Melee system now uses immutable data struct

This commit is contained in:
Sam 2021-02-22 13:25:21 -05:00
parent 3cb6a5592d
commit 91e982b3ee

View File

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