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https://gitlab.com/veloren/veloren.git
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Allow non player entites to be removed again
This commit is contained in:
parent
90c81b4759
commit
4d6a32e00f
@ -122,7 +122,6 @@ impl<'a> System<'a> for Sys {
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// Jump
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// Jump
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if controller.jump && physics.on_ground && vel.0.z <= 0.0 {
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if controller.jump && physics.on_ground && vel.0.z <= 0.0 {
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dbg!();
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event_emitter.emit(Event::Jump(entity));
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event_emitter.emit(Event::Jump(entity));
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}
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}
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}
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}
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@ -217,14 +217,20 @@ impl Server {
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/// Handle events coming through via the event bus
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/// Handle events coming through via the event bus
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fn handle_events(&mut self) {
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fn handle_events(&mut self) {
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let terrain = self.state.ecs().read_resource::<TerrainMap>();
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let clients = &mut self.clients;
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let mut block_change = self.state.ecs().write_resource::<BlockChange>();
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let mut stats = self.state.ecs().write_storage::<comp::Stats>();
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let events = self.state.ecs().read_resource::<EventBus>().recv_all();
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let mut positions = self.state.ecs().write_storage::<comp::Pos>();
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for event in events {
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let mut velocities = self.state.ecs().write_storage::<comp::Vel>();
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let ecs = self.state.ecs_mut();
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let mut force_updates = self.state.ecs().write_storage::<comp::ForceUpdate>();
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let mut todo_remove = None;
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{
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let terrain = ecs.read_resource::<TerrainMap>();
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let mut block_change = ecs.write_resource::<BlockChange>();
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let mut stats = ecs.write_storage::<comp::Stats>();
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let mut positions = ecs.write_storage::<comp::Pos>();
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let mut velocities = ecs.write_storage::<comp::Vel>();
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let mut force_updates = ecs.write_storage::<comp::ForceUpdate>();
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for event in self.state.ecs().read_resource::<EventBus>().recv_all() {
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match event {
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match event {
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GameEvent::LandOnGround { entity, vel } => {
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GameEvent::LandOnGround { entity, vel } => {
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if let Some(stats) = stats.get_mut(entity) {
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if let Some(stats) = stats.get_mut(entity) {
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@ -260,37 +266,30 @@ impl Server {
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}
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}
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GameEvent::Die { entity, cause } => {
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GameEvent::Die { entity, cause } => {
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// Chat message
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// Chat message
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if let Some(player) =
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if let Some(player) = ecs.read_storage::<comp::Player>().get(entity) {
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self.state.ecs().read_storage::<comp::Player>().get(entity)
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{
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let msg = if let comp::HealthSource::Attack { by } = cause {
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let msg = if let comp::HealthSource::Attack { by } = cause {
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self.state()
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ecs.entity_from_uid(by.into()).and_then(|attacker| {
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.ecs()
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ecs.read_storage::<comp::Player>().get(attacker).map(
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.entity_from_uid(by.into())
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|attacker_alias| {
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.and_then(|attacker| {
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self.state
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.ecs()
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.read_storage::<comp::Player>()
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.get(attacker)
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.map(|attacker_alias| {
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format!(
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format!(
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"{} was killed by {}",
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"{} was killed by {}",
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&player.alias, &attacker_alias.alias
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&player.alias, &attacker_alias.alias
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)
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)
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})
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},
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)
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})
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})
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} else {
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} else {
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None
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None
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}
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}
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.unwrap_or(format!("{} died", &player.alias));
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.unwrap_or(format!("{} died", &player.alias));
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self.clients.notify_registered(ServerMsg::kill(msg));
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clients.notify_registered(ServerMsg::kill(msg));
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}
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}
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// Give EXP to the client
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// Give EXP to the client
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if let Some(entity_stats) = stats.get(entity).cloned() {
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if let Some(entity_stats) = stats.get(entity).cloned() {
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if let comp::HealthSource::Attack { by } = cause {
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if let comp::HealthSource::Attack { by } = cause {
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self.state.ecs().entity_from_uid(by.into()).map(|attacker| {
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ecs.entity_from_uid(by.into()).map(|attacker| {
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if let Some(attacker_stats) = stats.get_mut(attacker) {
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if let Some(attacker_stats) = stats.get_mut(attacker) {
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// TODO: Discuss whether we should give EXP by Player Killing or not.
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// TODO: Discuss whether we should give EXP by Player Killing or not.
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attacker_stats.exp.change_by(
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attacker_stats.exp.change_by(
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@ -302,26 +301,30 @@ impl Server {
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}
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}
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}
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}
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if let Some(client) = self.clients.get_mut(&entity) {
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if let Some(client) = clients.get_mut(&entity) {
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let _ = velocities.insert(entity, comp::Vel(Vec3::zero()));
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let _ = velocities.insert(entity, comp::Vel(Vec3::zero()));
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let _ = force_updates.insert(entity, comp::ForceUpdate);
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let _ = force_updates.insert(entity, comp::ForceUpdate);
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client.force_state(ClientState::Dead);
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client.force_state(ClientState::Dead);
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} else {
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} else {
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//let _ = self.state.ecs_mut().delete_entity_synced(entity);
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todo_remove = Some(entity.clone());
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continue;
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}
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}
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}
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}
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GameEvent::Respawn(entity) => {
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GameEvent::Respawn(entity) => {
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// Only clients can respawn
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// Only clients can respawn
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if let Some(client) = self.clients.get_mut(&entity) {
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if let Some(client) = clients.get_mut(&entity) {
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client.allow_state(ClientState::Character);
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client.allow_state(ClientState::Character);
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stats.get_mut(entity).map(|stats| stats.revive());
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stats.get_mut(entity).map(|stats| stats.revive());
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positions.get_mut(entity).map(|pos| pos.0.z += 20.0);
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positions.get_mut(entity).map(|pos| pos.0.z += 20.0);
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force_updates.insert(entity, comp::ForceUpdate);
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let _ = force_updates.insert(entity, comp::ForceUpdate);
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}
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}
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}
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}
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}
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}
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}
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}
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if let Some(entity) = todo_remove {
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let _ = ecs.delete_entity_synced(entity);
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}
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}
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}
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}
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/// Execute a single server tick, handle input and update the game state by the given duration.
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/// Execute a single server tick, handle input and update the game state by the given duration.
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