mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Make more systems work with an optional health component, to allow disabling health on rtsim airships (so that players can't hammer them out of the sky).
This commit is contained in:
parent
e2a74c5e5c
commit
49f39fb752
@ -64,6 +64,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- A system to add glow and reflection effects to figures (i.e: characters, armour, weapons, etc.)
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- Merchants will trade wares with players
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- Airships that can be mounted and flown, and also walked on (`/airship` admin command)
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- RtSim airships that fly between towns.
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### Changed
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@ -112,7 +112,7 @@ pub enum ServerEvent {
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CreateNpc {
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pos: comp::Pos,
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stats: comp::Stats,
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health: comp::Health,
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health: Option<comp::Health>,
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poise: comp::Poise,
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loadout: comp::inventory::loadout::Loadout,
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body: comp::Body,
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@ -80,7 +80,7 @@ pub struct JoinData<'a> {
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pub dt: &'a DeltaTime,
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pub controller: &'a Controller,
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pub inputs: &'a ControllerInputs,
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pub health: &'a Health,
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pub health: Option<&'a Health>,
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pub energy: &'a Energy,
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pub inventory: &'a Inventory,
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pub body: &'a Body,
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@ -111,7 +111,7 @@ pub struct JoinStruct<'a> {
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pub energy: RestrictedMut<'a, Energy>,
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pub inventory: RestrictedMut<'a, Inventory>,
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pub controller: &'a mut Controller,
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pub health: &'a Health,
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pub health: Option<&'a Health>,
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pub body: &'a Body,
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pub physics: &'a PhysicsState,
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pub melee_attack: Option<&'a Melee>,
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@ -140,7 +140,7 @@ impl<'a> System<'a> for Sys {
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&mut energies.restrict_mut(),
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&mut inventories.restrict_mut(),
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&mut controllers,
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&read_data.healths,
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read_data.healths.maybe(),
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&read_data.bodies,
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&read_data.physics_states,
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&read_data.stats,
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@ -149,7 +149,7 @@ impl<'a> System<'a> for Sys {
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.join()
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{
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// Being dead overrides all other states
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if health.is_dead {
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if health.map_or(false, |h| h.is_dead) {
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// Do nothing
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continue;
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}
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@ -248,7 +248,7 @@ impl<'a> System<'a> for Sys {
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energy,
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inventory,
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controller: &mut controller,
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health: &health,
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health,
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body: &body,
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physics: &physics,
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melee_attack: read_data.melee_attacks.get(entity),
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@ -855,7 +855,7 @@ fn handle_spawn(
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id,
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npc::BodyType::from_body(body),
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)),
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comp::Health::new(body, 1),
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Some(comp::Health::new(body, 1)),
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comp::Poise::new(body),
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inventory,
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body,
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@ -968,7 +968,14 @@ fn handle_spawn_training_dummy(
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server
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.state
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.create_npc(pos, stats, health, poise, Inventory::new_empty(), body)
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.create_npc(
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pos,
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stats,
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Some(health),
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poise,
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Inventory::new_empty(),
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body,
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)
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.with(comp::Vel(vel))
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.with(comp::MountState::Unmounted)
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.build();
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@ -48,7 +48,7 @@ pub fn handle_create_npc(
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server: &mut Server,
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pos: Pos,
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stats: Stats,
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health: Health,
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health: Option<Health>,
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poise: Poise,
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loadout: Loadout,
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body: Body,
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@ -2,8 +2,7 @@
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use super::*;
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use common::{
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comp,
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comp::inventory::loadout_builder::LoadoutBuilder,
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comp::{self, inventory::loadout_builder::LoadoutBuilder, ship},
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event::{EventBus, ServerEvent},
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resources::{DeltaTime, Time},
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terrain::TerrainGrid,
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@ -106,7 +105,10 @@ impl<'a> System<'a> for Sys {
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server_emitter.emit(ServerEvent::CreateNpc {
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pos: comp::Pos(spawn_pos),
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stats: comp::Stats::new(entity.get_name()),
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health: comp::Health::new(body, 10),
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health: match body {
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comp::Body::Ship(ship::Body::DefaultAirship) => None,
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_ => Some(comp::Health::new(body, 10)),
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},
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loadout: match body {
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comp::Body::Humanoid(_) => entity.get_loadout(),
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_ => LoadoutBuilder::new().build(),
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@ -35,7 +35,7 @@ pub trait StateExt {
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&mut self,
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pos: comp::Pos,
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stats: comp::Stats,
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health: comp::Health,
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health: Option<comp::Health>,
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poise: comp::Poise,
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inventory: comp::Inventory,
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body: comp::Body,
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@ -162,12 +162,13 @@ impl StateExt for State {
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&mut self,
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pos: comp::Pos,
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stats: comp::Stats,
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health: comp::Health,
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health: Option<comp::Health>,
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poise: comp::Poise,
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inventory: comp::Inventory,
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body: comp::Body,
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) -> EcsEntityBuilder {
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self.ecs_mut()
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let mut res = self
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.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(comp::Vel(Vec3::zero()))
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@ -199,9 +200,11 @@ impl StateExt for State {
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.unwrap_or(None)
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.unwrap_or(0),
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))
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.with(stats)
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.with(health)
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.with(poise)
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.with(stats);
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if let Some(health) = health {
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res = res.with(health);
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}
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res.with(poise)
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.with(comp::Alignment::Npc)
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.with(comp::Gravity(1.0))
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.with(comp::CharacterState::default())
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@ -130,7 +130,7 @@ impl<'a> System<'a> for Sys {
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job.cpu_stats.measure(ParMode::Rayon);
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(
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&read_data.entities,
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(&read_data.energies, &read_data.healths),
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(&read_data.energies, read_data.healths.maybe()),
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&read_data.positions,
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&read_data.velocities,
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&read_data.orientations,
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@ -241,7 +241,7 @@ impl<'a> System<'a> for Sys {
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let flees = alignment
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.map(|a| !matches!(a, Alignment::Enemy | Alignment::Owned(_)))
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.unwrap_or(true);
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let damage = health.current() as f32 / health.maximum() as f32;
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let damage = health.map_or(1.0, |h| h.current() as f32 / h.maximum() as f32);
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let rtsim_entity = read_data
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.rtsim_entities
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.get(entity)
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@ -394,8 +394,10 @@ impl<'a> System<'a> for Sys {
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data.idle_tree(agent, controller, &read_data, &mut event_emitter);
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}
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} else {
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// Target an entity that's attacking us if the attack was recent
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if health.last_change.0 < DAMAGE_MEMORY_DURATION {
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// Target an entity that's attacking us if the attack was recent and we
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// have a health component
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match health {
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Some(health) if health.last_change.0 < DAMAGE_MEMORY_DURATION => {
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if let comp::HealthSource::Damage { by: Some(by), .. } =
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health.last_change.1.cause
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{
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@ -403,7 +405,8 @@ impl<'a> System<'a> for Sys {
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read_data.uid_allocator.retrieve_entity_internal(by.id())
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{
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if let Some(tgt_pos) = read_data.positions.get(attacker) {
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// If the target is dead or in a safezone, remove the target
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// If the target is dead or in a safezone, remove the
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// target
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// and idle.
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if should_stop_attacking(
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read_data.healths.get(attacker),
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@ -430,7 +433,9 @@ impl<'a> System<'a> for Sys {
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&read_data.dt,
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);
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// Remember this encounter if an RtSim entity
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if let Some(tgt_stats) = read_data.stats.get(attacker) {
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if let Some(tgt_stats) =
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read_data.stats.get(attacker)
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{
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if data.rtsim_entity.is_some() {
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agent.rtsim_controller.events.push(
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RtSimEvent::AddMemory(Memory {
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@ -456,10 +461,17 @@ impl<'a> System<'a> for Sys {
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}
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} else {
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agent.target = None;
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data.idle_tree(agent, controller, &read_data, &mut event_emitter);
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data.idle_tree(
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agent,
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controller,
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&read_data,
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&mut event_emitter,
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);
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}
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} else {
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},
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_ => {
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data.idle_tree(agent, controller, &read_data, &mut event_emitter);
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},
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}
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}
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@ -181,7 +181,7 @@ impl<'a> System<'a> for Sys {
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server_emitter.emit(ServerEvent::CreateNpc {
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pos: Pos(entity.pos),
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stats,
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health,
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health: Some(health),
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poise,
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loadout,
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agent: if entity.has_agency {
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@ -1339,7 +1339,7 @@ impl Hud {
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&pos,
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interpolated.maybe(),
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&stats,
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&healths,
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healths.maybe(),
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&buffs,
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energy.maybe(),
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scales.maybe(),
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@ -1352,7 +1352,7 @@ impl Hud {
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.filter(|t| {
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let health = t.4;
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let entity = t.0;
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entity != me && !health.is_dead
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entity != me && !health.map_or(false, |h| h.is_dead)
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})
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.filter_map(
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|(
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@ -1380,7 +1380,7 @@ impl Hud {
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let display_overhead_info =
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(info.target_entity.map_or(false, |e| e == entity)
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|| info.selected_entity.map_or(false, |s| s.0 == entity)
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|| overhead::should_show_healthbar(health)
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|| health.map_or(true, overhead::should_show_healthbar)
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|| in_group)
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&& dist_sqr
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< (if in_group {
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@ -1400,9 +1400,9 @@ impl Hud {
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health,
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buffs,
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energy,
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combat_rating: combat::combat_rating(
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inventory, health, stats, *body, &msm,
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),
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combat_rating: health.map_or(0.0, |health| {
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combat::combat_rating(inventory, health, stats, *body, &msm)
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}),
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});
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let bubble = if dist_sqr < SPEECH_BUBBLE_RANGE.powi(2) {
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speech_bubbles.get(uid)
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@ -1492,7 +1492,8 @@ impl Hud {
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});
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// Divide by 10 to stay in the same dimension as the HP display
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let hp_dmg_rounded_abs = ((hp_damage + 5) / 10).abs();
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let max_hp_frac = hp_damage.abs() as f32 / health.maximum() as f32;
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let max_hp_frac =
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hp_damage.abs() as f32 / health.map_or(1.0, |h| h.maximum() as f32);
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let timer = floaters
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.last()
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.expect("There must be at least one floater")
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@ -1563,8 +1564,8 @@ impl Hud {
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let sct_bg_id = sct_bg_walker
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.next(&mut self.ids.sct_bgs, &mut ui_widgets.widget_id_generator());
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// Calculate total change
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let max_hp_frac =
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floater.hp_change.abs() as f32 / health.maximum() as f32;
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let max_hp_frac = floater.hp_change.abs() as f32
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/ health.map_or(1.0, |h| h.maximum() as f32);
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// Increase font size based on fraction of maximum health
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// "flashes" by having a larger size in the first 100ms
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let font_size = 30
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@ -57,7 +57,7 @@ widget_ids! {
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#[derive(Clone, Copy)]
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pub struct Info<'a> {
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pub name: &'a str,
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pub health: &'a Health,
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pub health: Option<&'a Health>,
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pub buffs: &'a Buffs,
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pub energy: Option<&'a Energy>,
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pub combat_rating: f32,
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@ -140,7 +140,7 @@ impl<'a> Ingameable for Overhead<'a> {
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} else {
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0
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}
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+ if should_show_healthbar(info.health) {
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+ if info.health.map_or(false, |h| should_show_healthbar(h)) {
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5 + if info.energy.is_some() { 1 } else { 0 }
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} else {
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0
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@ -176,10 +176,11 @@ impl<'a> Widget for Overhead<'a> {
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}) = self.info
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{
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// Used to set healthbar colours based on hp_percentage
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let hp_percentage = health.current() as f64 / health.maximum() as f64 * 100.0;
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let hp_percentage =
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health.map_or(100.0, |h| h.current() as f64 / h.maximum() as f64 * 100.0);
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// Compare levels to decide if a skull is shown
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let health_current = (health.current() / 10) as f64;
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let health_max = (health.maximum() / 10) as f64;
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let health_current = health.map_or(1.0, |h| (h.current() / 10) as f64);
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let health_max = health.map_or(1.0, |h| (h.maximum() / 10) as f64);
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let name_y = if (health_current - health_max).abs() < 1e-6 {
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MANA_BAR_Y + 20.0
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} else {
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@ -296,7 +297,8 @@ impl<'a> Widget for Overhead<'a> {
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.parent(id)
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.set(state.ids.name, ui);
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if should_show_healthbar(health) {
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match health {
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Some(health) if should_show_healthbar(health) => {
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// Show HP Bar
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let hp_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 1.0; //Animation timer
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let crit_hp_color: Color = Color::Rgba(0.93, 0.59, 0.03, hp_ani);
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@ -383,7 +385,8 @@ impl<'a> Widget for Overhead<'a> {
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let artifact_diffculty = 122.0;
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if combat_rating > artifact_diffculty && !self.in_group {
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let skull_ani = ((self.pulse * 0.7/* speed factor */).cos() * 0.5 + 0.5) * 10.0; //Animation timer
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let skull_ani =
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((self.pulse * 0.7/* speed factor */).cos() * 0.5 + 0.5) * 10.0; //Animation timer
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Image::new(if skull_ani as i32 == 1 && rand::random::<f32>() < 0.9 {
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self.imgs.skull_2
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} else {
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@ -406,6 +409,8 @@ impl<'a> Widget for Overhead<'a> {
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.parent(id)
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.set(state.ids.level, ui);
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}
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},
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_ => {},
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}
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}
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// Speech bubble
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Block a user