp::projectile::Effect::Vanish,
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],
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},
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)
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.build();
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}
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ServerEvent::Damage { uid, power, cause } => {
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let ecs = state.ecs_mut();
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if let Some(entity) = ecs.entity_from_uid(uid.into()) {
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if let Some(stats) = ecs.write_storage::<comp::Stats>().get_mut(entity) {
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stats.health.change_by(-(power as i32), cause);
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}
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}
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}
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ServerEvent::Destroy { entity, cause } => {
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let ecs = state.ecs_mut();
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// Chat message
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