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Reworked explosions. Tweaked staff fireball.
This commit is contained in:
parent
04dcd012da
commit
cbb72363af
@ -173,9 +173,9 @@ void main() {
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attr = Attr(
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linear_motion(
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vec3(0),
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vec3(rand4, rand5, rand6) * 40.0 + grav_vel(earth_gravity)
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vec3(rand4, rand5, rand6) * 30.0 + grav_vel(earth_gravity)
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),
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vec3(3.0 + rand0),
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vec3(2.0 + rand0),
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vec4(vec3(0.6 + rand7 * 0.4), 1),
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spin_in_axis(vec3(1,0,0),0)
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);
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@ -2,7 +2,10 @@
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// version in voxygen\src\meta.rs in order to reset save files to being empty
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use crate::{
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comp::{body::object, projectile, Body, CharacterAbility, Gravity, LightEmitter, Projectile},
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comp::{
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body::object, projectile, Body, CharacterAbility, Explosion, Gravity, LightEmitter,
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Projectile,
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},
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states::combo_melee,
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};
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use serde::{Deserialize, Serialize};
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@ -382,17 +385,25 @@ impl Tool {
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recover_duration: Duration::from_millis(50),
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projectile: Projectile {
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hit_solid: vec![
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projectile::Effect::Explode {
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power: 1.4 * self.base_power(),
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percent_damage: 0.2,
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},
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projectile::Effect::Explode(Explosion {
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radius: 3.0 + 2.5 * self.base_power(),
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max_damage: (50.0 * self.base_power()) as u32,
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min_damage: (20.0 * self.base_power()) as u32,
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max_heal: (140.0 * self.base_power()) as u32,
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min_heal: (50.0 * self.base_power()) as u32,
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terrain_destruction_power: 0.0,
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}),
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projectile::Effect::Vanish,
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],
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hit_entity: vec![
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projectile::Effect::Explode {
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power: 1.4 * self.base_power(),
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percent_damage: 0.2,
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},
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projectile::Effect::Explode(Explosion {
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radius: 3.0 + 2.5 * self.base_power(),
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max_damage: (50.0 * self.base_power()) as u32,
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min_damage: (20.0 * self.base_power()) as u32,
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max_heal: (140.0 * self.base_power()) as u32,
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min_heal: (50.0 * self.base_power()) as u32,
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terrain_destruction_power: 0.0,
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}),
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projectile::Effect::Vanish,
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],
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time_left: Duration::from_secs(20),
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@ -416,30 +427,38 @@ impl Tool {
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recover_duration: Duration::from_millis(50),
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projectile: Projectile {
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hit_solid: vec![
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projectile::Effect::Explode {
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power: 1.4 * self.base_power(),
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percent_damage: 1.0,
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},
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projectile::Effect::Explode(Explosion {
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radius: 4.0,
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max_damage: (100.0 * self.base_power()) as u32,
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min_damage: (40.0 * self.base_power()) as u32,
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max_heal: 0,
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min_heal: 0,
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terrain_destruction_power: 0.0,
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}),
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projectile::Effect::Vanish,
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],
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hit_entity: vec![
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projectile::Effect::Explode {
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power: 1.4 * self.base_power(),
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percent_damage: 1.0,
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},
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projectile::Effect::Explode(Explosion {
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radius: 4.0,
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max_damage: (100.0 * self.base_power()) as u32,
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min_damage: (40.0 * self.base_power()) as u32,
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max_heal: 0,
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min_heal: 0,
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terrain_destruction_power: 0.0,
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}),
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projectile::Effect::Vanish,
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],
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time_left: Duration::from_secs(20),
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owner: None,
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ignore_group: true,
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},
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projectile_body: Body::Object(object::Body::BoltFireBig),
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projectile_body: Body::Object(object::Body::BoltFire),
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projectile_light: Some(LightEmitter {
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col: (1.0, 0.75, 0.11).into(),
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..Default::default()
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}),
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projectile_gravity: Some(Gravity(0.5)),
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projectile_speed: 40.0,
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projectile_gravity: Some(Gravity(0.3)),
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projectile_speed: 60.0,
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},
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BasicBeam {
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energy_cost: 0,
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@ -53,7 +53,7 @@ pub use location::{Waypoint, WaypointArea};
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pub use misc::Object;
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pub use phys::{Collider, ForceUpdate, Gravity, Mass, Ori, PhysicsState, Pos, Scale, Sticky, Vel};
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pub use player::{Player, MAX_MOUNT_RANGE_SQR};
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pub use projectile::Projectile;
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pub use projectile::{Explosion, Projectile};
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pub use shockwave::Shockwave;
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pub use skills::{Skill, SkillGroup, SkillGroupType, SkillSet};
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pub use stats::{Exp, HealthChange, HealthSource, Level, Stats};
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@ -9,12 +9,22 @@ pub enum Effect {
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Damage(i32),
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Knockback(f32),
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RewardEnergy(u32),
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Explode { power: f32, percent_damage: f32 },
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Explode(Explosion),
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Vanish,
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Stick,
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Possess,
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Explosion {
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pub radius: f32,
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pub max_damage: u32,
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pub min_damage: u32,
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pub max_heal: u32,
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pub min_heal: u32,
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pub terrain_destruction_power: f32,
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct Projectile {
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// TODO: use SmallVec for these effects
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@ -29,11 +29,10 @@ pub enum LocalEvent {
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pub enum ServerEvent {
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Explosion {
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pos: Vec3<f32>,
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power: f32,
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explosion: comp::Explosion,
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owner: Option<Uid>,
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friendly_damage: bool,
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reagent: Option<Reagent>,
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percent_damage: f32,
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},
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Damage {
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uid: Uid,
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@ -13,8 +13,8 @@ pub enum Outcome {
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Explosion {
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pos: Vec3<f32>,
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power: f32,
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radius: f32,
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reagent: Option<Reagent>, // How can we better define this?
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percent_damage: f32,
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},
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ProjectileShot {
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pos: Vec3<f32>,
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@ -12,11 +12,11 @@ pub mod dash_melee;
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pub mod equipping;
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pub mod glide;
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pub mod glide_wield;
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pub mod shockwave;
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pub mod idle;
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pub mod leap_melee;
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pub mod repeater_ranged;
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pub mod roll;
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pub mod shockwave;
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pub mod sit;
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pub mod sneak;
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pub mod spin_melee;
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@ -153,17 +153,15 @@ impl<'a> System<'a> for Sys {
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energy_mut.change_by(energy as i32, EnergySource::HitEnemy);
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}
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},
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projectile::Effect::Explode {
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power,
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percent_damage,
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} => server_emitter.emit(ServerEvent::Explosion {
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pos: pos.0,
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power,
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owner: projectile.owner,
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friendly_damage: false,
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reagent: None,
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percent_damage,
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}),
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projectile::Effect::Explode(e) => {
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server_emitter.emit(ServerEvent::Explosion {
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pos: pos.0,
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explosion: e,
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owner: projectile.owner,
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friendly_damage: false,
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reagent: None,
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})
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},
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projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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@ -184,17 +182,15 @@ impl<'a> System<'a> for Sys {
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if physics.on_wall.is_some() || physics.on_ground || physics.on_ceiling {
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for effect in projectile.hit_solid.drain(..) {
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match effect {
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projectile::Effect::Explode {
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power,
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percent_damage,
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} => server_emitter.emit(ServerEvent::Explosion {
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pos: pos.0,
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power,
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owner: projectile.owner,
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friendly_damage: false,
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reagent: None,
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percent_damage,
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}),
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projectile::Effect::Explode(e) => {
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server_emitter.emit(ServerEvent::Explosion {
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pos: pos.0,
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explosion: e,
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owner: projectile.owner,
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friendly_damage: false,
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reagent: None,
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})
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},
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projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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@ -1129,11 +1129,17 @@ fn handle_explosion(
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ecs.read_resource::<EventBus<ServerEvent>>()
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.emit_now(ServerEvent::Explosion {
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pos: pos.0,
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power,
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explosion: comp::Explosion {
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radius: 3.0 * power,
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max_damage: (100.0 * power) as u32,
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min_damage: 0,
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max_heal: 0,
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min_heal: 0,
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terrain_destruction_power: power,
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},
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owner: ecs.read_storage::<Uid>().get(target).copied(),
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friendly_damage: true,
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reagent: None,
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percent_damage: 1.0,
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})
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},
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None => server.notify_client(
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@ -487,23 +487,30 @@ pub fn handle_respawn(server: &Server, entity: EcsEntity) {
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pub fn handle_explosion(
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server: &Server,
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pos: Vec3<f32>,
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power: f32,
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explosion: comp::Explosion,
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owner: Option<Uid>,
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friendly_damage: bool,
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reagent: Option<Reagent>,
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percent_damage: f32,
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) {
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// Go through all other entities
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let hit_range = 3.0 * power;
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let ecs = &server.state.ecs();
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let outcome_power = if explosion.max_heal > explosion.max_damage {
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-explosion
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.terrain_destruction_power
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.min(explosion.max_heal as f32 / -100.0)
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} else {
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explosion
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.terrain_destruction_power
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.max(explosion.max_damage as f32 / 100.0)
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};
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// Add an outcome
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ecs.write_resource::<Vec<Outcome>>()
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.push(Outcome::Explosion {
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pos,
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power,
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power: outcome_power,
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radius: explosion.radius,
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reagent,
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percent_damage,
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});
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let owner_entity = owner.and_then(|uid| {
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ecs.read_resource::<UidAllocator>()
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@ -525,7 +532,7 @@ pub fn handle_explosion(
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// Check if it is a hit
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if !stats_b.is_dead
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// RADIUS
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&& distance_squared < hit_range.powi(2)
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&& distance_squared < explosion.radius.powi(2)
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{
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// See if entities are in the same group
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let mut same_group = owner_entity
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@ -538,8 +545,8 @@ pub fn handle_explosion(
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}
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// Don't heal if outside group
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// Don't damage in the same group
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let is_damage = (friendly_damage || !same_group) && (percent_damage > 0.0);
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let is_heal = same_group && (percent_damage < 1.0);
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let is_damage = (friendly_damage || !same_group) && (explosion.max_damage > 0);
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let is_heal = same_group && (explosion.max_heal > 0);
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if !is_heal && !is_damage {
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continue;
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}
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@ -550,11 +557,13 @@ pub fn handle_explosion(
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} else {
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DamageSource::Explosion
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};
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let strength = (1.0 - distance_squared / hit_range.powi(2)) * power * 130.0;
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let strength = 1.0 - distance_squared / explosion.radius.powi(2);
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let healthchange = if is_heal {
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strength * (1.0 - percent_damage)
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explosion.min_heal as f32
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+ (explosion.max_heal - explosion.min_heal) as f32 * strength
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} else {
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-strength * percent_damage
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-(explosion.min_damage as f32
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+ (explosion.max_damage - explosion.min_damage) as f32 * strength)
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};
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let mut damage = Damage {
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@ -585,66 +594,64 @@ pub fn handle_explosion(
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const RAYS: usize = 500;
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if percent_damage > 0.9 {
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// Color terrain
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let mut touched_blocks = Vec::new();
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let color_range = power * 2.7;
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for _ in 0..RAYS {
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let dir = Vec3::new(
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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)
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.normalized();
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// Color terrain
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let mut touched_blocks = Vec::new();
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let color_range = explosion.terrain_destruction_power * 2.7;
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for _ in 0..RAYS {
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let dir = Vec3::new(
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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)
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.normalized();
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let _ = ecs
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.read_resource::<TerrainGrid>()
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.ray(pos, pos + dir * color_range)
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// TODO: Faster RNG
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.until(|_| rand::random::<f32>() < 0.05)
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.for_each(|_: &Block, pos| touched_blocks.push(pos))
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.cast();
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}
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let _ = ecs
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.read_resource::<TerrainGrid>()
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.ray(pos, pos + dir * color_range)
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// TODO: Faster RNG
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.until(|_| rand::random::<f32>() < 0.05)
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.for_each(|_: &Block, pos| touched_blocks.push(pos))
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.cast();
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}
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let terrain = ecs.read_resource::<TerrainGrid>();
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let mut block_change = ecs.write_resource::<BlockChange>();
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for block_pos in touched_blocks {
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if let Ok(block) = terrain.get(block_pos) {
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let diff2 = block_pos.map(|b| b as f32).distance_squared(pos);
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let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0);
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if let Some(mut color) = block.get_color() {
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let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32));
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let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32));
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let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32));
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color[0] = r as u8;
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color[1] = g as u8;
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color[2] = b as u8;
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block_change.set(block_pos, Block::new(block.kind(), color));
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}
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let terrain = ecs.read_resource::<TerrainGrid>();
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let mut block_change = ecs.write_resource::<BlockChange>();
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for block_pos in touched_blocks {
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if let Ok(block) = terrain.get(block_pos) {
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let diff2 = block_pos.map(|b| b as f32).distance_squared(pos);
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let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0);
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if let Some(mut color) = block.get_color() {
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let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32));
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let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32));
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let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32));
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color[0] = r as u8;
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color[1] = g as u8;
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color[2] = b as u8;
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block_change.set(block_pos, Block::new(block.kind(), color));
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}
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}
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}
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// Destroy terrain
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for _ in 0..RAYS {
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let dir = Vec3::new(
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.15,
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)
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.normalized();
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// Destroy terrain
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for _ in 0..RAYS {
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let dir = Vec3::new(
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.15,
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)
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.normalized();
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let terrain = ecs.read_resource::<TerrainGrid>();
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let _ = terrain
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.ray(pos, pos + dir * power)
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// TODO: Faster RNG
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.until(|block| block.is_liquid() || rand::random::<f32>() < 0.05)
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.for_each(|block: &Block, pos| {
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if block.is_explodable() {
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block_change.set(pos, block.into_vacant());
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}
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})
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.cast();
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}
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let terrain = ecs.read_resource::<TerrainGrid>();
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let _ = terrain
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.ray(pos, pos + dir * explosion.terrain_destruction_power)
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// TODO: Faster RNG
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.until(|block| block.is_liquid() || rand::random::<f32>() < 0.05)
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.for_each(|block: &Block, pos| {
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if block.is_explodable() {
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block_change.set(pos, block.into_vacant());
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}
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})
|
||||
.cast();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -56,20 +56,11 @@ impl Server {
|
||||
match event {
|
||||
ServerEvent::Explosion {
|
||||
pos,
|
||||
power,
|
||||
explosion,
|
||||
owner,
|
||||
friendly_damage,
|
||||
reagent,
|
||||
percent_damage,
|
||||
} => handle_explosion(
|
||||
&self,
|
||||
pos,
|
||||
power,
|
||||
owner,
|
||||
friendly_damage,
|
||||
reagent,
|
||||
percent_damage,
|
||||
),
|
||||
} => handle_explosion(&self, pos, explosion, owner, friendly_damage, reagent),
|
||||
ServerEvent::Shoot {
|
||||
entity,
|
||||
dir,
|
||||
|
@ -1,5 +1,5 @@
|
||||
use common::{
|
||||
comp::{HealthSource, Object, PhysicsState, Pos, Vel},
|
||||
comp::{self, HealthSource, Object, PhysicsState, Pos, Vel},
|
||||
event::{EventBus, ServerEvent},
|
||||
span,
|
||||
state::DeltaTime,
|
||||
@ -46,11 +46,17 @@ impl<'a> System<'a> for Sys {
|
||||
});
|
||||
server_emitter.emit(ServerEvent::Explosion {
|
||||
pos: pos.0,
|
||||
power: 4.0,
|
||||
explosion: comp::Explosion {
|
||||
radius: 12.0,
|
||||
max_damage: 500,
|
||||
min_damage: 100,
|
||||
max_heal: 0,
|
||||
min_heal: 0,
|
||||
terrain_destruction_power: 4.0,
|
||||
},
|
||||
owner: *owner,
|
||||
friendly_damage: true,
|
||||
reagent: None,
|
||||
percent_damage: 1.0,
|
||||
});
|
||||
}
|
||||
},
|
||||
@ -62,11 +68,17 @@ impl<'a> System<'a> for Sys {
|
||||
});
|
||||
server_emitter.emit(ServerEvent::Explosion {
|
||||
pos: pos.0,
|
||||
power: 4.0,
|
||||
explosion: comp::Explosion {
|
||||
radius: 12.0,
|
||||
max_damage: 50,
|
||||
min_damage: 10,
|
||||
max_heal: 0,
|
||||
min_heal: 0,
|
||||
terrain_destruction_power: 4.0,
|
||||
},
|
||||
owner: *owner,
|
||||
friendly_damage: true,
|
||||
reagent: Some(*reagent),
|
||||
percent_damage: 1.0,
|
||||
});
|
||||
}
|
||||
},
|
||||
|
@ -286,7 +286,7 @@ impl SfxMgr {
|
||||
// TODO: from sfx config?
|
||||
"voxygen.audio.sfx.explosion",
|
||||
*pos,
|
||||
Some((*power / 2.5).min(1.5)),
|
||||
Some((power.abs() / 2.5).min(1.5)),
|
||||
);
|
||||
},
|
||||
Outcome::ProjectileShot { pos, body, .. } => {
|
||||
|
@ -389,8 +389,8 @@ impl Scene {
|
||||
Outcome::Explosion {
|
||||
pos,
|
||||
power,
|
||||
radius: _,
|
||||
reagent,
|
||||
percent_damage,
|
||||
} => self.event_lights.push(EventLight {
|
||||
light: Light::new(
|
||||
*pos,
|
||||
@ -401,14 +401,14 @@ impl Scene {
|
||||
Some(Reagent::Red) => Rgb::new(1.0, 0.0, 0.0),
|
||||
Some(Reagent::Yellow) => Rgb::new(1.0, 1.0, 0.0),
|
||||
None => {
|
||||
if *percent_damage < 0.5 {
|
||||
if *power < 0.0 {
|
||||
Rgb::new(0.0, 1.0, 0.0)
|
||||
} else {
|
||||
Rgb::new(1.0, 0.5, 0.0)
|
||||
}
|
||||
},
|
||||
},
|
||||
*power
|
||||
power.abs()
|
||||
* match reagent {
|
||||
Some(_) => 5.0,
|
||||
None => 2.5,
|
||||
|
@ -58,19 +58,18 @@ impl ParticleMgr {
|
||||
Outcome::Explosion {
|
||||
pos,
|
||||
power,
|
||||
radius,
|
||||
reagent,
|
||||
percent_damage,
|
||||
} => {
|
||||
if *percent_damage < 0.5 {
|
||||
if *power < 0.0 {
|
||||
self.particles.resize_with(
|
||||
self.particles.len() + (200.0 * power) as usize,
|
||||
self.particles.len() + (200.0 * power.abs()) as usize,
|
||||
|| {
|
||||
Particle::new(
|
||||
Duration::from_secs(1),
|
||||
time,
|
||||
ParticleMode::EnergyNature,
|
||||
*pos + Vec3::<f32>::zero()
|
||||
.map(|_| rng.gen_range(-3.0, 3.0) * power),
|
||||
*pos + Vec3::<f32>::zero().map(|_| rng.gen_range(-radius, radius)),
|
||||
)
|
||||
},
|
||||
);
|
||||
@ -101,8 +100,7 @@ impl ParticleMgr {
|
||||
Duration::from_secs(4),
|
||||
time,
|
||||
ParticleMode::CampfireSmoke,
|
||||
*pos + Vec2::<f32>::zero()
|
||||
.map(|_| rng.gen_range(-1.0, 1.0) * power),
|
||||
*pos + Vec2::<f32>::zero().map(|_| rng.gen_range(-radius, radius)),
|
||||
)
|
||||
},
|
||||
);
|
||||
@ -371,11 +369,19 @@ impl ParticleMgr {
|
||||
let (from, to) = (Vec3::<f32>::unit_z(), particle_ori);
|
||||
let m = Mat3::<f32>::rotation_from_to_3d(from, to);
|
||||
self.particles.resize_with(
|
||||
self.particles.len() + 2 * usize::from(self.scheduler.heartbeats(Duration::from_millis(1))),
|
||||
self.particles.len()
|
||||
+ 2 * usize::from(
|
||||
self.scheduler.heartbeats(Duration::from_millis(1)),
|
||||
),
|
||||
|| {
|
||||
let phi: f32 = rng.gen_range(0.0, b.static_data.max_angle.to_radians());
|
||||
let phi: f32 =
|
||||
rng.gen_range(0.0, b.static_data.max_angle.to_radians());
|
||||
let theta: f32 = rng.gen_range(0.0, 2.0 * PI);
|
||||
let offset_z = Vec3::new(phi.sin() * theta.cos(), phi.sin() * theta.sin(), phi.cos());
|
||||
let offset_z = Vec3::new(
|
||||
phi.sin() * theta.cos(),
|
||||
phi.sin() * theta.sin(),
|
||||
phi.cos(),
|
||||
);
|
||||
let random_ori = offset_z * m * Vec3::new(-1.0, -1.0, 1.0);
|
||||
Particle::new_beam(
|
||||
b.static_data.beam_duration,
|
||||
@ -559,8 +565,8 @@ impl ParticleMgr {
|
||||
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 = pos.0
|
||||
+ distance * Vec3::new(arc_position.cos(), arc_position.sin(), 0.0);
|
||||
|
||||
let position_snapped = ((position / scale).floor() + 0.5) * scale;
|
||||
|
||||
@ -573,7 +579,6 @@ impl ParticleMgr {
|
||||
}
|
||||
}
|
||||
} else {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -757,4 +762,4 @@ impl Particle {
|
||||
instance: ParticleInstance::new_beam(time, lifespan.as_secs_f32(), mode, pos1, pos2),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user