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Reuse combat code
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2ba143a514
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@ -28,7 +28,7 @@ pub enum ServerEvent {
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},
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Damage {
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uid: Uid,
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power: u32,
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dmg: u32,
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cause: comp::HealthSource,
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},
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Destroy {
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@ -2,6 +2,7 @@ use crate::{
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comp::{
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ActionState::*, CharacterState, Controller, ForceUpdate, HealthSource, Ori, Pos, Stats, Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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state::{DeltaTime, Uid},
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};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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@ -14,7 +15,7 @@ pub const ATTACK_DURATION: Duration = Duration::from_millis(500);
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// Delay before hit
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const PREPARE_DURATION: Duration = Duration::from_millis(100);
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const BASE_DMG: i32 = 10;
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const BASE_DMG: u32 = 10;
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const BLOCK_EFFICIENCY: f32 = 0.9;
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const ATTACK_RANGE: f32 = 4.0;
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@ -28,8 +29,10 @@ pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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ReadStorage<'a, Uid>,
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Read<'a, EventBus<ServerEvent>>,
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Read<'a, EventBus<LocalEvent>>,
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Read<'a, DeltaTime>,
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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, Controller>,
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@ -43,8 +46,10 @@ impl<'a> System<'a> for Sys {
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&mut self,
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(
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entities,
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uids,
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server_bus,
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local_bus,
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dt,
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uids,
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positions,
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orientations,
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controllers,
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@ -54,6 +59,9 @@ impl<'a> System<'a> for Sys {
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mut force_updates,
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): Self::SystemData,
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) {
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let mut server_emitter = server_bus.emitter();
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let mut local_emitter = local_bus.emitter();
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// Attacks
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for (entity, uid, pos, ori, _) in
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(&entities, &uids, &positions, &orientations, &controllers).join()
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@ -79,8 +87,9 @@ impl<'a> System<'a> for Sys {
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if deal_damage {
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if let Some(Attack { .. }) = &character_states.get(entity).map(|c| c.action) {
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// Go through all other entities
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for (b, pos_b, ori_b, character_b, mut vel_b, stat_b) in (
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for (b, uid_b, pos_b, ori_b, character_b, mut vel_b, stat_b) 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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&character_states,
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@ -105,18 +114,16 @@ impl<'a> System<'a> for Sys {
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&& ori_b.0.angle_between(pos.0 - pos_b.0).to_degrees()
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< BLOCK_ANGLE / 2.0
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{
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(BASE_DMG as f32 * (1.0 - BLOCK_EFFICIENCY)) as i32
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(BASE_DMG as f32 * (1.0 - BLOCK_EFFICIENCY)) as u32
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} else {
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BASE_DMG
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};
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// Deal damage
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stat_b
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.health
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.change_by(-dmg, HealthSource::Attack { by: *uid }); // TODO: variable damage and weapon
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vel_b.0 += (pos_b.0 - pos.0).normalized() * KNOCKBACK_XY;
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vel_b.0.z = KNOCKBACK_Z;
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let _ = force_updates.insert(b, ForceUpdate);
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server_emitter.emit(ServerEvent::Damage {
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uid: *uid_b,
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dmg,
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cause: HealthSource::Attack { by: *uid },
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}); // TODO: Variable damage
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}
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}
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}
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@ -76,7 +76,7 @@ impl<'a> System<'a> for Sys {
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projectile::Effect::Damage(power) => {
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server_emitter.emit(ServerEvent::Damage {
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uid: other,
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power,
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dmg: power,
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cause: HealthSource::Projectile,
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})
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}
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@ -313,11 +313,11 @@ impl Server {
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.build();
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}
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ServerEvent::Damage { uid, power, cause } => {
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ServerEvent::Damage { uid, dmg, cause } => {
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let ecs = state.ecs_mut();
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if let Some(entity) = ecs.entity_from_uid(uid.into()) {
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if let Some(stats) = ecs.write_storage::<comp::Stats>().get_mut(entity) {
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stats.health.change_by(-(power as i32), cause);
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stats.health.change_by(-(dmg as i32), cause);
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}
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}
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}
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