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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Fix wall cheese
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parent
47edca8740
commit
98c1e68209
@ -77,13 +77,13 @@ where
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let max = (self.to - self.from).magnitude();
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for _ in 0..self.max_iter {
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let pos = self.from + dir * dist;
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let ipos = pos.map(|e| e.floor() as i32);
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// Allow one iteration above max.
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if dist > max {
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break;
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}
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let pos = self.from + dir * dist;
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let ipos = pos.map(|e| e.floor() as i32);
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let vox = self.vol.get(ipos);
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@ -106,6 +106,9 @@ where
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dist += deltas.reduce(f32::min).max(PLANCK);
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}
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// The ray can go over the maximum magnitude in the last iteration
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dist = dist.min(max);
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(dist, Ok(None))
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}
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}
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@ -9,20 +9,24 @@ use common::{
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event::{EventBus, ServerEvent},
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outcome::Outcome,
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resources::Time,
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terrain::TerrainGrid,
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uid::{Uid, UidAllocator},
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util::Dir,
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util::{find_dist::Cylinder, Dir},
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vol::ReadVol,
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GroupTarget,
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};
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use common_ecs::{Job, Origin, Phase, System};
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use itertools::Itertools;
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use specs::{
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shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, WriteStorage,
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shred::ResourceId, Entities, Join, Read, ReadExpect, ReadStorage, 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 ReadData<'a> {
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time: Read<'a, Time>,
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terrain: ReadExpect<'a, TerrainGrid>,
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uid_allocator: Read<'a, UidAllocator>,
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entities: Entities<'a>,
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players: ReadStorage<'a, Player>,
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@ -84,6 +88,7 @@ impl<'a> System<'a> for Sys {
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// Scales
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let eye_pos = pos.0 + Vec3::unit_z() * body.eye_height();
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let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0);
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let height = body.height() * scale;
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// TODO: use Capsule Prisms instead of Cylinders
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let rad = body.max_radius() * scale;
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@ -130,6 +135,7 @@ impl<'a> System<'a> for Sys {
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// Scales
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let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
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let height_b = body_b.height() * scale_b;
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let rad_b = body_b.max_radius() * scale_b;
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// Check if entity is dodging
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@ -140,14 +146,28 @@ impl<'a> System<'a> for Sys {
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.map_or(false, |i| i.melee);
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// Check if it is a hit
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if attacker != target
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let hit = attacker != target
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&& !health_b.is_dead
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// Cylindrical wedge shaped attack field
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&& pos2.distance_squared(pos_b2) < (rad + rad_b + scale * melee_attack.range).powi(2)
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// 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)
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// Spherical wedge shaped attack field
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&& pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
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&& (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))
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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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&& ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan();
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//Check if target is behind a wall
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let attacker_cylinder = Cylinder {
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center: pos.0 + (0.5 * height * Vec3::unit_z()),
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radius: rad,
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height,
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};
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let target_cylinder = Cylinder {
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center: pos_b.0 + (0.5 * height_b * Vec3::unit_z()),
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radius: rad_b,
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height: height_b,
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};
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let hit = hit
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&& !is_blocked_by_wall(&read_data.terrain, attacker_cylinder, target_cylinder);
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if hit {
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// See if entities are in the same group
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let same_group = read_data
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.groups
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@ -226,3 +246,85 @@ impl<'a> System<'a> for Sys {
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}
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}
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}
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// Cast rays from the corners of an Axis Aligned Box centered at the attacker to
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// one centered at the target. We use multiple rays to ensure that target is at
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// least almost completly behind a wall.
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fn is_blocked_by_wall(terrain: &TerrainGrid, attacker: Cylinder, target: Cylinder) -> bool {
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let attacker_v = Vec3::new(
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attacker.radius / f32::sqrt(2.),
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attacker.radius / f32::sqrt(2.),
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attacker.height / 2.0,
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);
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let attacker_aabb = Aabb {
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min: attacker.center - attacker_v,
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max: attacker.center + attacker_v,
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};
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let target_v = Vec3::new(
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target.radius / f32::sqrt(2.),
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target.radius / f32::sqrt(2.),
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target.height / 2.0,
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);
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let target_aabb = Aabb {
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min: target.center - target_v,
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max: target.center + target_v,
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};
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let mut segments = Vec::with_capacity(9);
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segments.push(LineSegment3 {
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start: attacker.center,
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end: target.center,
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});
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for i in 0..2 {
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for j in 0..2 {
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for l in 0..2 {
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let (x1, x2) = if i == 0 {
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(attacker_aabb.min.x, target_aabb.min.x)
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} else {
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(attacker_aabb.max.x, target_aabb.max.x)
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};
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let (y1, y2) = if j == 0 {
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(attacker_aabb.min.y, target_aabb.min.y)
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} else {
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(attacker_aabb.max.y, target_aabb.max.y)
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};
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let (z1, z2) = if l == 0 {
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(attacker_aabb.min.z, target_aabb.min.z)
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} else {
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(attacker_aabb.max.z, target_aabb.max.z)
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};
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segments.push(LineSegment3 {
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start: Vec3::new(x1, y1, z1),
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end: Vec3::new(x2, y2, z2),
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});
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}
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}
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}
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for &segment in segments.iter() {
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let ray_dist = terrain
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.ray(segment.start, segment.end)
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.until(|b| b.is_filled())
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.cast()
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.0;
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if let Some(ray_direction) = (segment.end - segment.start).try_normalized() {
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let ray_end = segment.start + ray_dist * ray_direction;
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let ray = LineSegment3 {
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start: segment.start,
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end: ray_end,
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};
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let proj = ray.projected_point(target_aabb.center());
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if target_aabb.contains_point(proj) {
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return false;
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}
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} else {
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return false;
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}
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}
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true
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}
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