Merge branch 'mohs/918_remove_restrict_mut' into 'master'

Mohs/918 remove restrict mut

See merge request veloren/veloren!2690
This commit is contained in:
Imbris 2021-07-28 20:06:42 +00:00
commit 46c580ddfa
4 changed files with 82 additions and 129 deletions

View File

@ -8,12 +8,7 @@ use crate::{
terrain::TerrainGrid,
uid::Uid,
};
use specs::{
hibitset,
storage::{PairedStorage, SequentialRestriction},
DerefFlaggedStorage, Entity, LazyUpdate,
};
use specs_idvs::IdvStorage;
use specs::{storage::FlaggedAccessMut, Entity, LazyUpdate};
use vek::*;
pub trait CharacterBehavior {
@ -100,25 +95,16 @@ pub struct JoinData<'a> {
pub terrain: &'a TerrainGrid,
}
type RestrictedMut<'a, C> = PairedStorage<
'a,
'a,
C,
&'a mut DerefFlaggedStorage<C, IdvStorage<C>>,
&'a hibitset::BitSet,
SequentialRestriction,
>;
pub struct JoinStruct<'a> {
pub entity: Entity,
pub uid: &'a Uid,
pub char_state: RestrictedMut<'a, CharacterState>,
pub char_state: FlaggedAccessMut<'a, &'a mut CharacterState, CharacterState>,
pub pos: &'a mut Pos,
pub vel: &'a mut Vel,
pub ori: &'a mut Ori,
pub mass: &'a Mass,
pub density: &'a mut Density,
pub energy: RestrictedMut<'a, Energy>,
pub energy: FlaggedAccessMut<'a, &'a mut Energy, Energy>,
pub inventory: Option<&'a Inventory>,
pub controller: &'a mut Controller,
pub health: Option<&'a Health>,
@ -143,13 +129,13 @@ impl<'a> JoinData<'a> {
Self {
entity: j.entity,
uid: j.uid,
character: j.char_state.get_unchecked(),
character: &j.char_state,
pos: j.pos,
vel: j.vel,
ori: j.ori,
mass: j.mass,
density: j.density,
energy: j.energy.get_unchecked(),
energy: &j.energy,
inventory: j.inventory,
controller: j.controller,
inputs: &j.controller.inputs,

View File

@ -28,16 +28,16 @@ fn incorporate_update(
server_emitter: &mut Emitter<ServerEvent>,
) {
// TODO: if checking equality is expensive use optional field in StateUpdate
if join.char_state.get_unchecked() != &state_update.character {
*join.char_state.get_mut_unchecked() = state_update.character
if *join.char_state != state_update.character {
*join.char_state = state_update.character
};
*join.pos = state_update.pos;
*join.vel = state_update.vel;
*join.ori = state_update.ori;
*join.density = state_update.density;
// Note: might be changed every tick by timer anyway
if join.energy.get_unchecked() != &state_update.energy {
*join.energy.get_mut_unchecked() = state_update.energy
if *join.energy != state_update.energy {
*join.energy = state_update.energy
};
join.controller
.queued_inputs
@ -140,13 +140,13 @@ impl<'a> System<'a> for Sys {
) in (
&read_data.entities,
&read_data.uids,
&mut character_states.restrict_mut(),
&mut character_states,
&mut positions,
&mut velocities,
&mut orientations,
&read_data.masses,
&mut densities,
&mut energies.restrict_mut(),
&mut energies,
read_data.inventories.maybe(),
&mut controllers,
read_data.healths.maybe(),
@ -165,7 +165,7 @@ impl<'a> System<'a> for Sys {
// Enter stunned state if poise damage is enough
if let Some(mut poise) = poises.get_mut(entity) {
let was_wielded = char_state.get_unchecked().is_wield();
let was_wielded = char_state.is_wield();
let poise_state = poise.poise_state();
let pos = pos.0;
// Remove potion/saturation buff if knocked into poise state
@ -184,18 +184,17 @@ impl<'a> System<'a> for Sys {
PoiseState::Normal => {},
PoiseState::Interrupted => {
poise.reset();
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(125),
recover_duration: Duration::from_millis(125),
movement_speed: 0.80,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
*char_state = CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(125),
recover_duration: Duration::from_millis(125),
movement_speed: 0.80,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
outcomes.push(Outcome::PoiseChange {
pos,
state: PoiseState::Interrupted,
@ -203,18 +202,17 @@ impl<'a> System<'a> for Sys {
},
PoiseState::Stunned => {
poise.reset();
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(300),
recover_duration: Duration::from_millis(300),
movement_speed: 0.65,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
*char_state = CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(300),
recover_duration: Duration::from_millis(300),
movement_speed: 0.65,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
outcomes.push(Outcome::PoiseChange {
pos,
state: PoiseState::Stunned,
@ -226,18 +224,17 @@ impl<'a> System<'a> for Sys {
},
PoiseState::Dazed => {
poise.reset();
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(600),
recover_duration: Duration::from_millis(250),
movement_speed: 0.45,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
*char_state = CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(600),
recover_duration: Duration::from_millis(250),
movement_speed: 0.45,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
outcomes.push(Outcome::PoiseChange {
pos,
state: PoiseState::Dazed,
@ -249,18 +246,17 @@ impl<'a> System<'a> for Sys {
},
PoiseState::KnockedDown => {
poise.reset();
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(750),
recover_duration: Duration::from_millis(500),
movement_speed: 0.4,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
*char_state = CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(750),
recover_duration: Duration::from_millis(500),
movement_speed: 0.4,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
outcomes.push(Outcome::PoiseChange {
pos,
state: PoiseState::KnockedDown,
@ -357,8 +353,8 @@ impl<'a> System<'a> for Sys {
// If mounted, character state is controlled by mount
if let Some(Mounting(_)) = read_data.mountings.get(entity) {
let idle_state = CharacterState::Idle {};
if join_struct.char_state.get_unchecked() != &idle_state {
*join_struct.char_state.get_mut_unchecked() = idle_state;
if *join_struct.char_state != idle_state {
*join_struct.char_state = idle_state;
}
continue;
}

View File

@ -45,10 +45,9 @@ impl<'a> System<'a> for Sys {
): Self::SystemData,
) {
// Mounted entities.
for (entity, mut mount_states, body) in
(&entities, &mut mount_state.restrict_mut(), bodies.maybe()).join()
for (entity, mut mount_states, body) in (&entities, &mut mount_state, bodies.maybe()).join()
{
match mount_states.get_unchecked() {
match *mount_states {
MountState::Unmounted => {},
MountState::MountedBy(mounter_uid) => {
// Note: currently controller events are not passed through since none of them
@ -82,7 +81,7 @@ impl<'a> System<'a> for Sys {
}
}
} else {
*(mount_states.get_mut_unchecked()) = MountState::Unmounted;
*mount_states = MountState::Unmounted;
}
},
}

View File

@ -90,21 +90,17 @@ impl<'a> System<'a> for Sys {
&read_data.entities,
&read_data.uids,
&stats,
&mut skill_sets.restrict_mut(),
&mut healths.restrict_mut(),
&mut skill_sets,
&mut healths,
&read_data.positions,
&mut energies.restrict_mut(),
&mut energies,
read_data.inventories.maybe(),
)
.join()
{
let set_dead = {
let health = health.get_unchecked();
health.should_die() && !health.is_dead
};
let set_dead = { health.should_die() && !health.is_dead };
if set_dead {
let mut health = health.get_mut_unchecked();
let cloned_entity = (entity, *pos);
entities_died_last_tick.0.push(cloned_entity);
server_event_emitter.emit(ServerEvent::Destroy {
@ -117,21 +113,18 @@ impl<'a> System<'a> for Sys {
let stat = stats;
let update_max_hp = {
let health = health.get_unchecked();
(stat.max_health_modifier - 1.0).abs() > f32::EPSILON
|| health.base_max() != health.maximum()
};
if update_max_hp {
let mut health = health.get_mut_unchecked();
health.scale_maximum(stat.max_health_modifier);
}
let (change_energy, energy_scaling) = {
let energy = energy.get_unchecked();
// Calculates energy scaling from stats and inventory
let new_energy_scaling =
combat::compute_max_energy_mod(energy, inventory) + stat.max_energy_modifier;
combat::compute_max_energy_mod(&energy, inventory) + stat.max_energy_modifier;
let current_energy_scaling = energy.maximum() as f32 / energy.base_max() as f32;
// Only changes energy if new modifier different from old modifer
// TODO: Look into using wider threshold incase floating point imprecision makes
@ -144,22 +137,19 @@ impl<'a> System<'a> for Sys {
// If modifier sufficiently different, mutably access energy
if change_energy {
let mut energy = energy.get_mut_unchecked();
energy.scale_maximum(energy_scaling);
}
let skillset = skill_set.get_unchecked();
let skills_to_level = skillset
let skills_to_level = skill_set
.skill_groups
.iter()
.filter_map(|s_g| {
(s_g.exp >= skillset.skill_point_cost(s_g.skill_group_kind))
(s_g.exp >= skill_set.skill_point_cost(s_g.skill_group_kind))
.then(|| s_g.skill_group_kind)
})
.collect::<HashSet<_>>();
if !skills_to_level.is_empty() {
let mut skill_set = skill_set.get_mut_unchecked();
for skill_group in skills_to_level {
skill_set.earn_skill_point(skill_group);
outcomes.push(Outcome::SkillPointGain {
@ -174,44 +164,34 @@ impl<'a> System<'a> for Sys {
// Apply effects from leveling skills
for (mut skill_set, mut health, mut energy, body) in (
&mut skill_sets.restrict_mut(),
&mut healths.restrict_mut(),
&mut energies.restrict_mut(),
&mut skill_sets,
&mut healths,
&mut energies,
&read_data.bodies,
)
.join()
{
let skillset = skill_set.get_unchecked();
if skillset.modify_health {
let mut health = health.get_mut_unchecked();
let health_level = skillset
if skill_set.modify_health {
let health_level = skill_set
.skill_level(Skill::General(GeneralSkill::HealthIncrease))
.unwrap_or(None)
.unwrap_or(0);
health.update_max_hp(Some(*body), health_level);
let mut skillset = skill_set.get_mut_unchecked();
skillset.modify_health = false;
skill_set.modify_health = false;
}
let skillset = skill_set.get_unchecked();
if skillset.modify_energy {
let mut energy = energy.get_mut_unchecked();
let energy_level = skillset
if skill_set.modify_energy {
let energy_level = skill_set
.skill_level(Skill::General(GeneralSkill::EnergyIncrease))
.unwrap_or(None)
.unwrap_or(0);
energy.update_max_energy(Some(*body), energy_level);
let mut skill_set = skill_set.get_mut_unchecked();
skill_set.modify_energy = false;
}
}
// Update energies and poises
for (character_state, mut energy, mut poise) in (
&read_data.char_states,
&mut energies.restrict_mut(),
&mut poises.restrict_mut(),
)
.join()
for (character_state, mut energy, mut poise) in
(&read_data.char_states, &mut energies, &mut poises).join()
{
match character_state {
// Accelerate recharging energy.
@ -225,13 +205,9 @@ impl<'a> System<'a> for Sys {
| CharacterState::Wielding { .. }
| CharacterState::Equipping { .. }
| CharacterState::Boost { .. } => {
let res = {
let energy = energy.get_unchecked();
energy.current() < energy.maximum()
};
let res = { energy.current() < energy.maximum() };
if res {
let mut energy = energy.get_mut_unchecked();
let energy = &mut *energy;
// Have to account for Calc I differential equations due to acceleration
energy.change_by(EnergyChange {
@ -243,13 +219,9 @@ impl<'a> System<'a> for Sys {
(energy.regen_rate + ENERGY_REGEN_ACCEL * dt).min(100.0);
}
let res_poise = {
let poise = poise.get_unchecked();
poise.current() < poise.maximum()
};
let res_poise = { poise.current() < poise.maximum() };
if res_poise {
let mut poise = poise.get_mut_unchecked();
let poise = &mut *poise;
poise.change_by(
PoiseChange {
@ -280,8 +252,8 @@ impl<'a> System<'a> for Sys {
| CharacterState::BasicSummon { .. }
| CharacterState::SelfBuff { .. }
| CharacterState::SpriteSummon { .. } => {
if energy.get_unchecked().regen_rate != 0.0 {
energy.get_mut_unchecked().regen_rate = 0.0
if energy.regen_rate != 0.0 {
energy.regen_rate = 0.0
}
},
// Abilities that temporarily stall energy gain, but preserve regen_rate.