Merge branch 'sam/boss' into 'master'

Boss

Closes 

See merge request 
This commit is contained in:
Samuel Keiffer 2020-09-19 20:47:07 +00:00
commit b2f42a117c
44 changed files with 1078 additions and 192 deletions

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@ -16,6 +16,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Fireflies
- Fullscreen modes now show two options (exclusive and borderless)
- Added banlist and `/ban`, `/unban`, and `/kick` commands for admins
- A new dungeon boss (venture there and discover it yourself)
### Changed

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@ -0,0 +1,13 @@
ItemDef(
name: "Stone Golem's Fist",
description: "Was attached to a mighty stone golem.",
kind: Tool(
(
kind: NpcWeapon("StoneGolemsFist"),
stats: (
equip_time_millis: 500,
power: 1.00,
),
)
),
)

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@ -47,13 +47,14 @@ const int FIREWORK_YELLOW = 8;
const int LEAF = 9;
const int FIREFLY = 10;
const int BEE = 11;
const int GROUND_SHOCKWAVE = 12;
// meters per second squared (acceleration)
const float earth_gravity = 9.807;
struct Attr {
vec3 offs;
float scale;
vec3 scale;
vec4 col;
mat4 rot;
};
@ -122,7 +123,7 @@ void main() {
vec3(0),
vec3(rand2 * 0.02, rand3 * 0.02, 1.0 + rand4 * 0.1)
),
linear_scale(0.5),
vec3(linear_scale(0.5)),
vec4(1, 1, 1, start_end(1.0, 0.0)),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 0.5)
);
@ -132,7 +133,7 @@ void main() {
vec3(rand0 * 0.25, rand1 * 0.25, 0.3),
vec3(rand2 * 0.1, rand3 * 0.1, 2.0 + rand4 * 1.0)
),
1.0,
vec3(1.0),
vec4(2, 0.8 + rand5 * 0.3, 0, 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3)
);
@ -142,7 +143,7 @@ void main() {
vec3(rand0, rand1, rand3) * 0.3,
vec3(rand4, rand5, rand6) * 2.0 + grav_vel(earth_gravity)
),
1.0,
vec3(1.0),
vec4(3.5, 3 + rand7, 0, 1),
spin_in_axis(vec3(1,0,0),0)
);
@ -152,7 +153,7 @@ void main() {
vec3(0),
vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec3(3.0 + rand0),
vec4(vec3(0.6 + rand7 * 0.4), 1),
spin_in_axis(vec3(1,0,0),0)
);
@ -162,7 +163,7 @@ void main() {
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec3(3.0 + rand0),
vec4(0.15, 0.4, 1, 1),
identity()
);
@ -172,7 +173,7 @@ void main() {
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec3(3.0 + rand0),
vec4(0, 1, 0, 1),
identity()
);
@ -182,7 +183,7 @@ void main() {
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec3(3.0 + rand0),
vec4(0.7, 0.0, 1.0, 1.0),
identity()
);
@ -192,7 +193,7 @@ void main() {
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec3(3.0 + rand0),
vec4(1, 0, 0, 1),
identity()
);
@ -202,7 +203,7 @@ void main() {
vec3(0),
vec3(rand1, rand2, rand3) * 40.0 + grav_vel(earth_gravity)
),
3.0 + rand0,
vec3(3.0 + rand0),
vec4(1, 1, 0, 1),
identity()
);
@ -212,7 +213,7 @@ void main() {
vec3(0),
vec3(0, 0, -2)
) + vec3(sin(lifetime), sin(lifetime + 0.7), sin(lifetime * 0.5)) * 2.0,
4,
vec3(4),
vec4(vec3(0.2 + rand7 * 0.2, 0.2 + (0.5 + rand6 * 0.5) * 0.6, 0), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
@ -224,7 +225,7 @@ void main() {
sin(lifetime * 3.0 + rand1) + sin(lifetime * 8.0 + rand4) * 0.3,
sin(lifetime * 2.0 + rand2) + sin(lifetime * 9.0 + rand5) * 0.3
),
raise,
vec3(raise),
vec4(vec3(5, 5, 1.1), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
@ -236,17 +237,24 @@ void main() {
sin(lifetime * 3.0 + rand1) + sin(lifetime * 10.0 + rand4) * 0.3,
sin(lifetime * 4.0 + rand2) + sin(lifetime * 11.0 + rand5) * 0.3
) * 0.5,
lower,
vec3(lower),
vec4(vec3(1, 0.7, 0), 1),
spin_in_axis(vec3(rand6, rand7, rand8), rand9 * 3 + lifetime * 5)
);
} else if (inst_mode == GROUND_SHOCKWAVE) {
attr = Attr(
vec3(0.0),
vec3(11.0, 11.0, (33.0 * rand0 * sin(2.0 * lifetime * 3.14 * 2.0))) / 3,
vec4(vec3(0.32 + (rand0 * 0.04), 0.22 + (rand1 * 0.03), 0.05 + (rand2 * 0.01)), 1),
spin_in_axis(vec3(1,0,0),0)
);
} else {
attr = Attr(
linear_motion(
vec3(rand0 * 0.25, rand1 * 0.25, 1.7 + rand5),
vec3(rand2 * 0.1, rand3 * 0.1, 1.0 + rand4 * 0.5)
),
exp_scale(-0.2),
vec3(exp_scale(-0.2)),
vec4(1),
spin_in_axis(vec3(1,0,0),0)
);

BIN
assets/voxygen/voxel/weapon/npcweapon/cyclops_hammer.vox (Stored with Git LFS) Normal file

Binary file not shown.

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@ -22,6 +22,7 @@ use common::{
group, ControlAction, ControlEvent, Controller, ControllerInputs, GroupManip,
InventoryManip, InventoryUpdateEvent,
},
event::{EventBus, LocalEvent},
msg::{
validate_chat_msg, ChatMsgValidationError, ClientMsg, ClientState, DisconnectReason,
InviteAnswer, Notification, PlayerInfo, PlayerListUpdate, RegisterError, RequestStateError,
@ -1426,6 +1427,15 @@ impl Client {
ServerMsg::Outcomes(outcomes) => {
frontend_events.extend(outcomes.into_iter().map(Event::Outcome))
},
ServerMsg::Knockback(impulse) => {
self.state
.ecs()
.read_resource::<EventBus<LocalEvent>>()
.emit_now(LocalEvent::ApplyImpulse {
entity: self.entity,
impulse,
});
},
}
}
}

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@ -24,6 +24,7 @@ pub enum CharacterAbilityType {
TripleStrike(Stage),
LeapMelee,
SpinMelee,
GroundShockwave,
}
impl From<&CharacterState> for CharacterAbilityType {
@ -38,6 +39,7 @@ impl From<&CharacterState> for CharacterAbilityType {
CharacterState::TripleStrike(data) => Self::TripleStrike(data.stage),
CharacterState::SpinMelee(_) => Self::SpinMelee,
CharacterState::ChargedRanged(_) => Self::ChargedRanged,
CharacterState::GroundShockwave(_) => Self::ChargedRanged,
_ => Self::BasicMelee,
}
}
@ -50,6 +52,7 @@ pub enum CharacterAbility {
buildup_duration: Duration,
recover_duration: Duration,
base_healthchange: i32,
knockback: f32,
range: f32,
max_angle: f32,
},
@ -62,6 +65,7 @@ pub enum CharacterAbility {
projectile_body: Body,
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
projectile_speed: f32,
},
Boost {
duration: Duration,
@ -104,6 +108,20 @@ pub enum CharacterAbility {
recover_duration: Duration,
projectile_body: Body,
projectile_light: Option<LightEmitter>,
projectile_gravity: Option<Gravity>,
initial_projectile_speed: f32,
max_projectile_speed: f32,
},
GroundShockwave {
energy_cost: u32,
buildup_duration: Duration,
recover_duration: Duration,
damage: u32,
knockback: f32,
shockwave_angle: f32,
shockwave_speed: f32,
shockwave_duration: Duration,
requires_ground: bool,
},
}
@ -150,6 +168,10 @@ impl CharacterAbility {
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
CharacterAbility::GroundShockwave { energy_cost, .. } => update
.energy
.try_change_by(-(*energy_cost as i32), EnergySource::Ability)
.is_ok(),
_ => true,
}
}
@ -250,6 +272,7 @@ impl From<&CharacterAbility> for CharacterState {
buildup_duration,
recover_duration,
base_healthchange,
knockback,
range,
max_angle,
energy_cost: _,
@ -258,6 +281,7 @@ impl From<&CharacterAbility> for CharacterState {
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
base_healthchange: *base_healthchange,
knockback: *knockback,
range: *range,
max_angle: *max_angle,
}),
@ -269,6 +293,7 @@ impl From<&CharacterAbility> for CharacterState {
projectile_body,
projectile_light,
projectile_gravity,
projectile_speed,
energy_cost: _,
} => CharacterState::BasicRanged(basic_ranged::Data {
exhausted: false,
@ -280,6 +305,7 @@ impl From<&CharacterAbility> for CharacterState {
projectile_body: *projectile_body,
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
projectile_speed: *projectile_speed,
}),
CharacterAbility::Boost { duration, only_up } => CharacterState::Boost(boost::Data {
duration: *duration,
@ -363,6 +389,9 @@ impl From<&CharacterAbility> for CharacterState {
recover_duration,
projectile_body,
projectile_light,
projectile_gravity,
initial_projectile_speed,
max_projectile_speed,
} => CharacterState::ChargedRanged(charged_ranged::Data {
exhausted: false,
energy_drain: *energy_drain,
@ -376,6 +405,30 @@ impl From<&CharacterAbility> for CharacterState {
recover_duration: *recover_duration,
projectile_body: *projectile_body,
projectile_light: *projectile_light,
projectile_gravity: *projectile_gravity,
initial_projectile_speed: *initial_projectile_speed,
max_projectile_speed: *max_projectile_speed,
}),
CharacterAbility::GroundShockwave {
energy_cost: _,
buildup_duration,
recover_duration,
damage,
knockback,
shockwave_angle,
shockwave_speed,
shockwave_duration,
requires_ground,
} => CharacterState::GroundShockwave(ground_shockwave::Data {
exhausted: false,
buildup_duration: *buildup_duration,
recover_duration: *recover_duration,
damage: *damage,
knockback: *knockback,
shockwave_angle: *shockwave_angle,
shockwave_speed: *shockwave_speed,
shockwave_duration: *shockwave_duration,
requires_ground: *requires_ground,
}),
}
}

View File

@ -263,7 +263,7 @@ impl Body {
_ => 1000,
},
Body::Object(_) => 10000,
Body::Golem(_) => 1500,
Body::Golem(_) => 2560,
Body::Theropod(_) => 50,
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Crocodile => 600,
@ -330,7 +330,7 @@ impl Body {
_ => 100,
},
Body::Object(_) => 10,
Body::Golem(_) => 150,
Body::Golem(_) => 260,
Body::Theropod(_) => 20,
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Crocodile => 20,
@ -395,7 +395,7 @@ impl Body {
_ => 100,
},
Body::Object(_) => 1,
Body::Golem(_) => 75,
Body::Golem(_) => 256,
Body::Theropod(_) => 2,
Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
quadruped_low::Species::Crocodile => 10,
@ -425,7 +425,7 @@ impl Body {
Body::FishSmall(_) => 1,
Body::BipedLarge(_) => 2,
Body::Object(_) => 0,
Body::Golem(_) => 5,
Body::Golem(_) => 12,
Body::Theropod(_) => 1,
Body::QuadrupedLow(_) => 1,
}

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@ -69,6 +69,8 @@ pub enum CharacterState {
SpinMelee(spin_melee::Data),
/// A charged ranged attack (e.g. bow)
ChargedRanged(charged_ranged::Data),
/// A ground shockwave attack
GroundShockwave(ground_shockwave::Data),
}
impl CharacterState {
@ -83,6 +85,7 @@ impl CharacterState {
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::GroundShockwave(_)
)
}
@ -95,6 +98,7 @@ impl CharacterState {
| CharacterState::LeapMelee(_)
| CharacterState::SpinMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::GroundShockwave(_)
)
}
@ -107,6 +111,7 @@ impl CharacterState {
| CharacterState::BasicBlock
| CharacterState::LeapMelee(_)
| CharacterState::ChargedRanged(_)
| CharacterState::GroundShockwave(_)
)
}

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@ -15,6 +15,7 @@ pub enum DamageSource {
Projectile,
Explosion,
Falling,
Shockwave,
}
impl Damage {
@ -35,7 +36,9 @@ impl Damage {
self.healthchange *= 1.0 - damage_reduction;
// Critical damage applies after armor for melee
self.healthchange += critdamage;
if (damage_reduction - 1.0).abs() > f32::EPSILON {
self.healthchange += critdamage;
}
// Min damage
if (damage_reduction - 1.0).abs() > f32::EPSILON && self.healthchange > -10.0 {
@ -74,6 +77,16 @@ impl Damage {
self.healthchange = -10.0;
}
},
DamageSource::Shockwave => {
// Armor
let damage_reduction = loadout.get_damage_reduction();
self.healthchange *= 1.0 - damage_reduction;
// Min damage
if (damage_reduction - 1.0).abs() > f32::EPSILON && self.healthchange > -10.0 {
self.healthchange = -10.0;
}
},
_ => {},
}
}

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@ -16,6 +16,7 @@ pub enum ToolKind {
Dagger(String),
Staff(String),
Shield(String),
NpcWeapon(String),
Debug(String),
Farming(String),
/// This is an placeholder item, it is used by non-humanoid npcs to attack
@ -32,6 +33,7 @@ impl ToolKind {
ToolKind::Dagger(_) => Hands::OneHand,
ToolKind::Staff(_) => Hands::TwoHand,
ToolKind::Shield(_) => Hands::OneHand,
ToolKind::NpcWeapon(_) => Hands::TwoHand,
ToolKind::Debug(_) => Hands::TwoHand,
ToolKind::Farming(_) => Hands::TwoHand,
ToolKind::Empty => Hands::OneHand,
@ -53,6 +55,7 @@ pub enum ToolCategory {
Dagger,
Staff,
Shield,
NpcWeapon,
Debug,
Farming,
Empty,
@ -68,6 +71,7 @@ impl From<&ToolKind> for ToolCategory {
ToolKind::Dagger(_) => ToolCategory::Dagger,
ToolKind::Staff(_) => ToolCategory::Staff,
ToolKind::Shield(_) => ToolCategory::Shield,
ToolKind::NpcWeapon(_) => ToolCategory::NpcWeapon,
ToolKind::Debug(_) => ToolCategory::Debug,
ToolKind::Farming(_) => ToolCategory::Farming,
ToolKind::Empty => ToolCategory::Empty,
@ -141,6 +145,7 @@ impl Tool {
buildup_duration: Duration::from_millis(700),
recover_duration: Duration::from_millis(300),
base_healthchange: (-120.0 * self.base_power()) as i32,
knockback: 0.0,
range: 3.5,
max_angle: 20.0,
},
@ -157,6 +162,7 @@ impl Tool {
buildup_duration: Duration::from_millis(700),
recover_duration: Duration::from_millis(150),
base_healthchange: (-50.0 * self.base_power()) as i32,
knockback: 0.0,
range: 3.5,
max_angle: 20.0,
}],
@ -181,6 +187,7 @@ impl Tool {
projectile_body: Body::Object(object::Body::Arrow),
projectile_light: None,
projectile_gravity: Some(Gravity(0.2)),
projectile_speed: 100.0,
},
ChargedRanged {
energy_cost: 0,
@ -194,6 +201,9 @@ impl Tool {
recover_duration: Duration::from_millis(500),
projectile_body: Body::Object(object::Body::MultiArrow),
projectile_light: None,
projectile_gravity: Some(Gravity(0.2)),
initial_projectile_speed: 100.0,
max_projectile_speed: 500.0,
},
],
Dagger(_) => vec![
@ -202,6 +212,7 @@ impl Tool {
buildup_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(400),
base_healthchange: (-50.0 * self.base_power()) as i32,
knockback: 0.0,
range: 3.5,
max_angle: 20.0,
},
@ -220,6 +231,7 @@ impl Tool {
buildup_duration: Duration::from_millis(0),
recover_duration: Duration::from_millis(300),
base_healthchange: (-10.0 * self.base_power()) as i32,
knockback: 0.0,
range: 5.0,
max_angle: 20.0,
},
@ -228,6 +240,7 @@ impl Tool {
buildup_duration: Duration::from_millis(0),
recover_duration: Duration::from_millis(1000),
base_healthchange: (150.0 * self.base_power()) as i32,
knockback: 0.0,
range: 100.0,
max_angle: 90.0,
},
@ -239,6 +252,7 @@ impl Tool {
buildup_duration: Duration::from_millis(0),
recover_duration: Duration::from_millis(300),
base_healthchange: (-10.0 * self.base_power()) as i32,
knockback: 0.0,
range: 5.0,
max_angle: 20.0,
},
@ -247,6 +261,7 @@ impl Tool {
buildup_duration: Duration::from_millis(0),
recover_duration: Duration::from_millis(1000),
base_healthchange: (350.0 * self.base_power()) as i32,
knockback: 0.0,
range: 100.0,
max_angle: 90.0,
},
@ -258,6 +273,7 @@ impl Tool {
buildup_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(300),
base_healthchange: (-40.0 * self.base_power()) as i32,
knockback: 0.0,
range: 3.5,
max_angle: 20.0,
},
@ -284,6 +300,7 @@ impl Tool {
}),
projectile_gravity: None,
projectile_speed: 100.0,
},
BasicRanged {
energy_cost: 400,
@ -314,6 +331,7 @@ impl Tool {
}),
projectile_gravity: None,
projectile_speed: 100.0,
},
]
}
@ -324,11 +342,48 @@ impl Tool {
buildup_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(400),
base_healthchange: (-40.0 * self.base_power()) as i32,
knockback: 0.0,
range: 3.0,
max_angle: 120.0,
},
BasicBlock,
],
NpcWeapon(kind) => {
if kind == "StoneGolemsFist" {
vec![
BasicMelee {
energy_cost: 0,
buildup_duration: Duration::from_millis(500),
recover_duration: Duration::from_millis(250),
knockback: 25.0,
base_healthchange: -200,
range: 5.0,
max_angle: 120.0,
},
GroundShockwave {
energy_cost: 0,
buildup_duration: Duration::from_millis(500),
recover_duration: Duration::from_millis(1000),
damage: 500,
knockback: -40.0,
shockwave_angle: 90.0,
shockwave_speed: 20.0,
shockwave_duration: Duration::from_millis(2000),
requires_ground: true,
},
]
} else {
vec![BasicMelee {
energy_cost: 0,
buildup_duration: Duration::from_millis(100),
recover_duration: Duration::from_millis(300),
base_healthchange: -10,
knockback: 0.0,
range: 1.0,
max_angle: 30.0,
}]
}
},
Debug(kind) => {
if kind == "Boost" {
vec![
@ -361,6 +416,7 @@ impl Tool {
..Default::default()
}),
projectile_gravity: None,
projectile_speed: 100.0,
},
]
} else {
@ -372,6 +428,7 @@ impl Tool {
buildup_duration: Duration::from_millis(0),
recover_duration: Duration::from_millis(1000),
base_healthchange: -20,
knockback: 0.0,
range: 3.5,
max_angle: 15.0,
}],

View File

@ -16,6 +16,7 @@ mod misc;
mod phys;
mod player;
pub mod projectile;
pub mod shockwave;
pub mod skills;
mod stats;
pub mod visual;
@ -51,6 +52,7 @@ pub use misc::Object;
pub use phys::{Collider, ForceUpdate, Gravity, Mass, Ori, PhysicsState, Pos, Scale, Sticky, Vel};
pub use player::{Player, MAX_MOUNT_RANGE_SQR};
pub use projectile::Projectile;
pub use shockwave::Shockwave;
pub use skills::{Skill, SkillGroup, SkillGroupType, SkillSet};
pub use stats::{Exp, HealthChange, HealthSource, Level, Stats};
pub use visual::{LightAnimation, LightEmitter};

View File

@ -0,0 +1,36 @@
use crate::sync::Uid;
use serde::{Deserialize, Serialize};
use specs::{Component, FlaggedStorage};
use specs_idvs::IdvStorage;
use std::time::Duration;
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Properties {
pub angle: f32,
pub speed: f32,
pub damage: u32,
pub knockback: f32,
pub requires_ground: bool,
pub duration: Duration,
pub owner: Option<Uid>,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Shockwave {
pub properties: Properties,
#[serde(skip)]
/// Time that the shockwave was created at
/// Used to calculate shockwave propagation
/// Deserialized from the network as `None`
pub creation: Option<f64>,
}
impl Component for Shockwave {
type Storage = FlaggedStorage<Self, IdvStorage<Self>>;
}
impl std::ops::Deref for Shockwave {
type Target = Properties;
fn deref(&self) -> &Properties { &self.properties }
}

View File

@ -1,5 +1,8 @@
use crate::{character::CharacterId, comp, sync::Uid, util::Dir};
use comp::item::{Item, Reagent};
use comp::{
item::{Item, Reagent},
Ori, Pos,
};
use parking_lot::Mutex;
use specs::Entity as EcsEntity;
use std::{collections::VecDeque, ops::DerefMut};
@ -8,8 +11,11 @@ use vek::*;
pub enum LocalEvent {
/// Applies upward force to entity's `Vel`
Jump(EcsEntity),
/// Applies the `force` to `entity`'s `Vel`
ApplyForce { entity: EcsEntity, force: Vec3<f32> },
/// Applies the `impulse` to `entity`'s `Vel`
ApplyImpulse {
entity: EcsEntity,
impulse: Vec3<f32>,
},
/// Applies leaping force to `entity`'s `Vel` away from `wall_dir` direction
WallLeap {
entity: EcsEntity,
@ -46,6 +52,16 @@ pub enum ServerEvent {
light: Option<comp::LightEmitter>,
projectile: comp::Projectile,
gravity: Option<comp::Gravity>,
speed: f32,
},
Shockwave {
properties: comp::shockwave::Properties,
pos: Pos,
ori: Ori,
},
Knockback {
entity: EcsEntity,
impulse: Vec3<f32>,
},
LandOnGround {
entity: EcsEntity,

View File

@ -1,4 +1,9 @@
use crate::comp::{item::Item, Body, CharacterAbility, ItemConfig, Loadout};
use crate::comp::{
golem,
item::{Item, ItemKind},
Alignment, Body, CharacterAbility, ItemConfig, Loadout,
};
use rand::Rng;
use std::time::Duration;
/// Builder for character Loadouts, containing weapon and armour items belonging
@ -60,6 +65,151 @@ impl LoadoutBuilder {
)))
}
/// Builds loadout of creature when spawned
pub fn build_loadout(body: Body, alignment: Alignment, mut main_tool: Option<Item>) -> Self {
#![allow(clippy::single_match)] // For when this is done to more than just golems.
match body {
Body::Golem(golem) => match golem.species {
golem::Species::StoneGolem => {
main_tool = Some(Item::new_from_asset_expect(
"common.items.npc_weapons.npcweapon.stone_golems_fist",
));
},
},
_ => {},
};
let active_item = if let Some(ItemKind::Tool(tool)) = main_tool.as_ref().map(|i| i.kind()) {
let mut abilities = tool.get_abilities();
let mut ability_drain = abilities.drain(..);
main_tool.map(|item| ItemConfig {
item,
ability1: ability_drain.next(),
ability2: ability_drain.next(),
ability3: ability_drain.next(),
block_ability: None,
dodge_ability: Some(CharacterAbility::Roll),
})
} else {
Some(ItemConfig {
// We need the empty item so npcs can attack
item: Item::new_from_asset_expect("common.items.weapons.empty.empty"),
ability1: Some(CharacterAbility::BasicMelee {
energy_cost: 0,
buildup_duration: Duration::from_millis(0),
recover_duration: Duration::from_millis(400),
base_healthchange: -40,
knockback: 0.0,
range: 3.5,
max_angle: 15.0,
}),
ability2: None,
ability3: None,
block_ability: None,
dodge_ability: None,
})
};
let loadout = match body {
Body::Humanoid(_) => match alignment {
Alignment::Npc => Loadout {
active_item,
second_item: None,
shoulder: None,
chest: Some(Item::new_from_asset_expect(
match rand::thread_rng().gen_range(0, 10) {
0 => "common.items.armor.chest.worker_green_0",
1 => "common.items.armor.chest.worker_green_1",
2 => "common.items.armor.chest.worker_red_0",
3 => "common.items.armor.chest.worker_red_1",
4 => "common.items.armor.chest.worker_purple_0",
5 => "common.items.armor.chest.worker_purple_1",
6 => "common.items.armor.chest.worker_yellow_0",
7 => "common.items.armor.chest.worker_yellow_1",
8 => "common.items.armor.chest.worker_orange_0",
_ => "common.items.armor.chest.worker_orange_1",
},
)),
belt: Some(Item::new_from_asset_expect(
"common.items.armor.belt.leather_0",
)),
hand: None,
pants: Some(Item::new_from_asset_expect(
"common.items.armor.pants.worker_blue_0",
)),
foot: Some(Item::new_from_asset_expect(
match rand::thread_rng().gen_range(0, 2) {
0 => "common.items.armor.foot.leather_0",
_ => "common.items.armor.starter.sandals_0",
},
)),
back: None,
ring: None,
neck: None,
lantern: None,
glider: None,
head: None,
tabard: None,
},
Alignment::Enemy => Loadout {
active_item,
second_item: None,
shoulder: Some(Item::new_from_asset_expect(
"common.items.armor.shoulder.cultist_shoulder_purple",
)),
chest: Some(Item::new_from_asset_expect(
"common.items.armor.chest.cultist_chest_purple",
)),
belt: Some(Item::new_from_asset_expect(
"common.items.armor.belt.cultist_belt",
)),
hand: Some(Item::new_from_asset_expect(
"common.items.armor.hand.cultist_hands_purple",
)),
pants: Some(Item::new_from_asset_expect(
"common.items.armor.pants.cultist_legs_purple",
)),
foot: Some(Item::new_from_asset_expect(
"common.items.armor.foot.cultist_boots",
)),
back: Some(Item::new_from_asset_expect(
"common.items.armor.back.dungeon_purple-0",
)),
ring: None,
neck: None,
lantern: Some(Item::new_from_asset_expect("common.items.lantern.black_0")),
glider: None,
head: None,
tabard: None,
},
_ => LoadoutBuilder::animal(body).build(),
},
Body::Golem(golem) => match golem.species {
golem::Species::StoneGolem => Loadout {
active_item,
second_item: None,
shoulder: None,
chest: None,
belt: None,
hand: None,
pants: None,
foot: None,
back: None,
ring: None,
neck: None,
lantern: None,
glider: None,
head: None,
tabard: None,
},
},
_ => LoadoutBuilder::animal(body).build(),
};
Self(loadout)
}
/// Default animal configuration
pub fn animal(body: Body) -> Self {
Self(Loadout {
@ -70,6 +220,7 @@ impl LoadoutBuilder {
buildup_duration: Duration::from_millis(600),
recover_duration: Duration::from_millis(100),
base_healthchange: -(body.base_dmg() as i32),
knockback: 0.0,
range: body.base_range(),
max_angle: 20.0,
}),

View File

@ -29,6 +29,7 @@ sum_type! {
Pos(comp::Pos),
Vel(comp::Vel),
Ori(comp::Ori),
Shockwave(comp::Shockwave),
}
}
// Automatically derive From<T> for EcsCompPhantom
@ -56,6 +57,7 @@ sum_type! {
Pos(PhantomData<comp::Pos>),
Vel(PhantomData<comp::Vel>),
Ori(PhantomData<comp::Ori>),
Shockwave(PhantomData<comp::Shockwave>),
}
}
impl sync::CompPacket for EcsCompPacket {
@ -83,6 +85,7 @@ impl sync::CompPacket for EcsCompPacket {
EcsCompPacket::Pos(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::Vel(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::Ori(comp) => sync::handle_insert(comp, entity, world),
EcsCompPacket::Shockwave(comp) => sync::handle_insert(comp, entity, world),
}
}
@ -108,6 +111,7 @@ impl sync::CompPacket for EcsCompPacket {
EcsCompPacket::Pos(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::Vel(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::Ori(comp) => sync::handle_modify(comp, entity, world),
EcsCompPacket::Shockwave(comp) => sync::handle_modify(comp, entity, world),
}
}
@ -137,6 +141,7 @@ impl sync::CompPacket for EcsCompPacket {
EcsCompPhantom::Pos(_) => sync::handle_remove::<comp::Pos>(entity, world),
EcsCompPhantom::Vel(_) => sync::handle_remove::<comp::Vel>(entity, world),
EcsCompPhantom::Ori(_) => sync::handle_remove::<comp::Ori>(entity, world),
EcsCompPhantom::Shockwave(_) => sync::handle_remove::<comp::Shockwave>(entity, world),
}
}
}

View File

@ -254,6 +254,7 @@ pub enum ServerMsg {
Notification(Notification),
SetViewDistance(u32),
Outcomes(Vec<Outcome>),
Knockback(Vec3<f32>),
}
#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]

View File

@ -126,6 +126,7 @@ impl State {
ecs.register::<comp::CharacterState>();
ecs.register::<comp::Object>();
ecs.register::<comp::Group>();
ecs.register::<comp::Shockwave>();
// Register components send from clients -> server
ecs.register::<comp::Controller>();
@ -389,11 +390,9 @@ impl State {
vel.0.z = HUMANOID_JUMP_ACCEL;
}
},
LocalEvent::ApplyForce { entity, force } => {
// TODO: this sets the velocity directly to the value of `force`, consider
// renaming the event or changing the behavior
LocalEvent::ApplyImpulse { entity, impulse } => {
if let Some(vel) = velocities.get_mut(entity) {
vel.0 = force;
vel.0 = impulse;
}
},
LocalEvent::WallLeap { entity, wall_dir } => {

View File

@ -14,6 +14,8 @@ pub struct Data {
pub recover_duration: Duration,
/// Base damage (negative) or healing (positive)
pub base_healthchange: i32,
/// Knockback
pub knockback: f32,
/// Max range
pub range: f32,
/// Max angle (45.0 will give you a 90.0 angle window)
@ -38,6 +40,7 @@ impl CharacterBehavior for Data {
.unwrap_or_default(),
recover_duration: self.recover_duration,
base_healthchange: self.base_healthchange,
knockback: self.knockback,
range: self.range,
max_angle: self.max_angle,
exhausted: false,
@ -50,13 +53,14 @@ impl CharacterBehavior for Data {
max_angle: self.max_angle.to_radians(),
applied: false,
hit_count: 0,
knockback: 0.0,
knockback: self.knockback,
});
update.character = CharacterState::BasicMelee(Data {
buildup_duration: self.buildup_duration,
recover_duration: self.recover_duration,
base_healthchange: self.base_healthchange,
knockback: self.knockback,
range: self.range,
max_angle: self.max_angle,
exhausted: true,
@ -70,6 +74,7 @@ impl CharacterBehavior for Data {
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
base_healthchange: self.base_healthchange,
knockback: self.knockback,
range: self.range,
max_angle: self.max_angle,
exhausted: true,

View File

@ -21,6 +21,7 @@ pub struct Data {
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_gravity: Option<Gravity>,
pub projectile_speed: f32,
/// Whether the attack fired already
pub exhausted: bool,
}
@ -49,6 +50,7 @@ impl CharacterBehavior for Data {
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
projectile_speed: self.projectile_speed,
exhausted: false,
});
} else if !self.exhausted {
@ -62,6 +64,7 @@ impl CharacterBehavior for Data {
projectile,
light: self.projectile_light,
gravity: self.projectile_gravity,
speed: self.projectile_speed,
});
update.character = CharacterState::BasicRanged(Data {
@ -73,6 +76,7 @@ impl CharacterBehavior for Data {
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
projectile_speed: self.projectile_speed,
exhausted: true,
});
} else if self.recover_duration != Duration::default() {
@ -89,6 +93,7 @@ impl CharacterBehavior for Data {
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
projectile_speed: self.projectile_speed,
exhausted: true,
});
return update;

View File

@ -10,9 +10,6 @@ use crate::{
use serde::{Deserialize, Serialize};
use std::time::Duration;
const MAX_GRAVITY: f32 = 0.2;
const MIN_GRAVITY: f32 = 0.05;
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Whether the attack fired already
@ -38,6 +35,9 @@ pub struct Data {
/// Projectile information
pub projectile_body: Body,
pub projectile_light: Option<LightEmitter>,
pub projectile_gravity: Option<Gravity>,
pub initial_projectile_speed: f32,
pub max_projectile_speed: f32,
}
impl CharacterBehavior for Data {
@ -65,6 +65,9 @@ impl CharacterBehavior for Data {
recover_duration: self.recover_duration,
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
initial_projectile_speed: self.initial_projectile_speed,
max_projectile_speed: self.max_projectile_speed,
});
} else if data.inputs.secondary.is_pressed()
&& self.charge_timer < self.charge_duration
@ -87,6 +90,9 @@ impl CharacterBehavior for Data {
recover_duration: self.recover_duration,
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
initial_projectile_speed: self.initial_projectile_speed,
max_projectile_speed: self.max_projectile_speed,
});
// Consumes energy if there's enough left and RMB is held down
@ -109,6 +115,9 @@ impl CharacterBehavior for Data {
recover_duration: self.recover_duration,
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
initial_projectile_speed: self.initial_projectile_speed,
max_projectile_speed: self.max_projectile_speed,
});
// Consumes energy if there's enough left and RMB is held down
@ -145,9 +154,9 @@ impl CharacterBehavior for Data {
body: self.projectile_body,
projectile,
light: self.projectile_light,
gravity: Some(Gravity(
MAX_GRAVITY - charge_amount * (MAX_GRAVITY - MIN_GRAVITY),
)),
gravity: self.projectile_gravity,
speed: self.initial_projectile_speed
+ charge_amount * (self.max_projectile_speed - self.initial_projectile_speed),
});
update.character = CharacterState::ChargedRanged(Data {
@ -163,6 +172,9 @@ impl CharacterBehavior for Data {
recover_duration: self.recover_duration,
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
initial_projectile_speed: self.initial_projectile_speed,
max_projectile_speed: self.max_projectile_speed,
});
} else if self.recover_duration != Duration::default() {
// Recovery
@ -182,6 +194,9 @@ impl CharacterBehavior for Data {
.unwrap_or_default(),
projectile_body: self.projectile_body,
projectile_light: self.projectile_light,
projectile_gravity: self.projectile_gravity,
initial_projectile_speed: self.initial_projectile_speed,
max_projectile_speed: self.max_projectile_speed,
});
} else {
// Done

View File

@ -0,0 +1,107 @@
use crate::{
comp::{shockwave, Attacking, CharacterState, StateUpdate},
event::ServerEvent,
states::utils::*,
sys::character_behavior::*,
};
use serde::{Deserialize, Serialize};
use std::time::Duration;
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Data {
/// Whether the attack can deal more damage
pub exhausted: bool,
/// How long until state should deal damage
pub buildup_duration: Duration,
/// How long the state has until exiting
pub recover_duration: Duration,
/// Base damage
pub damage: u32,
/// Knockback
pub knockback: f32,
/// Angle of the shockwave
pub shockwave_angle: f32,
/// Speed of the shockwave
pub shockwave_speed: f32,
/// How long the shockwave travels for
pub shockwave_duration: Duration,
/// Whether the shockwave requires the target to be on the ground
pub requires_ground: bool,
}
impl CharacterBehavior for Data {
fn behavior(&self, data: &JoinData) -> StateUpdate {
let mut update = StateUpdate::from(data);
handle_move(data, &mut update, 0.05);
if self.buildup_duration != Duration::default() {
// Build up
update.character = CharacterState::GroundShockwave(Data {
exhausted: self.exhausted,
buildup_duration: self
.buildup_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
recover_duration: self.recover_duration,
damage: self.damage,
knockback: self.knockback,
shockwave_angle: self.shockwave_angle,
shockwave_speed: self.shockwave_speed,
shockwave_duration: self.shockwave_duration,
requires_ground: self.requires_ground,
});
} else if !self.exhausted {
// Attack
let properties = shockwave::Properties {
angle: self.shockwave_angle,
speed: self.shockwave_speed,
duration: self.shockwave_duration,
damage: self.damage,
knockback: self.knockback,
requires_ground: self.requires_ground,
owner: Some(*data.uid),
};
update.server_events.push_front(ServerEvent::Shockwave {
properties,
pos: *data.pos,
ori: *data.ori,
});
update.character = CharacterState::GroundShockwave(Data {
exhausted: true,
buildup_duration: self.buildup_duration,
recover_duration: self.recover_duration,
damage: self.damage,
knockback: self.knockback,
shockwave_angle: self.shockwave_angle,
shockwave_speed: self.shockwave_speed,
shockwave_duration: self.shockwave_duration,
requires_ground: self.requires_ground,
});
} else if self.recover_duration != Duration::default() {
// Recovery
update.character = CharacterState::GroundShockwave(Data {
exhausted: self.exhausted,
buildup_duration: self.buildup_duration,
recover_duration: self
.recover_duration
.checked_sub(Duration::from_secs_f32(data.dt.0))
.unwrap_or_default(),
damage: self.damage,
knockback: self.knockback,
shockwave_angle: self.shockwave_angle,
shockwave_speed: self.shockwave_speed,
shockwave_duration: self.shockwave_duration,
requires_ground: self.requires_ground,
});
} else {
// Done
update.character = CharacterState::Wielding;
// Make sure attack component is removed
data.updater.remove::<Attacking>(data.entity);
}
update
}
}

View File

@ -9,6 +9,7 @@ pub mod dash_melee;
pub mod equipping;
pub mod glide;
pub mod glide_wield;
pub mod ground_shockwave;
pub mod idle;
pub mod leap_melee;
pub mod roll;

View File

@ -268,6 +268,7 @@ impl<'a> System<'a> for Sys {
Melee,
RangedPowerup,
Staff,
StoneGolemBoss,
}
let tactic = match loadout.active_item.as_ref().and_then(|ic| {
@ -279,6 +280,13 @@ impl<'a> System<'a> for Sys {
}) {
Some(ToolKind::Bow(_)) => Tactic::RangedPowerup,
Some(ToolKind::Staff(_)) => Tactic::Staff,
Some(ToolKind::NpcWeapon(kind)) => {
if kind == "StoneGolemsFist" {
Tactic::StoneGolemBoss
} else {
Tactic::Melee
}
},
_ => Tactic::Melee,
};
@ -355,7 +363,9 @@ impl<'a> System<'a> for Sys {
* 0.1;
match tactic {
Tactic::Melee | Tactic::Staff => inputs.primary.set_state(true),
Tactic::Melee | Tactic::Staff | Tactic::StoneGolemBoss => {
inputs.primary.set_state(true)
},
Tactic::RangedPowerup => inputs.roll.set_state(true),
}
} else if dist_sqrd < MAX_CHASE_DIST.powf(2.0)
@ -385,6 +395,13 @@ impl<'a> System<'a> for Sys {
}
inputs.secondary.set_state(true);
} else if let Tactic::StoneGolemBoss = tactic {
if *powerup > 5.0 {
inputs.secondary.set_state(true);
*powerup = 0.0;
} else {
*powerup += dt.0;
}
}
}

View File

@ -258,6 +258,7 @@ impl<'a> System<'a> for Sys {
CharacterState::LeapMelee(data) => data.handle_event(&j, action),
CharacterState::SpinMelee(data) => data.handle_event(&j, action),
CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
CharacterState::GroundShockwave(data) => data.handle_event(&j, action),
};
local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
@ -286,6 +287,7 @@ impl<'a> System<'a> for Sys {
CharacterState::LeapMelee(data) => data.behavior(&j),
CharacterState::SpinMelee(data) => data.behavior(&j),
CharacterState::ChargedRanged(data) => data.behavior(&j),
CharacterState::GroundShockwave(data) => data.behavior(&j),
};
local_emitter.append(&mut state_update.local_events);

View File

@ -33,8 +33,8 @@ impl<'a> System<'a> for Sys {
ReadStorage<'a, Stats>,
ReadStorage<'a, Loadout>,
ReadStorage<'a, group::Group>,
ReadStorage<'a, CharacterState>,
WriteStorage<'a, Attacking>,
WriteStorage<'a, CharacterState>,
);
fn run(
@ -52,14 +52,14 @@ impl<'a> System<'a> for Sys {
stats,
loadouts,
groups,
mut attacking_storage,
character_states,
mut attacking_storage,
): Self::SystemData,
) {
let start_time = std::time::Instant::now();
span!(_guard, "run", "combat::Sys::run");
let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
let mut _local_emitter = local_bus.emitter();
// Attacks
for (entity, uid, pos, ori, scale_maybe, attack) in (
&entities,
@ -152,11 +152,10 @@ impl<'a> System<'a> for Sys {
},
});
}
if attack.knockback != 0.0 {
local_emitter.emit(LocalEvent::ApplyForce {
if attack.knockback != 0.0 && damage.healthchange != 0.0 {
server_emitter.emit(ServerEvent::Knockback {
entity: b,
force: attack.knockback
impulse: attack.knockback
* *Dir::slerp(ori.0, Dir::new(Vec3::new(0.0, 0.0, 1.0)), 0.5),
});
}

View File

@ -5,6 +5,7 @@ pub mod controller;
mod mount;
pub mod phys;
mod projectile;
mod shockwave;
mod stats;
// External
@ -18,6 +19,7 @@ pub const CONTROLLER_SYS: &str = "controller_sys";
pub const MOUNT_SYS: &str = "mount_sys";
pub const PHYS_SYS: &str = "phys_sys";
pub const PROJECTILE_SYS: &str = "projectile_sys";
pub const SHOCKWAVE_SYS: &str = "shockwave_sys";
pub const STATS_SYS: &str = "stats_sys";
pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
@ -30,5 +32,6 @@ pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
dispatch_builder.add(stats::Sys, STATS_SYS, &[]);
dispatch_builder.add(phys::Sys, PHYS_SYS, &[CONTROLLER_SYS, MOUNT_SYS, STATS_SYS]);
dispatch_builder.add(projectile::Sys, PROJECTILE_SYS, &[PHYS_SYS]);
dispatch_builder.add(shockwave::Sys, SHOCKWAVE_SYS, &[PHYS_SYS]);
dispatch_builder.add(combat::Sys, COMBAT_SYS, &[PROJECTILE_SYS]);
}

View File

@ -173,7 +173,7 @@ impl<'a> System<'a> for Sys {
mass_other,
collider_other,
_,
group,
group_b,
) in (
&entities,
&uids,
@ -186,7 +186,7 @@ impl<'a> System<'a> for Sys {
)
.join()
{
if entity == entity_other || (ignore_group.is_some() && ignore_group == group) {
if entity == entity_other || (ignore_group.is_some() && ignore_group == group_b) {
continue;
}

View File

@ -117,9 +117,9 @@ impl<'a> System<'a> for Sys {
if let Some(entity) =
uid_allocator.retrieve_entity_internal(other.into())
{
local_emitter.emit(LocalEvent::ApplyForce {
local_emitter.emit(LocalEvent::ApplyImpulse {
entity,
force: knockback
impulse: knockback
* *Dir::slerp(ori.0, Dir::new(Vec3::unit_z()), 0.5),
});
}

339
common/src/sys/shockwave.rs Normal file
View File

@ -0,0 +1,339 @@
use crate::{
comp::{
group, Body, CharacterState, Damage, DamageSource, HealthChange, HealthSource, Last,
Loadout, Ori, PhysicsState, Pos, Scale, Shockwave, Stats,
},
event::{EventBus, LocalEvent, ServerEvent},
state::{DeltaTime, Time},
sync::{Uid, UidAllocator},
util::Dir,
};
use specs::{saveload::MarkerAllocator, Entities, Join, Read, ReadStorage, System, WriteStorage};
use vek::*;
pub const BLOCK_ANGLE: f32 = 180.0;
/// 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>>,
Read<'a, Time>,
Read<'a, DeltaTime>,
Read<'a, UidAllocator>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Last<Pos>>,
ReadStorage<'a, Ori>,
ReadStorage<'a, Scale>,
ReadStorage<'a, Body>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Loadout>,
ReadStorage<'a, group::Group>,
ReadStorage<'a, CharacterState>,
ReadStorage<'a, PhysicsState>,
WriteStorage<'a, Shockwave>,
);
fn run(
&mut self,
(
entities,
server_bus,
local_bus,
time,
dt,
uid_allocator,
uids,
positions,
last_positions,
orientations,
scales,
bodies,
stats,
loadouts,
groups,
character_states,
physics_states,
mut shockwaves,
): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
let _local_emitter = local_bus.emitter();
let time = time.0;
let dt = dt.0;
// Shockwaves
for (entity, uid, pos, ori, shockwave) in
(&entities, &uids, &positions, &orientations, &shockwaves).join()
{
let creation_time = match shockwave.creation {
Some(time) => time,
// Skip newly created shockwaves
None => continue,
};
let end_time = creation_time + shockwave.duration.as_secs_f64();
// If shockwave is out of time emit destroy event but still continue since it
// may have traveled and produced effects a bit before reaching it's
// end point
if time > end_time {
server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
});
continue;
}
// Determine area that was covered by the shockwave in the last tick
let time_since_creation = (time - creation_time) as f32;
let frame_start_dist = (shockwave.speed * (time_since_creation - dt)).max(0.0);
let frame_end_dist = (shockwave.speed * time_since_creation).max(frame_start_dist);
let pos2 = Vec2::from(pos.0);
// From one frame to the next a shockwave travels over a strip of an arc
// This is used for collision detection
let arc_strip = ArcStrip {
origin: pos2,
// TODO: make sure this is not Vec2::new(0.0, 0.0)
dir: ori.0.xy(),
angle: shockwave.angle,
start: frame_start_dist,
end: frame_end_dist,
};
// Group to ignore collisions with
// Might make this more nuanced if shockwaves are used for non damage effects
let group = shockwave
.owner
.and_then(|uid| uid_allocator.retrieve_entity_internal(uid.into()))
.and_then(|e| groups.get(e));
// Go through all other effectable entities
for (
b,
uid_b,
pos_b,
last_pos_b_maybe,
ori_b,
scale_b_maybe,
character_b,
stats_b,
body_b,
physics_state_b,
) in (
&entities,
&uids,
&positions,
// TODO: make sure that these are maintained on the client and remove `.maybe()`
last_positions.maybe(),
&orientations,
scales.maybe(),
character_states.maybe(),
&stats,
&bodies,
&physics_states,
)
.join()
{
// 2D versions
let pos_b2 = pos_b.0.xy();
let last_pos_b2_maybe = last_pos_b_maybe.map(|p| (p.0).0.xy());
// Scales
let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
let rad_b = body_b.radius() * scale_b;
// Angle checks
let pos_b_ground = Vec3::new(pos_b.0.x, pos_b.0.y, pos.0.z);
let max_angle = 15.0_f32.to_radians();
// See if entities are in the same group
let same_group = group
.map(|group_a| Some(group_a) == groups.get(b))
.unwrap_or(Some(*uid_b) == shockwave.owner);
// Check if it is a hit
let hit = entity != b
&& !stats_b.is_dead
// Collision shapes
&& {
// TODO: write code to collide rect with the arc strip so that we can do
// more complete collision detection for rapidly moving entities
arc_strip.collides_with_circle(Disk::new(pos_b2, rad_b)) || last_pos_b2_maybe.map_or(false, |pos| {
arc_strip.collides_with_circle(Disk::new(pos, rad_b))
})
}
&& (pos_b_ground - pos.0).angle_between(pos_b.0 - pos.0) < max_angle
&& (!shockwave.requires_ground || physics_state_b.on_ground)
&& !same_group;
if hit {
let mut damage = Damage {
healthchange: -(shockwave.damage as f32),
source: DamageSource::Shockwave,
};
let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
&& ori_b.0.angle_between(pos.0 - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0;
if let Some(loadout) = loadouts.get(b) {
damage.modify_damage(block, loadout);
}
if damage.healthchange != 0.0 {
let cause = if damage.healthchange < 0.0 {
HealthSource::Attack {
by: shockwave.owner.unwrap_or(*uid),
}
} else {
HealthSource::Healing {
by: Some(shockwave.owner.unwrap_or(*uid)),
}
};
server_emitter.emit(ServerEvent::Damage {
uid: *uid_b,
change: HealthChange {
amount: damage.healthchange as i32,
cause,
},
});
}
if shockwave.knockback != 0.0 && damage.healthchange != 0.0 {
let impulse = if shockwave.knockback < 0.0 {
shockwave.knockback
* *Dir::slerp(ori.0, Dir::new(Vec3::new(0.0, 0.0, -1.0)), 0.85)
} else {
shockwave.knockback
* *Dir::slerp(ori.0, Dir::new(Vec3::new(0.0, 0.0, 1.0)), 0.5)
};
server_emitter.emit(ServerEvent::Knockback { entity: b, impulse });
}
}
}
}
// Set start time on new shockwaves
// This change doesn't need to be recorded as it is not sent to the client
shockwaves.set_event_emission(false);
(&mut shockwaves).join().for_each(|shockwave| {
if shockwave.creation.is_none() {
shockwave.creation = Some(time);
}
});
shockwaves.set_event_emission(true);
}
}
#[derive(Clone, Copy)]
struct ArcStrip {
origin: Vec2<f32>,
/// Normalizable direction
dir: Vec2<f32>,
/// Angle in degrees
angle: f32,
/// Start radius
start: f32,
/// End radius
end: f32,
}
impl ArcStrip {
fn collides_with_circle(self, d: Disk<f32, f32>) -> bool {
// Quit if aabb's don't collide
if (self.origin.x - d.center.x).abs() > self.end + d.radius
|| (self.origin.y - d.center.y).abs() > self.end + d.radius
{
return false;
}
let dist = self.origin.distance(d.center);
let half_angle = self.angle.to_radians() / 2.0;
if dist > self.end + d.radius || dist + d.radius < self.start {
// Completely inside or outside full ring
return false;
}
let inside_edge = Disk::new(self.origin, self.start);
let outside_edge = Disk::new(self.origin, self.end);
let inner_corner_in_circle = || {
let midpoint = self.dir.normalized() * self.start;
d.contains_point(midpoint.rotated_z(half_angle) + self.origin)
|| d.contains_point(midpoint.rotated_z(-half_angle) + self.origin)
};
let arc_segment_in_circle = || {
let midpoint = self.dir.normalized();
let segment_in_circle = |angle| {
let dir = midpoint.rotated_z(angle);
let side = LineSegment2 {
start: dir * self.start + self.origin,
end: dir * self.end + self.origin,
};
d.contains_point(side.projected_point(d.center))
};
segment_in_circle(half_angle) || segment_in_circle(-half_angle)
};
if dist > self.end {
// Circle center is outside ring
// Check intersection with line segments
arc_segment_in_circle() || {
// Check angle of intersection points on outside edge of ring
let (p1, p2) = intersection_points(outside_edge, d, dist);
self.dir.angle_between(p1 - self.origin) < half_angle
|| self.dir.angle_between(p2 - self.origin) < half_angle
}
} else if dist < self.start {
// Circle center is inside ring
// Check angle of intersection points on inside edge of ring
// Check if circle contains one of the inner points of the arc
inner_corner_in_circle()
|| (
// Check that the circles aren't identical
inside_edge != d && {
let (p1, p2) = intersection_points(inside_edge, d, dist);
self.dir.angle_between(p1 - self.origin) < half_angle
|| self.dir.angle_between(p2 - self.origin) < half_angle
}
)
} else if d.radius > dist {
// Circle center inside ring
// but center of ring is inside the circle so we can't calculate the angle
inner_corner_in_circle()
} else {
// Circle center inside ring
// Calculate extra angle to account for circle radius
let extra_angle = (d.radius / dist).asin();
self.dir.angle_between(d.center - self.origin) < half_angle + extra_angle
}
}
}
// Assumes an intersection is occuring at 2 points
// Uses precalculated distance
// https://www.xarg.org/2016/07/calculate-the-intersection-points-of-two-circles/
fn intersection_points(
disk1: Disk<f32, f32>,
disk2: Disk<f32, f32>,
dist: f32,
) -> (Vec2<f32>, Vec2<f32>) {
let e = (disk2.center - disk1.center) / dist;
let x = (disk1.radius.powi(2) - disk2.radius.powi(2) + dist.powi(2)) / (2.0 * dist);
let y = (disk1.radius.powi(2) - x.powi(2)).sqrt();
let pxe = disk1.center + x * e;
let eyx = e.yx();
let p1 = pxe + Vec2::new(-y, y) * eyx;
let p2 = pxe + Vec2::new(y, -y) * eyx;
(p1, p2)
}

View File

@ -112,7 +112,8 @@ impl<'a> System<'a> for Sys {
| CharacterState::SpinMelee { .. }
| CharacterState::TripleStrike { .. }
| CharacterState::BasicRanged { .. }
| CharacterState::ChargedRanged { .. } => {
| CharacterState::ChargedRanged { .. }
| CharacterState::GroundShockwave { .. } => {
if energy.get_unchecked().regen_rate != 0.0 {
energy.get_mut_unchecked().regen_rate = 0.0
}

View File

@ -582,7 +582,7 @@ fn handle_spawn(
.create_npc(
pos,
comp::Stats::new(get_npc_name(id).into(), body),
LoadoutBuilder::animal(body).build(),
LoadoutBuilder::build_loadout(body, alignment, None).build(),
body,
)
.with(comp::Vel(vel))

View File

@ -2,8 +2,9 @@ use crate::{sys, Server, StateExt};
use common::{
character::CharacterId,
comp::{
self, humanoid::DEFAULT_HUMANOID_EYE_HEIGHT, Agent, Alignment, Body, Gravity, Item,
ItemDrop, LightEmitter, Loadout, Pos, Projectile, Scale, Stats, Vel, WaypointArea,
self, humanoid::DEFAULT_HUMANOID_EYE_HEIGHT, shockwave, Agent, Alignment, Body, Gravity,
Item, ItemDrop, LightEmitter, Loadout, Ori, Pos, Projectile, Scale, Stats, Vel,
WaypointArea,
},
outcome::Outcome,
util::Dir,
@ -79,6 +80,7 @@ pub fn handle_create_npc(
entity.build();
}
#[allow(clippy::too_many_arguments)]
pub fn handle_shoot(
server: &mut Server,
entity: EcsEntity,
@ -87,6 +89,7 @@ pub fn handle_shoot(
light: Option<LightEmitter>,
projectile: Projectile,
gravity: Option<Gravity>,
speed: f32,
) {
let state = server.state_mut();
@ -97,7 +100,7 @@ pub fn handle_shoot(
.expect("Failed to fetch entity")
.0;
let vel = *dir * 100.0;
let vel = *dir * speed;
// Add an outcome
state
@ -123,6 +126,16 @@ pub fn handle_shoot(
builder.build();
}
pub fn handle_shockwave(
server: &mut Server,
properties: shockwave::Properties,
pos: Pos,
ori: Ori,
) {
let state = server.state_mut();
state.create_shockwave(properties, pos, ori).build();
}
pub fn handle_create_waypoint(server: &mut Server, pos: Vec3<f32>) {
server
.state

View File

@ -32,6 +32,18 @@ pub fn handle_damage(server: &Server, uid: Uid, change: HealthChange) {
}
}
pub fn handle_knockback(server: &Server, entity: EcsEntity, impulse: Vec3<f32>) {
let state = &server.state;
let mut velocities = state.ecs().write_storage::<comp::Vel>();
if let Some(vel) = velocities.get_mut(entity) {
vel.0 = impulse;
}
let mut clients = state.ecs().write_storage::<Client>();
if let Some(client) = clients.get_mut(entity) {
client.notify(ServerMsg::Knockback(impulse));
}
}
/// Handle an entity dying. If it is a player, it will send a message to all
/// other players. If the entity that killed it had stats, then give it exp for
/// the kill. Experience given is equal to the level of the entity that was

View File

@ -5,11 +5,11 @@ use common::{
};
use entity_creation::{
handle_create_npc, handle_create_waypoint, handle_initialize_character,
handle_loaded_character_data, handle_shoot,
handle_loaded_character_data, handle_shockwave, handle_shoot,
};
use entity_manipulation::{
handle_damage, handle_destroy, handle_explosion, handle_land_on_ground, handle_level_up,
handle_respawn,
handle_damage, handle_destroy, handle_explosion, handle_knockback, handle_land_on_ground,
handle_level_up, handle_respawn,
};
use group_manip::handle_group;
use interaction::{handle_lantern, handle_mount, handle_possess, handle_unmount};
@ -68,7 +68,16 @@ impl Server {
light,
projectile,
gravity,
} => handle_shoot(self, entity, dir, body, light, projectile, gravity),
speed,
} => handle_shoot(self, entity, dir, body, light, projectile, gravity, speed),
ServerEvent::Shockwave {
properties,
pos,
ori,
} => handle_shockwave(self, properties, pos, ori),
ServerEvent::Knockback { entity, impulse } => {
handle_knockback(&self, entity, impulse)
},
ServerEvent::Damage { uid, change } => handle_damage(&self, uid, change),
ServerEvent::Destroy { entity, cause } => handle_destroy(self, entity, cause),
ServerEvent::InventoryManip(entity, manip) => handle_inventory(self, entity, manip),

View File

@ -39,6 +39,13 @@ pub trait StateExt {
body: comp::Body,
projectile: comp::Projectile,
) -> EcsEntityBuilder;
/// Build a shockwave entity
fn create_shockwave(
&mut self,
properties: comp::shockwave::Properties,
pos: comp::Pos,
ori: comp::Ori,
) -> EcsEntityBuilder;
/// Insert common/default components for a new character joining the server
fn initialize_character_data(&mut self, entity: EcsEntity, character_id: CharacterId);
/// Update the components associated with the entity's current character.
@ -134,6 +141,22 @@ impl StateExt for State {
.with(comp::Sticky)
}
fn create_shockwave(
&mut self,
properties: comp::shockwave::Properties,
pos: comp::Pos,
ori: comp::Ori,
) -> EcsEntityBuilder {
self.ecs_mut()
.create_entity_synced()
.with(pos)
.with(ori)
.with(comp::Shockwave {
properties,
creation: None,
})
}
fn initialize_character_data(&mut self, entity: EcsEntity, character_id: CharacterId) {
let spawn_point = self.ecs().read_resource::<SpawnPoint>().0;

View File

@ -2,7 +2,8 @@ use super::SysTimer;
use common::{
comp::{
Body, CanBuild, CharacterState, Collider, Energy, Gravity, Group, Item, LightEmitter,
Loadout, Mass, MountState, Mounting, Ori, Player, Pos, Scale, Stats, Sticky, Vel,
Loadout, Mass, MountState, Mounting, Ori, Player, Pos, Scale, Shockwave, Stats, Sticky,
Vel,
},
msg::EcsCompPacket,
span,
@ -57,6 +58,7 @@ pub struct TrackedComps<'a> {
pub gravity: ReadStorage<'a, Gravity>,
pub loadout: ReadStorage<'a, Loadout>,
pub character_state: ReadStorage<'a, CharacterState>,
pub shockwave: ReadStorage<'a, Shockwave>,
}
impl<'a> TrackedComps<'a> {
pub fn create_entity_package(
@ -132,6 +134,11 @@ impl<'a> TrackedComps<'a> {
.get(entity)
.cloned()
.map(|c| comps.push(c.into()));
self.shockwave
.get(entity)
.cloned()
.map(|c| comps.push(c.into()));
// Add untracked comps
// Add untracked comps
pos.map(|c| comps.push(c.into()));
vel.map(|c| comps.push(c.into()));
@ -160,6 +167,7 @@ pub struct ReadTrackers<'a> {
pub gravity: ReadExpect<'a, UpdateTracker<Gravity>>,
pub loadout: ReadExpect<'a, UpdateTracker<Loadout>>,
pub character_state: ReadExpect<'a, UpdateTracker<CharacterState>>,
pub shockwave: ReadExpect<'a, UpdateTracker<Shockwave>>,
}
impl<'a> ReadTrackers<'a> {
pub fn create_sync_packages(
@ -197,7 +205,8 @@ impl<'a> ReadTrackers<'a> {
&*self.character_state,
&comps.character_state,
filter,
);
)
.with_component(&comps.uid, &*self.shockwave, &comps.shockwave, filter);
(entity_sync_package, comp_sync_package)
}
@ -223,6 +232,7 @@ pub struct WriteTrackers<'a> {
gravity: WriteExpect<'a, UpdateTracker<Gravity>>,
loadout: WriteExpect<'a, UpdateTracker<Loadout>>,
character_state: WriteExpect<'a, UpdateTracker<CharacterState>>,
shockwave: WriteExpect<'a, UpdateTracker<Shockwave>>,
}
fn record_changes(comps: &TrackedComps, trackers: &mut WriteTrackers) {
@ -247,6 +257,7 @@ fn record_changes(comps: &TrackedComps, trackers: &mut WriteTrackers) {
trackers
.character_state
.record_changes(&comps.character_state);
trackers.shockwave.record_changes(&comps.shockwave);
// Debug how many updates are being sent
/*
macro_rules! log_counts {
@ -278,6 +289,7 @@ fn record_changes(comps: &TrackedComps, trackers: &mut WriteTrackers) {
log_counts!(gravity, "Gravitys");
log_counts!(loadout, "Loadouts");
log_counts!(character_state, "Character States");
log_counts!(shockwave, "Shockwaves");
*/
}
@ -300,6 +312,7 @@ pub fn register_trackers(world: &mut World) {
world.register_tracker::<Gravity>();
world.register_tracker::<Loadout>();
world.register_tracker::<CharacterState>();
world.register_tracker::<Shockwave>();
}
/// Deleted entities grouped by region

View File

@ -1,11 +1,7 @@
use super::SysTimer;
use crate::{chunk_generator::ChunkGenerator, client::Client, Tick};
use common::{
comp::{
self, bird_medium,
item::{self},
Alignment, CharacterAbility, ItemConfig, Player, Pos,
},
comp::{self, bird_medium, Alignment, CharacterAbility, Player, Pos},
event::{EventBus, ServerEvent},
generation::get_npc_name,
msg::ServerMsg,
@ -124,119 +120,7 @@ impl<'a> System<'a> for Sys {
// let damage = stats.level.level() as i32; TODO: Make NPC base damage
// non-linearly depend on their level
let active_item = if let Some(item::ItemKind::Tool(tool)) =
main_tool.as_ref().map(|i| i.kind())
{
let mut abilities = tool.get_abilities();
let mut ability_drain = abilities.drain(..);
main_tool.map(|item| comp::ItemConfig {
item,
ability1: ability_drain.next(),
ability2: ability_drain.next(),
ability3: ability_drain.next(),
block_ability: None,
dodge_ability: Some(comp::CharacterAbility::Roll),
})
} else {
Some(ItemConfig {
// We need the empty item so npcs can attack
item: comp::Item::new_from_asset_expect("common.items.weapons.empty.empty"),
ability1: Some(CharacterAbility::BasicMelee {
energy_cost: 0,
buildup_duration: Duration::from_millis(0),
recover_duration: Duration::from_millis(400),
base_healthchange: -40,
range: 3.5,
max_angle: 15.0,
}),
ability2: None,
ability3: None,
block_ability: None,
dodge_ability: None,
})
};
let mut loadout = match alignment {
comp::Alignment::Npc => comp::Loadout {
active_item,
second_item: None,
shoulder: None,
chest: Some(comp::Item::new_from_asset_expect(
match rand::thread_rng().gen_range(0, 10) {
0 => "common.items.npc_armor.chest.worker_green_0",
1 => "common.items.npc_armor.chest.worker_green_1",
2 => "common.items.npc_armor.chest.worker_red_0",
3 => "common.items.npc_armor.chest.worker_red_1",
4 => "common.items.npc_armor.chest.worker_purple_0",
5 => "common.items.npc_armor.chest.worker_purple_1",
6 => "common.items.npc_armor.chest.worker_yellow_0",
7 => "common.items.npc_armor.chest.worker_yellow_1",
8 => "common.items.npc_armor.chest.worker_orange_0",
_ => "common.items.npc_armor.chest.worker_orange_1",
},
)),
belt: Some(comp::Item::new_from_asset_expect(
"common.items.armor.belt.leather_0",
)),
hand: None,
pants: Some(comp::Item::new_from_asset_expect(
"common.items.armor.pants.worker_blue_0",
)),
foot: Some(comp::Item::new_from_asset_expect(
match rand::thread_rng().gen_range(0, 2) {
0 => "common.items.armor.foot.leather_0",
_ => "common.items.armor.starter.sandals_0",
},
)),
back: None,
ring: None,
neck: None,
lantern: None,
glider: None,
head: None,
tabard: None,
},
comp::Alignment::Enemy => comp::Loadout {
active_item,
second_item: None,
shoulder: Some(comp::Item::new_from_asset_expect(
"common.items.npc_armor.shoulder.cultist_shoulder_purple",
)),
chest: Some(comp::Item::new_from_asset_expect(
"common.items.npc_armor.chest.cultist_chest_purple",
)),
belt: Some(comp::Item::new_from_asset_expect(
"common.items.npc_armor.belt.cultist_belt",
)),
hand: Some(comp::Item::new_from_asset_expect(
"common.items.npc_armor.hand.cultist_hands_purple",
)),
pants: Some(comp::Item::new_from_asset_expect(
"common.items.npc_armor.pants.cultist_legs_purple",
)),
foot: Some(comp::Item::new_from_asset_expect(
"common.items.npc_armor.foot.cultist_boots",
)),
back: Some(comp::Item::new_from_asset_expect(
"common.items.npc_armor.back.dungeon_purple-0",
)),
ring: None,
neck: None,
lantern: Some(comp::Item::new_from_asset_expect(
"common.items.lantern.black_0",
)),
glider: None,
head: None,
tabard: None,
},
_ => LoadoutBuilder::animal(entity.body).build(),
};
loadout = match body {
comp::Body::Humanoid(_) => loadout,
_ => LoadoutBuilder::animal(entity.body).build(),
};
let mut loadout = LoadoutBuilder::build_loadout(body, alignment, main_tool).build();
let mut scale = entity.scale;
@ -277,6 +161,7 @@ impl<'a> System<'a> for Sys {
buildup_duration: Duration::from_millis(800),
recover_duration: Duration::from_millis(200),
base_healthchange: -100,
knockback: 0.0,
range: 3.5,
max_angle: 60.0,
}),

View File

@ -79,6 +79,7 @@ fn get_tool_kind(kind: &ToolKind) -> String {
ToolKind::Shield(_) => "Shield".to_string(),
ToolKind::Debug(_) => "Debug".to_string(),
ToolKind::Farming(_) => "Farming".to_string(),
ToolKind::NpcWeapon(_) => "NpcWeapon".to_string(),
ToolKind::Empty => "Empty".to_string(),
}
}
@ -94,6 +95,7 @@ fn get_tool_kind_kind(kind: &ToolKind) -> String {
ToolKind::Shield(x) => x.clone(),
ToolKind::Debug(x) => x.clone(),
ToolKind::Farming(x) => x.clone(),
ToolKind::NpcWeapon(x) => x.clone(),
ToolKind::Empty => "".to_string(),
}
}

View File

@ -79,6 +79,7 @@ fn maps_basic_melee() {
&CharacterState::BasicMelee(states::basic_melee::Data {
buildup_duration: Duration::default(),
recover_duration: Duration::default(),
knockback: 0.0,
base_healthchange: 10,
range: 1.0,
max_angle: 1.0,

View File

@ -75,6 +75,7 @@ fn tool_desc(tool: &Tool, desc: &str) -> String {
ToolKind::Dagger(_) => "Dagger",
ToolKind::Staff(_) => "Staff",
ToolKind::Shield(_) => "Shield",
ToolKind::NpcWeapon(_) => "Npc Weapon",
ToolKind::Debug(_) => "Debug",
ToolKind::Farming(_) => "Farming Tool",
ToolKind::Empty => "Empty",

View File

@ -105,6 +105,7 @@ pub enum ParticleMode {
Leaf = 9,
Firefly = 10,
Bee = 11,
GroundShockwave = 12,
}
impl ParticleMode {

View File

@ -2115,6 +2115,15 @@ impl FigureMgr {
skeleton_attr,
)
},
CharacterState::GroundShockwave(_) => {
anim::golem::ShockwaveAnimation::update_skeleton(
&target_base,
(vel.0.magnitude(), time),
state.state_time,
&mut state_animation_rate,
skeleton_attr,
)
},
// TODO!
_ => target_base,
};

View File

@ -8,7 +8,7 @@ use crate::{
};
use common::{
assets::Asset,
comp::{item::Reagent, object, Body, CharacterState, Pos},
comp::{item::Reagent, object, Body, CharacterState, Ori, Pos, Shockwave},
figure::Segment,
outcome::Outcome,
span,
@ -113,6 +113,7 @@ impl ParticleMgr {
self.maintain_body_particles(scene_data);
self.maintain_boost_particles(scene_data);
self.maintain_block_particles(scene_data, terrain);
self.maintain_shockwave_particles(scene_data);
} else {
// remove all particle lifespans
self.particles.clear();
@ -420,6 +421,65 @@ impl ParticleMgr {
}
}
fn maintain_shockwave_particles(&mut self, scene_data: &SceneData) {
let state = scene_data.state;
let ecs = state.ecs();
let time = state.get_time();
for (_i, (_entity, pos, ori, shockwave)) in (
&ecs.entities(),
&ecs.read_storage::<Pos>(),
&ecs.read_storage::<Ori>(),
&ecs.read_storage::<Shockwave>(),
)
.join()
.enumerate()
{
let elapsed = time - shockwave.creation.unwrap_or_default();
let distance = shockwave.properties.speed * elapsed as f32;
let radians = shockwave.properties.angle.to_radians();
let theta = ori.0.y.atan2(ori.0.x);
let dtheta = radians / distance;
// 1 / 3 the size of terrain voxel
let scale = 1.0 / 3.0;
let scaled_speed = shockwave.properties.speed * scale;
let heartbeats = self
.scheduler
.heartbeats(Duration::from_millis(scaled_speed as u64));
let new_particle_count = distance / scale * heartbeats as f32;
self.particles.reserve(new_particle_count as usize);
for heartbeat in 0..heartbeats {
let sub_tick_interpolation = scaled_speed * 1000.0 * heartbeat as f32;
let distance =
shockwave.properties.speed * (elapsed as f32 - sub_tick_interpolation);
for d in 0..((distance / scale) as i32) {
let arc_position = theta - radians / 2.0 + dtheta * d as f32 * scale;
let position =
pos.0 + distance * Vec3::new(arc_position.cos(), arc_position.sin(), 0.0);
let position_snapped = ((position / scale).floor() + 0.5) * scale;
self.particles.push(Particle::new(
Duration::from_millis(250),
time,
ParticleMode::GroundShockwave,
position_snapped,
));
}
}
}
}
fn upload_particles(&mut self, renderer: &mut Renderer) {
span!(_guard, "upload_particles", "ParticleMgr::upload_particles");
let all_cpu_instances = self

View File

@ -13,7 +13,6 @@ use common::{
comp::{self},
generation::{ChunkSupplement, EntityInfo},
lottery::Lottery,
npc,
store::{Id, Store},
terrain::{Block, BlockKind, Structure, TerrainChunkSize},
vol::{BaseVol, ReadVol, RectSizedVol, RectVolSize, Vox, WriteVol},
@ -509,22 +508,13 @@ impl Floor {
);
let chosen = chosen.choose();
let entity = EntityInfo::at(tile_wcenter.map(|e| e as f32))
.with_scale(4.0)
.with_level(rng.gen_range(75, 100))
.with_level(rng.gen_range(1, 5))
.with_alignment(comp::Alignment::Enemy)
.with_body(comp::Body::Humanoid(comp::humanoid::Body::random()))
.with_name(format!(
"Cult Leader {}",
npc::get_npc_name(npc::NpcKind::Humanoid)
))
.with_main_tool(comp::Item::new_from_asset_expect(
match rng.gen_range(0, 1) {
//Add more possible cult leader npc_weapons here
_ => {
"common.items.npc_weapons.sword.cultist_purp_2h_boss-0"
},
},
))
.with_body(comp::Body::Golem(comp::golem::Body::random_with(
rng,
&comp::golem::Species::StoneGolem,
)))
.with_name("Stonework Defender".to_string())
.with_loot_drop(comp::Item::new_from_asset_expect(chosen));
supplement.add_entity(entity);