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Added raycast check to beams
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@ -19,6 +19,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Fixed
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- Server kicks old client when a user is trying to log in again (often the case when a user's original connection gets dropped)
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- Added a raycast check to beams to prevent their effect applying through walls
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## [0.9.0] - 2021-03-20
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@ -6,14 +6,16 @@ use common::{
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},
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event::{EventBus, ServerEvent},
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resources::{DeltaTime, Time},
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terrain::TerrainGrid,
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uid::{Uid, UidAllocator},
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vol::ReadVol,
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GroupTarget,
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};
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use common_ecs::{Job, Origin, ParMode, Phase, System};
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use rayon::iter::ParallelIterator;
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use specs::{
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, ParJoin, Read, ReadStorage,
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SystemData, World, WriteStorage,
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, ParJoin, Read, ReadExpect,
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ReadStorage, SystemData, World, WriteStorage,
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};
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use std::time::Duration;
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use vek::*;
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@ -24,6 +26,7 @@ pub struct ReadData<'a> {
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server_bus: Read<'a, EventBus<ServerEvent>>,
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time: Read<'a, Time>,
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dt: Read<'a, DeltaTime>,
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terrain: ReadExpect<'a, TerrainGrid>,
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uid_allocator: Read<'a, UidAllocator>,
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uids: ReadStorage<'a, Uid>,
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positions: ReadStorage<'a, Pos>,
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@ -65,10 +68,11 @@ impl<'a> System<'a> for Sys {
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&read_data.entities,
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&read_data.positions,
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&read_data.orientations,
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read_data.bodies.maybe(),
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&beam_segments,
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)
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.par_join()
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.fold(|| (Vec::new(), Vec::new()), |(mut server_events, mut add_hit_entities), (entity, pos, ori, beam_segment)|
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.fold(|| (Vec::new(), Vec::new()), |(mut server_events, mut add_hit_entities), (entity, pos, ori, body, beam_segment)|
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{
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let creation_time = match beam_segment.creation {
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Some(time) => time,
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@ -112,6 +116,8 @@ impl<'a> System<'a> for Sys {
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return (server_events, add_hit_entities);
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};
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let eye_pos = pos.0 + Vec3::unit_z() * body.map_or(0.0, |b| b.eye_height());
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// Go through all other effectable entities
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for (target, uid_b, pos_b, health_b, body_b) in (
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&read_data.entities,
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@ -136,7 +142,15 @@ impl<'a> System<'a> for Sys {
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let hit = entity != target
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&& !health_b.is_dead
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// Collision shapes
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&& sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.look_dir(), beam_segment.angle, pos_b.0, rad_b, height_b);
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&& sphere_wedge_cylinder_collision(eye_pos, frame_start_dist, frame_end_dist, *ori.look_dir(), beam_segment.angle, pos_b.0, rad_b, height_b);
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// Finally, ensure that a hit has actually occurred by performing a raycast. We do this last because
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// it's likely to be the most expensive operation.
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let tgt_dist = eye_pos.distance(pos_b.0);
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let hit = hit && read_data.terrain
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.ray(eye_pos, eye_pos + *ori.look_dir() * (tgt_dist + 1.0))
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.until(|b| b.is_filled())
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.cast().0 >= tgt_dist;
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if hit {
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// See if entities are in the same group
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