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https://gitlab.com/veloren/veloren.git
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Melee system now uses immutable data struct
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parent
3cb6a5592d
commit
91e982b3ee
@ -1,97 +1,69 @@
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use common::{
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combat::AttackerInfo,
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comp::{group, Body, CharacterState, Energy, Health, Inventory, Melee, Ori, Pos, Scale},
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event::{EventBus, LocalEvent, ServerEvent},
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comp::{Body, CharacterState, Energy, Group, Health, Inventory, Melee, Ori, Pos, Scale},
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event::{EventBus, ServerEvent},
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metrics::SysMetrics,
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span,
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uid::Uid,
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util::Dir,
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GroupTarget,
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};
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use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
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use specs::{
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shred::ResourceId, Entities, Join, Read, ReadExpect, ReadStorage, System, SystemData, World,
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WriteStorage,
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};
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use vek::*;
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#[derive(SystemData)]
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pub struct ImmutableData<'a> {
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entities: Entities<'a>,
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uids: ReadStorage<'a, Uid>,
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positions: ReadStorage<'a, Pos>,
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orientations: ReadStorage<'a, Ori>,
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scales: ReadStorage<'a, Scale>,
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bodies: ReadStorage<'a, Body>,
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healths: ReadStorage<'a, Health>,
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energies: ReadStorage<'a, Energy>,
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inventories: ReadStorage<'a, Inventory>,
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groups: ReadStorage<'a, Group>,
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char_states: ReadStorage<'a, CharacterState>,
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server_bus: Read<'a, EventBus<ServerEvent>>,
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metrics: ReadExpect<'a, SysMetrics>,
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}
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/// This system is responsible for handling accepted inputs like moving or
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/// attacking
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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Entities<'a>,
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Read<'a, EventBus<ServerEvent>>,
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Read<'a, EventBus<LocalEvent>>,
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ReadExpect<'a, SysMetrics>,
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ReadStorage<'a, Uid>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, Ori>,
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ReadStorage<'a, Scale>,
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ReadStorage<'a, Body>,
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ReadStorage<'a, Health>,
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ReadStorage<'a, Energy>,
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ReadStorage<'a, Inventory>,
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ReadStorage<'a, group::Group>,
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WriteStorage<'a, Melee>,
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ReadStorage<'a, CharacterState>,
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);
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fn run(
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&mut self,
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(
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entities,
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server_bus,
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local_bus,
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sys_metrics,
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uids,
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positions,
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orientations,
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scales,
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bodies,
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healths,
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energies,
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inventories,
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groups,
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mut attacking_storage,
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char_states,
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): Self::SystemData,
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) {
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impl<'a> System<'a> for Sys {
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type SystemData = (ImmutableData<'a>, WriteStorage<'a, Melee>);
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fn run(&mut self, (immutable_data, mut melee_attacks): Self::SystemData) {
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let start_time = std::time::Instant::now();
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span!(_guard, "run", "melee::Sys::run");
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let mut server_emitter = server_bus.emitter();
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let _local_emitter = local_bus.emitter();
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let mut server_emitter = immutable_data.server_bus.emitter();
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// Attacks
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for (entity, uid, pos, ori, scale_maybe, attack, body) in (
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&entities,
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&uids,
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&positions,
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&orientations,
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scales.maybe(),
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&mut attacking_storage,
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&bodies,
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for (attacker, uid, pos, ori, melee_attack, body) in (
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&immutable_data.entities,
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&immutable_data.uids,
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&immutable_data.positions,
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&immutable_data.orientations,
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&mut melee_attacks,
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&immutable_data.bodies,
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)
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.join()
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{
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if attack.applied {
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if melee_attack.applied {
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continue;
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}
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attack.applied = true;
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melee_attack.applied = true;
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// Go through all other entities
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for (
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b,
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pos_b,
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scale_b_maybe,
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health_b,
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body_b,
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char_state_b_maybe,
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inventory_b_maybe,
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) in (
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&entities,
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&positions,
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scales.maybe(),
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&healths,
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&bodies,
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char_states.maybe(),
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inventories.maybe(),
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for (target, pos_b, health_b, body_b) in (
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&immutable_data.entities,
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&immutable_data.positions,
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&immutable_data.healths,
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&immutable_data.bodies,
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)
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.join()
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{
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@ -103,25 +75,29 @@ impl<'a> System<'a> for Sys {
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let ori2 = Vec2::from(look_dir);
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// Scales
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let scale = scale_maybe.map_or(1.0, |s| s.0);
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let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
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let scale = immutable_data.scales.get(attacker).map_or(1.0, |s| s.0);
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let scale_b = immutable_data.scales.get(target).map_or(1.0, |s| s.0);
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let rad = body.radius() * scale;
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let rad_b = body_b.radius() * scale_b;
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// Check if entity is dodging
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let is_dodge = char_state_b_maybe.map_or(false, |c_s| c_s.is_melee_dodge());
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let is_dodge = immutable_data
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.char_states
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.get(target)
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.map_or(false, |c_s| c_s.is_melee_dodge());
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// Check if it is a hit
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if entity != b
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if attacker != target
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&& !health_b.is_dead
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// Spherical wedge shaped attack field
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&& pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * attack.range).powi(2)
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&& ori2.angle_between(pos_b2 - pos2) < attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
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&& pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
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&& ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
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{
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// See if entities are in the same group
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let same_group = groups
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.get(entity)
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.map(|group_a| Some(group_a) == groups.get(b))
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let same_group = immutable_data
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.groups
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.get(attacker)
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.map(|group_a| Some(group_a) == immutable_data.groups.get(target))
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.unwrap_or(false);
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let target_group = if same_group {
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@ -133,27 +109,27 @@ impl<'a> System<'a> for Sys {
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let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(look_dir));
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let attacker_info = Some(AttackerInfo {
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entity,
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entity: attacker,
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uid: *uid,
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energy: energies.get(entity),
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energy: immutable_data.energies.get(attacker),
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});
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attack.attack.apply_attack(
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melee_attack.attack.apply_attack(
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target_group,
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attacker_info,
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b,
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inventory_b_maybe,
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target,
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immutable_data.inventories.get(target),
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dir,
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is_dodge,
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1.0,
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|e| server_emitter.emit(e),
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);
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attack.hit_count += 1;
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melee_attack.hit_count += 1;
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}
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}
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}
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sys_metrics.melee_ns.store(
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immutable_data.metrics.melee_ns.store(
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start_time.elapsed().as_nanos() as u64,
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std::sync::atomic::Ordering::Relaxed,
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);
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