Fix wall cheese

This commit is contained in:
flo 2023-01-14 15:41:07 +00:00 committed by Samuel Keiffer
parent 47edca8740
commit 98c1e68209
2 changed files with 115 additions and 10 deletions

View File

@ -77,13 +77,13 @@ where
let max = (self.to - self.from).magnitude();
for _ in 0..self.max_iter {
let pos = self.from + dir * dist;
let ipos = pos.map(|e| e.floor() as i32);
// Allow one iteration above max.
if dist > max {
break;
}
let pos = self.from + dir * dist;
let ipos = pos.map(|e| e.floor() as i32);
let vox = self.vol.get(ipos);
@ -106,6 +106,9 @@ where
dist += deltas.reduce(f32::min).max(PLANCK);
}
// The ray can go over the maximum magnitude in the last iteration
dist = dist.min(max);
(dist, Ok(None))
}
}

View File

@ -9,20 +9,24 @@ use common::{
event::{EventBus, ServerEvent},
outcome::Outcome,
resources::Time,
terrain::TerrainGrid,
uid::{Uid, UidAllocator},
util::Dir,
util::{find_dist::Cylinder, Dir},
vol::ReadVol,
GroupTarget,
};
use common_ecs::{Job, Origin, Phase, System};
use itertools::Itertools;
use specs::{
shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, WriteStorage,
shred::ResourceId, Entities, Join, Read, ReadExpect, ReadStorage, SystemData, World,
WriteStorage,
};
use vek::*;
#[derive(SystemData)]
pub struct ReadData<'a> {
time: Read<'a, Time>,
terrain: ReadExpect<'a, TerrainGrid>,
uid_allocator: Read<'a, UidAllocator>,
entities: Entities<'a>,
players: ReadStorage<'a, Player>,
@ -84,6 +88,7 @@ impl<'a> System<'a> for Sys {
// Scales
let eye_pos = pos.0 + Vec3::unit_z() * body.eye_height();
let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0);
let height = body.height() * scale;
// TODO: use Capsule Prisms instead of Cylinders
let rad = body.max_radius() * scale;
@ -130,6 +135,7 @@ impl<'a> System<'a> for Sys {
// Scales
let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
let height_b = body_b.height() * scale_b;
let rad_b = body_b.max_radius() * scale_b;
// Check if entity is dodging
@ -140,14 +146,28 @@ impl<'a> System<'a> for Sys {
.map_or(false, |i| i.melee);
// Check if it is a hit
if attacker != target
let hit = attacker != target
&& !health_b.is_dead
// Cylindrical wedge shaped attack field
&& pos2.distance_squared(pos_b2) < (rad + rad_b + scale * melee_attack.range).powi(2)
// Checks if feet or head of b is contained in range of melee attack, or if melee attack origin is contained between feet and head of b (for large bodies/small melee attacks)
// Spherical wedge shaped attack field
&& pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
&& (melee_z_range.contains(&pos_b.0.z) || melee_z_range.contains(&(pos_b.0.z + body_b.height())) || (pos_b.0.z..(pos_b.0.z + body_b.height())).contains(&melee_z))
&& ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
{
&& ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan();
//Check if target is behind a wall
let attacker_cylinder = Cylinder {
center: pos.0 + (0.5 * height * Vec3::unit_z()),
radius: rad,
height,
};
let target_cylinder = Cylinder {
center: pos_b.0 + (0.5 * height_b * Vec3::unit_z()),
radius: rad_b,
height: height_b,
};
let hit = hit
&& !is_blocked_by_wall(&read_data.terrain, attacker_cylinder, target_cylinder);
if hit {
// See if entities are in the same group
let same_group = read_data
.groups
@ -226,3 +246,85 @@ impl<'a> System<'a> for Sys {
}
}
}
// Cast rays from the corners of an Axis Aligned Box centered at the attacker to
// one centered at the target. We use multiple rays to ensure that target is at
// least almost completly behind a wall.
fn is_blocked_by_wall(terrain: &TerrainGrid, attacker: Cylinder, target: Cylinder) -> bool {
let attacker_v = Vec3::new(
attacker.radius / f32::sqrt(2.),
attacker.radius / f32::sqrt(2.),
attacker.height / 2.0,
);
let attacker_aabb = Aabb {
min: attacker.center - attacker_v,
max: attacker.center + attacker_v,
};
let target_v = Vec3::new(
target.radius / f32::sqrt(2.),
target.radius / f32::sqrt(2.),
target.height / 2.0,
);
let target_aabb = Aabb {
min: target.center - target_v,
max: target.center + target_v,
};
let mut segments = Vec::with_capacity(9);
segments.push(LineSegment3 {
start: attacker.center,
end: target.center,
});
for i in 0..2 {
for j in 0..2 {
for l in 0..2 {
let (x1, x2) = if i == 0 {
(attacker_aabb.min.x, target_aabb.min.x)
} else {
(attacker_aabb.max.x, target_aabb.max.x)
};
let (y1, y2) = if j == 0 {
(attacker_aabb.min.y, target_aabb.min.y)
} else {
(attacker_aabb.max.y, target_aabb.max.y)
};
let (z1, z2) = if l == 0 {
(attacker_aabb.min.z, target_aabb.min.z)
} else {
(attacker_aabb.max.z, target_aabb.max.z)
};
segments.push(LineSegment3 {
start: Vec3::new(x1, y1, z1),
end: Vec3::new(x2, y2, z2),
});
}
}
}
for &segment in segments.iter() {
let ray_dist = terrain
.ray(segment.start, segment.end)
.until(|b| b.is_filled())
.cast()
.0;
if let Some(ray_direction) = (segment.end - segment.start).try_normalized() {
let ray_end = segment.start + ray_dist * ray_direction;
let ray = LineSegment3 {
start: segment.start,
end: ray_end,
};
let proj = ray.projected_point(target_aabb.center());
if target_aabb.contains_point(proj) {
return false;
}
} else {
return false;
}
}
true
}