Added training dummies

This commit is contained in:
Joshua Barretto 2020-07-05 13:39:28 +01:00
parent 92c9db5291
commit fd39ee97bc
21 changed files with 128 additions and 72 deletions

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@ -39,6 +39,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Added new animals
- Better pathfinding
- Bombs
- Training dummies
### Changed

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@ -0,0 +1,7 @@
Item(
name: "Training Dummy",
description: "His name is William. Fire at will.\n\n<Right-Click to use>",
kind: Throwable(
kind: TrainingDummy,
),
)

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@ -783,6 +783,10 @@
"voxel.object.bomb",
(0.0, -1.0, 0.0), (-50.0, 40.0, 20.0), 0.8,
),
Throwable(TrainingDummy): VoxTrans(
"voxel.object.training_dummy",
(0.0, -1.0, 0.0), (-50.0, 40.0, 20.0), 0.8,
),
// Ingredients
Ingredient(Flower): VoxTrans(
"voxel.sprite.flowers.flower_red_2",

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@ -123,6 +123,10 @@ pub const ALL_OBJECTS: [Body; 54] = [
Body::TrainingDummy,
];
impl From<Body> for super::Body {
fn from(body: Body) -> Self { super::Body::Object(body) }
}
impl Body {
pub fn to_string(&self) -> &str {
match self {

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@ -31,6 +31,7 @@ pub enum Consumable {
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum Throwable {
Bomb,
TrainingDummy,
}
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]

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@ -70,7 +70,7 @@ pub enum ServerEvent {
stats: comp::Stats,
loadout: comp::Loadout,
body: comp::Body,
agent: comp::Agent,
agent: Option<comp::Agent>,
alignment: comp::Alignment,
scale: comp::Scale,
drop_item: Option<Item>,

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@ -12,6 +12,7 @@ pub struct EntityInfo {
pub pos: Vec3<f32>,
pub is_waypoint: bool, // Edge case, overrides everything else
pub is_giant: bool,
pub has_agency: bool,
pub alignment: Alignment,
pub body: Body,
pub name: Option<String>,
@ -28,6 +29,7 @@ impl EntityInfo {
pos,
is_waypoint: false,
is_giant: false,
has_agency: true,
alignment: Alignment::Wild,
body: Body::Humanoid(humanoid::Body::random()),
name: None,
@ -66,8 +68,13 @@ impl EntityInfo {
self
}
pub fn with_name(mut self, name: String) -> Self {
self.name = Some(name);
pub fn with_name(mut self, name: impl Into<String>) -> Self {
self.name = Some(name.into());
self
}
pub fn with_agency(mut self, agency: bool) -> Self {
self.has_agency = agency;
self
}

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@ -2,9 +2,9 @@ use crate::vol::{ReadVol, Vox};
use vek::*;
pub trait RayUntil<V: Vox> = FnMut(&V) -> bool;
pub trait RayForEach = FnMut(Vec3<i32>);
pub trait RayForEach<V: Vox> = FnMut(&V, Vec3<i32>);
pub struct Ray<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach> {
pub struct Ray<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach<V::Vox>> {
vol: &'a V,
from: Vec3<f32>,
to: Vec3<f32>,
@ -14,7 +14,7 @@ pub struct Ray<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach> {
ignore_error: bool,
}
impl<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach> Ray<'a, V, F, G> {
impl<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach<V::Vox>> Ray<'a, V, F, G> {
pub fn new(vol: &'a V, from: Vec3<f32>, to: Vec3<f32>, until: F) -> Self {
Self {
vol,
@ -29,7 +29,7 @@ impl<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach> Ray<'a, V, F, G> {
pub fn until(self, f: F) -> Ray<'a, V, F, G> { Ray { until: f, ..self } }
pub fn for_each<H: RayForEach>(self, f: H) -> Ray<'a, V, F, H> {
pub fn for_each<H: RayForEach<V::Vox>>(self, f: H) -> Ray<'a, V, F, H> {
Ray {
for_each: Some(f),
vol: self.vol,
@ -69,12 +69,16 @@ impl<'a, V: ReadVol, F: RayUntil<V::Vox>, G: RayForEach> Ray<'a, V, F, G> {
break;
}
let vox = self.vol.get(ipos);
// for_each
if let Some(g) = &mut self.for_each {
g(ipos);
if let Ok(vox) = vox {
g(vox, ipos);
}
}
match self.vol.get(ipos).map(|vox| (vox, (self.until)(vox))) {
match vox.map(|vox| (vox, (self.until)(vox))) {
Ok((vox, true)) => return (dist, Ok(Some(vox))),
Err(err) if !self.ignore_error => return (dist, Err(err)),
_ => {},

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@ -85,7 +85,7 @@ impl<'a> System<'a> for Sys {
&orientations,
scales.maybe(),
agents.maybe(),
&character_states,
character_states.maybe(),
&stats,
&bodies,
)
@ -129,7 +129,7 @@ impl<'a> System<'a> for Sys {
}
// Block
if character_b.is_block()
if 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
{
healthchange *= 1.0 - BLOCK_EFFICIENCY

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@ -33,13 +33,10 @@ impl<'a> System<'a> for Sys {
}
stats.set_event_emission(true);
// Mutates all stats every tick causing the server to resend this component for
// every entity every tick
for (entity, character_state, mut stats, mut energy) in (
// Update stats
for (entity, mut stats) in (
&entities,
&character_states,
&mut stats.restrict_mut(),
&mut energies.restrict_mut(),
)
.join()
{
@ -74,7 +71,15 @@ impl<'a> System<'a> for Sys {
stat.health
.set_to(stat.health.maximum(), HealthSource::LevelUp);
}
}
// Update energies
for (character_state, mut energy) in (
&character_states,
&mut energies.restrict_mut(),
)
.join()
{
match character_state {
// Accelerate recharging energy.
CharacterState::Idle { .. }

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@ -102,7 +102,7 @@ pub trait ReadVol: BaseVol {
&'a self,
from: Vec3<f32>,
to: Vec3<f32>,
) -> Ray<'a, Self, fn(&Self::Vox) -> bool, fn(Vec3<i32>)>
) -> Ray<'a, Self, fn(&Self::Vox) -> bool, fn(&Self::Vox, Vec3<i32>)>
where
Self: Sized,
{

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@ -31,7 +31,7 @@ pub fn handle_create_npc(
stats: Stats,
loadout: Loadout,
body: Body,
agent: Agent,
agent: impl Into<Option<Agent>>,
alignment: Alignment,
scale: Scale,
drop_item: Option<Item>,
@ -39,10 +39,15 @@ pub fn handle_create_npc(
let entity = server
.state
.create_npc(pos, stats, loadout, body)
.with(agent)
.with(scale)
.with(alignment);
let entity = if let Some(agent) = agent.into() {
entity.with(agent)
} else {
entity
};
let entity = if let Some(drop_item) = drop_item {
entity.with(ItemDrop(drop_item))
} else {

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@ -211,7 +211,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, power: f32, owner: Opti
for (pos_b, ori_b, character_b, stats_b) in (
&ecs.read_storage::<comp::Pos>(),
&ecs.read_storage::<comp::Ori>(),
&ecs.read_storage::<comp::CharacterState>(),
ecs.read_storage::<comp::CharacterState>().maybe(),
&mut ecs.write_storage::<comp::Stats>(),
)
.join()
@ -231,7 +231,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, power: f32, owner: Opti
}
// Block
if character_b.is_block()
if character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
&& ori_b.0.angle_between(pos - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0
{
dmg = (dmg as f32 * (1.0 - BLOCK_EFFICIENCY)) as u32
@ -261,7 +261,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, power: f32, owner: Opti
.read_resource::<TerrainGrid>()
.ray(pos, pos + dir * color_range)
.until(|_| rand::random::<f32>() < 0.05)
.for_each(|pos| touched_blocks.push(pos))
.for_each(|_: &Block, pos| touched_blocks.push(pos))
.cast();
}
@ -296,12 +296,8 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, power: f32, owner: Opti
let _ = terrain
.ray(pos, pos + dir * power)
.until(|block| block.is_fluid() || rand::random::<f32>() < 0.05)
.for_each(|pos| {
if terrain
.get(pos)
.map(|block| block.is_explodable())
.unwrap_or(false)
{
.for_each(|block: &Block, pos| {
if block.is_explodable() {
block_change.set(pos, Block::empty());
}
})

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@ -159,7 +159,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
maybe_effect = Some(*effect);
Some(comp::InventoryUpdateEvent::Consumed(*kind))
},
ItemKind::Throwable { .. } => {
ItemKind::Throwable { kind, .. } => {
if let Some(pos) =
state.ecs().read_storage::<comp::Pos>().get(entity)
{
@ -177,7 +177,7 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
.get(entity)
.copied()
.unwrap_or_default(),
item,
kind.clone(),
));
}
Some(comp::InventoryUpdateEvent::Used)
@ -344,8 +344,8 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
.build();
}
// Drop items
for (pos, vel, ori, item) in thrown_items {
// Throw items
for (pos, vel, ori, kind) in thrown_items {
let vel = vel.0
+ *ori.0 * 20.0
+ Vec3::unit_z() * 15.0
@ -353,26 +353,31 @@ pub fn handle_inventory(server: &mut Server, entity: EcsEntity, manip: comp::Inv
let uid = state.read_component_cloned::<Uid>(entity);
let mut entity = state
.create_object(Default::default(), comp::object::Body::Bomb)
let mut new_entity = state
.create_object(Default::default(), match kind {
item::Throwable::Bomb => comp::object::Body::Bomb,
item::Throwable::TrainingDummy => comp::object::Body::TrainingDummy,
})
.with(comp::Pos(pos.0 + Vec3::unit_z() * 0.25))
.with(comp::Vel(vel));
#[allow(clippy::single_match)]
match item.kind {
item::ItemKind::Throwable {
kind: item::Throwable::Bomb,
..
} => {
entity = entity.with(comp::Object::Bomb {
match kind {
item::Throwable::Bomb => {
new_entity = new_entity.with(comp::Object::Bomb {
timeout: Duration::from_secs_f32(1.0),
owner: uid,
})
});
},
_ => {},
}
item::Throwable::TrainingDummy => {
new_entity = new_entity
.with(comp::Stats::new(
"Training Dummy".to_string(),
comp::object::Body::TrainingDummy.into(),
));
},
};
entity.build();
new_entity.build();
}
}

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@ -128,7 +128,7 @@ impl StateExt for State {
.with(comp::Vel(Vec3::zero()))
.with(comp::Ori::default())
.with(comp::Body::Object(object))
.with(comp::Mass(100.0))
.with(comp::Mass(5.0))
.with(comp::Collider::Box {
radius: 0.4,
z_min: 0.0,

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@ -31,9 +31,9 @@ pub type PersistenceScheduler = SysScheduler<persistence::Sys>;
//const SUBSCRIPTION_SYS: &str = "server_subscription_sys";
//const TERRAIN_SYNC_SYS: &str = "server_terrain_sync_sys";
const TERRAIN_SYS: &str = "server_terrain_sys";
const WAYPOINT_SYS: &str = "waypoint_sys";
const PERSISTENCE_SYS: &str = "persistence_sys";
const OBJECT_SYS: &str = "object_sys";
const WAYPOINT_SYS: &str = "server_waypoint_sys";
const PERSISTENCE_SYS: &str = "server_persistence_sys";
const OBJECT_SYS: &str = "server_object_sys";
pub fn add_server_systems(dispatch_builder: &mut DispatcherBuilder) {
dispatch_builder.add(terrain::Sys, TERRAIN_SYS, &[]);

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@ -6,7 +6,7 @@ use common::{
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
use std::time::Duration;
/// This system is responsible for handling projectile effect triggers
/// This system is responsible for handling misc object behaviours
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]

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@ -346,8 +346,12 @@ impl<'a> System<'a> for Sys {
stats,
loadout,
body,
agent: if entity.has_agency {
Some(comp::Agent::new(entity.pos, can_speak))
} else {
None
},
alignment,
agent: comp::Agent::new(entity.pos, can_speak),
scale: comp::Scale(scale),
drop_item: entity.loot_drop,
})

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@ -970,7 +970,7 @@ impl Hud {
&pos,
interpolated.maybe(),
&stats,
&energy,
energy.maybe(),
players.maybe(),
scales.maybe(),
&bodies,

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@ -54,7 +54,7 @@ pub struct Overhead<'a> {
name: &'a str,
bubble: Option<&'a SpeechBubble>,
stats: &'a Stats,
energy: &'a Energy,
energy: Option<&'a Energy>,
own_level: u32,
settings: &'a GameplaySettings,
pulse: f32,
@ -71,7 +71,7 @@ impl<'a> Overhead<'a> {
name: &'a str,
bubble: Option<&'a SpeechBubble>,
stats: &'a Stats,
energy: &'a Energy,
energy: Option<&'a Energy>,
own_level: u32,
settings: &'a GameplaySettings,
pulse: f32,
@ -297,7 +297,6 @@ impl<'a> Widget for Overhead<'a> {
let hp_percentage =
self.stats.health.current() as f64 / self.stats.health.maximum() as f64 * 100.0;
let energy_percentage = self.energy.current() as f64 / self.energy.maximum() as f64 * 100.0;
let hp_ani = (self.pulse * 4.0/* speed factor */).cos() * 0.5 + 1.0; //Animation timer
let crit_hp_color: Color = Color::Rgba(0.79, 0.19, 0.17, hp_ani);
@ -325,20 +324,25 @@ impl<'a> Widget for Overhead<'a> {
}))
.parent(id)
.set(state.ids.health_bar, ui);
// % Mana Filling
if let Some(energy) = self.energy {
let energy_factor = energy.current() as f64 / energy.maximum() as f64;
Rectangle::fill_with(
[
72.0 * (self.energy.current() as f64 / self.energy.maximum() as f64) * BARSIZE,
72.0 * energy_factor * BARSIZE,
MANA_BAR_HEIGHT,
],
MANA_COLOR,
)
.x_y(
((3.5 + (energy_percentage / 100.0 * 36.5)) - 36.45) * BARSIZE,
((3.5 + (energy_factor * 36.5)) - 36.45) * BARSIZE,
MANA_BAR_Y, //-32.0,
)
.parent(id)
.set(state.ids.mana_bar, ui);
}
// Foreground
Image::new(self.imgs.enemy_health)

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@ -10,7 +10,7 @@ use crate::{
use common::{
assets,
astar::Astar,
comp::{self, bird_medium, humanoid, quadruped_small},
comp::{self, bird_medium, humanoid, quadruped_small, object},
generation::{ChunkSupplement, EntityInfo},
path::Path,
spiral::Spiral2d,
@ -789,8 +789,13 @@ impl Settlement {
&& RandomField::new(self.seed).chance(Vec3::from(wpos2d), 1.0 / (50.0 * 50.0))
{
let is_human: bool;
let is_dummy = RandomField::new(self.seed + 1).chance(Vec3::from(wpos2d), 1.0 / 15.0);
let entity = EntityInfo::at(entity_wpos)
.with_body(match rng.gen_range(0, 4) {
_ if is_dummy => {
is_human = false;
object::Body::TrainingDummy.into()
},
0 => {
let species = match rng.gen_range(0, 3) {
0 => quadruped_small::Species::Pig,
@ -819,7 +824,10 @@ impl Settlement {
comp::Body::Humanoid(humanoid::Body::random())
},
})
.with_alignment(if is_human {
.with_agency(!is_dummy)
.with_alignment(if is_dummy {
comp::Alignment::Wild
} else if is_human {
comp::Alignment::Npc
} else {
comp::Alignment::Tame
@ -838,7 +846,8 @@ impl Settlement {
},
))
})
.with_automatic_name();
.do_if(is_dummy, |e| e.with_name("Training Dummy"))
.do_if(!is_dummy, |e| e.with_automatic_name());
supplement.add_entity(entity);
}