mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Fix double roll bug
This commit is contained in:
parent
b0ea959f67
commit
c80351f6ca
@ -374,11 +374,13 @@ impl Client {
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pos,
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vel,
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ori,
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action_state,
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} => match self.state.ecs().entity_from_uid(entity) {
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Some(entity) => {
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self.state.write_component(entity, pos);
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self.state.write_component(entity, vel);
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self.state.write_component(entity, ori);
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self.state.write_component(entity, action_state);
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}
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None => {}
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},
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26
common/src/comp/action_state.rs
Normal file
26
common/src/comp/action_state.rs
Normal file
@ -0,0 +1,26 @@
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use specs::{Component, FlaggedStorage, NullStorage, VecStorage};
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#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
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pub struct ActionState {
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pub moving: bool,
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pub on_ground: bool,
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pub attacking: bool,
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pub rolling: bool,
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pub gliding: bool,
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}
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impl Default for ActionState {
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fn default() -> Self {
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Self {
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moving: false,
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on_ground: false,
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attacking: false,
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rolling: false,
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gliding: false,
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}
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}
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}
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impl Component for ActionState {
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type Storage = FlaggedStorage<Self, VecStorage<Self>>;
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}
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@ -7,6 +7,7 @@ mod inventory;
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mod phys;
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mod player;
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mod stats;
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mod action_state;
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// Reexports
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pub use agent::Agent;
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@ -18,3 +19,4 @@ pub use inventory::{item, Inventory};
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pub use phys::{ForceUpdate, Ori, Pos, Vel};
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pub use player::Player;
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pub use stats::{Dying, HealthSource, Stats};
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pub use action_state::ActionState;
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@ -23,9 +23,6 @@ sphynx::sum_type! {
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Actor(comp::Actor),
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Player(comp::Player),
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Stats(comp::Stats),
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Attacking(comp::Attacking),
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Rolling(comp::Rolling),
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Gliding(comp::Gliding),
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}
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}
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// Automatically derive From<T> for EcsCompPhantom
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@ -39,9 +36,6 @@ sphynx::sum_type! {
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Actor(PhantomData<comp::Actor>),
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Player(PhantomData<comp::Player>),
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Stats(PhantomData<comp::Stats>),
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Attacking(PhantomData<comp::Attacking>),
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Rolling(PhantomData<comp::Rolling>),
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Gliding(PhantomData<comp::Gliding>),
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}
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}
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impl sphynx::CompPacket for EcsCompPacket {
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@ -35,6 +35,7 @@ pub enum ServerMsg {
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pos: comp::Pos,
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vel: comp::Vel,
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ori: comp::Ori,
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action_state: comp::ActionState,
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},
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TerrainChunkUpdate {
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key: Vec2<i32>,
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@ -102,9 +102,6 @@ impl State {
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ecs.register_synced::<comp::Actor>();
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ecs.register_synced::<comp::Player>();
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ecs.register_synced::<comp::Stats>();
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ecs.register_synced::<comp::Attacking>();
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ecs.register_synced::<comp::Rolling>();
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ecs.register_synced::<comp::Gliding>();
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// Register components synced by other means
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ecs.register::<comp::Pos>();
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@ -112,10 +109,14 @@ impl State {
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ecs.register::<comp::Ori>();
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ecs.register::<comp::MoveDir>();
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ecs.register::<comp::OnGround>();
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ecs.register::<comp::AnimationInfo>();
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ecs.register::<comp::Controller>();
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ecs.register::<comp::Attacking>();
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ecs.register::<comp::Rolling>();
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ecs.register::<comp::Gliding>();
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ecs.register::<comp::ActionState>();
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// Register client-local components
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ecs.register::<comp::AnimationInfo>();
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ecs.register::<comp::Jumping>();
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// Register server-local components
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60
common/src/sys/action_state.rs
Normal file
60
common/src/sys/action_state.rs
Normal file
@ -0,0 +1,60 @@
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use crate::{
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comp::{
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Animation, AnimationInfo, Attacking, ForceUpdate, Gliding, Jumping, OnGround, Ori, Pos,
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Rolling, Vel, ActionState,
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},
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state::DeltaTime,
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};
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use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
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/// This system will set the ActionState component as specified by other components
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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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Read<'a, DeltaTime>,
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ReadStorage<'a, Vel>,
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ReadStorage<'a, OnGround>,
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ReadStorage<'a, Jumping>,
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ReadStorage<'a, Gliding>,
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ReadStorage<'a, Attacking>,
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ReadStorage<'a, Rolling>,
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WriteStorage<'a, ActionState>,
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);
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fn run(
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&mut self,
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(
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entities,
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dt,
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velocities,
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on_grounds,
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jumpings,
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glidings,
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attackings,
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rollings,
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mut action_states,
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): Self::SystemData,
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) {
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for (entity, vel, on_ground, jumping, gliding, attacking, rolling, mut action_state) in (
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&entities,
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&velocities,
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on_grounds.maybe(),
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jumpings.maybe(),
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glidings.maybe(),
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attackings.maybe(),
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rollings.maybe(),
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&mut action_states,
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)
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.join()
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{
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*action_state = ActionState {
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on_ground: on_ground.is_some(),
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moving: vel.0.magnitude_squared() > 10.0,
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attacking: attacking.is_some(),
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rolling: rolling.is_some(),
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gliding: gliding.is_some(),
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};
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}
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}
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}
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@ -1,7 +1,6 @@
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use crate::{
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comp::{
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Animation, AnimationInfo, Attacking, ForceUpdate, Gliding, Jumping, OnGround, Ori, Pos,
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Rolling, Vel,
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Animation, AnimationInfo, ForceUpdate, ActionState
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},
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state::DeltaTime,
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};
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@ -13,12 +12,7 @@ impl<'a> System<'a> for Sys {
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type SystemData = (
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Entities<'a>,
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Read<'a, DeltaTime>,
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ReadStorage<'a, Vel>,
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ReadStorage<'a, OnGround>,
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ReadStorage<'a, Jumping>,
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ReadStorage<'a, Gliding>,
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ReadStorage<'a, Attacking>,
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ReadStorage<'a, Rolling>,
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ReadStorage<'a, ActionState>,
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WriteStorage<'a, AnimationInfo>,
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);
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@ -27,23 +21,13 @@ impl<'a> System<'a> for Sys {
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(
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entities,
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dt,
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velocities,
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on_grounds,
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jumpings,
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glidings,
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attackings,
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rollings,
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action_states,
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mut animation_infos,
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): Self::SystemData,
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) {
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for (entity, vel, on_ground, jumping, gliding, attacking, rolling, mut animation_info) in (
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for (entity, a, mut animation_info) in (
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&entities,
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&velocities,
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on_grounds.maybe(),
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jumpings.maybe(),
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glidings.maybe(),
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attackings.maybe(),
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rollings.maybe(),
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&action_states,
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&mut animation_infos,
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)
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.join()
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@ -56,11 +40,11 @@ impl<'a> System<'a> for Sys {
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}
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let animation = match (
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on_ground.is_some(),
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vel.0.magnitude_squared() > 10.0, // Moving
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attacking.is_some(),
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gliding.is_some(),
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rolling.is_some(),
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a.on_ground,
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a.moving,
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a.attacking,
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a.gliding,
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a.rolling,
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) {
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(_, _, true, true, _) => impossible_animation("Attack while gliding"),
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(_, _, true, _, true) => impossible_animation("Roll while attacking"),
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@ -4,6 +4,7 @@ pub mod combat;
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pub mod controller;
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pub mod phys;
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mod stats;
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mod action_state;
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// External
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use specs::DispatcherBuilder;
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@ -11,6 +12,7 @@ use specs::DispatcherBuilder;
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// System names
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const AGENT_SYS: &str = "agent_sys";
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const CONTROLLER_SYS: &str = "controller_sys";
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const ACTION_STATE_SYS: &str = "action_state_sys";
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const PHYS_SYS: &str = "phys_sys";
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const COMBAT_SYS: &str = "combat_sys";
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const ANIMATION_SYS: &str = "animation_sys";
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@ -18,9 +20,10 @@ const STATS_SYS: &str = "stats_sys";
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pub fn add_local_systems(dispatch_builder: &mut DispatcherBuilder) {
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dispatch_builder.add(agent::Sys, AGENT_SYS, &[]);
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dispatch_builder.add(controller::Sys, CONTROLLER_SYS, &[]);
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dispatch_builder.add(phys::Sys, PHYS_SYS, &[]);
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dispatch_builder.add(combat::Sys, COMBAT_SYS, &[]);
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dispatch_builder.add(animation::Sys, ANIMATION_SYS, &[]);
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dispatch_builder.add(controller::Sys, CONTROLLER_SYS, &[AGENT_SYS]);
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dispatch_builder.add(phys::Sys, PHYS_SYS, &[CONTROLLER_SYS]);
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dispatch_builder.add(action_state::Sys, ACTION_STATE_SYS, &[CONTROLLER_SYS, PHYS_SYS]);
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dispatch_builder.add(combat::Sys, COMBAT_SYS, &[ACTION_STATE_SYS]);
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dispatch_builder.add(animation::Sys, ANIMATION_SYS, &[ACTION_STATE_SYS]);
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dispatch_builder.add(stats::Sys, STATS_SYS, &[COMBAT_SYS]);
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}
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@ -166,6 +166,7 @@ impl Server {
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state.write_component(entity, comp::Pos(spawn_point));
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state.write_component(entity, comp::Vel(Vec3::zero()));
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state.write_component(entity, comp::Ori(Vec3::unit_y()));
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state.write_component(entity, comp::ActionState::default());
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// Make sure physics are accepted.
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state.write_component(entity, comp::ForceUpdate);
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@ -210,74 +211,6 @@ impl Server {
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// Tick the world
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self.world.tick(dt);
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// Sync deaths.
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let ecs = &self.state.ecs();
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let clients = &mut self.clients;
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let todo_kill = (&ecs.entities(), &ecs.read_storage::<comp::Dying>())
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.join()
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.map(|(entity, dying)| {
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// Chat message
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if let Some(player) = ecs.read_storage::<comp::Player>().get(entity) {
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let msg = if let comp::HealthSource::Attack { by } = dying.cause {
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ecs.entity_from_uid(by.into()).and_then(|attacker| {
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ecs.read_storage::<comp::Player>()
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.get(attacker)
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.map(|attacker_alias| {
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format!(
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"{} was killed by {}",
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&player.alias, &attacker_alias.alias
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)
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})
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})
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} else {
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None
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}
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.unwrap_or(format!("{} died", &player.alias));
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clients.notify_registered(ServerMsg::Chat(msg));
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}
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entity
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})
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.collect::<Vec<_>>();
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// Actually kill them
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for entity in todo_kill {
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if let Some(client) = self.clients.get_mut(&entity) {
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self.state.write_component(entity, comp::Vel(Vec3::zero()));
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self.state.write_component(entity, comp::ForceUpdate);
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client.force_state(ClientState::Dead);
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} else {
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if let Err(err) = self.state.ecs_mut().delete_entity_synced(entity) {
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warn!("Failed to delete client not found in kill list: {:?}", err);
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}
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continue;
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}
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}
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// Handle respawns
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let todo_respawn = (
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&self.state.ecs().entities(),
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&self.state.ecs().read_storage::<comp::Respawning>(),
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)
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.join()
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.map(|(entity, _)| entity)
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.collect::<Vec<EcsEntity>>();
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for entity in todo_respawn {
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if let Some(client) = self.clients.get_mut(&entity) {
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client.allow_state(ClientState::Character);
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self.state.write_component(entity, comp::Stats::default());
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self.state
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.ecs_mut()
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.write_storage::<comp::Pos>()
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.get_mut(entity)
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.map(|pos| pos.0.z += 100.0);
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self.state.write_component(entity, comp::Vel(Vec3::zero()));
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self.state.write_component(entity, comp::ForceUpdate);
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}
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}
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// 5) Fetch any generated `TerrainChunk`s and insert them into the terrain.
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// Also, send the chunk data to anybody that is close by.
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if let Ok((key, chunk)) = self.chunk_rx.try_recv() {
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@ -618,11 +551,12 @@ impl Server {
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state.write_component(entity, player);
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// Sync physics
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for (&uid, &pos, &vel, &ori) in (
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for (&uid, &pos, &vel, &ori, &action_state) in (
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&state.ecs().read_storage::<Uid>(),
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&state.ecs().read_storage::<comp::Pos>(),
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&state.ecs().read_storage::<comp::Vel>(),
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&state.ecs().read_storage::<comp::Ori>(),
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&state.ecs().read_storage::<comp::ActionState>(),
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)
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.join()
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{
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@ -631,6 +565,7 @@ impl Server {
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pos,
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vel,
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ori,
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action_state,
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});
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}
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@ -645,12 +580,13 @@ impl Server {
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.notify_registered(ServerMsg::EcsSync(self.state.ecs_mut().next_sync_package()));
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// Sync physics
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for (entity, &uid, &pos, &vel, &ori, force_update) in (
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for (entity, &uid, &pos, &vel, &ori, &action_state, force_update) in (
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&self.state.ecs().entities(),
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&self.state.ecs().read_storage::<Uid>(),
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&self.state.ecs().read_storage::<comp::Pos>(),
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&self.state.ecs().read_storage::<comp::Vel>(),
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&self.state.ecs().read_storage::<comp::Ori>(),
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&self.state.ecs().read_storage::<comp::ActionState>(),
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self.state.ecs().read_storage::<comp::ForceUpdate>().maybe(),
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)
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.join()
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@ -660,6 +596,7 @@ impl Server {
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pos,
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vel,
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ori,
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action_state,
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};
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let state = &self.state;
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@ -694,6 +631,74 @@ impl Server {
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}
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}
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// Sync deaths.
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let ecs = &self.state.ecs();
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let clients = &mut self.clients;
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let todo_kill = (&ecs.entities(), &ecs.read_storage::<comp::Dying>())
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.join()
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.map(|(entity, dying)| {
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// Chat message
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if let Some(player) = ecs.read_storage::<comp::Player>().get(entity) {
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let msg = if let comp::HealthSource::Attack { by } = dying.cause {
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ecs.entity_from_uid(by.into()).and_then(|attacker| {
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ecs.read_storage::<comp::Player>()
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.get(attacker)
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.map(|attacker_alias| {
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format!(
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"{} was killed by {}",
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&player.alias, &attacker_alias.alias
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)
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})
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})
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} else {
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None
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}
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.unwrap_or(format!("{} died", &player.alias));
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clients.notify_registered(ServerMsg::Chat(msg));
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}
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entity
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})
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.collect::<Vec<_>>();
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// Actually kill them
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for entity in todo_kill {
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if let Some(client) = self.clients.get_mut(&entity) {
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self.state.write_component(entity, comp::Vel(Vec3::zero()));
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self.state.write_component(entity, comp::ForceUpdate);
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client.force_state(ClientState::Dead);
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} else {
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if let Err(err) = self.state.ecs_mut().delete_entity_synced(entity) {
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warn!("Failed to delete client not found in kill list: {:?}", err);
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}
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continue;
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}
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}
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// Handle respawns
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let todo_respawn = (
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&self.state.ecs().entities(),
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&self.state.ecs().read_storage::<comp::Respawning>(),
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)
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.join()
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.map(|(entity, _)| entity)
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.collect::<Vec<EcsEntity>>();
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for entity in todo_respawn {
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if let Some(client) = self.clients.get_mut(&entity) {
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client.allow_state(ClientState::Character);
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self.state.write_component(entity, comp::Stats::default());
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self.state
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.ecs_mut()
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.write_storage::<comp::Pos>()
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.get_mut(entity)
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.map(|pos| pos.0.z += 100.0);
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self.state.write_component(entity, comp::Vel(Vec3::zero()));
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self.state.write_component(entity, comp::ForceUpdate);
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}
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}
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// Remove all force flags.
|
||||
self.state
|
||||
.ecs_mut()
|
||||
|
Loading…
Reference in New Issue
Block a user