use crate::{ comp::{ group, Beam, Body, CharacterState, Damage, DamageSource, Energy, EnergySource, HealthChange, HealthSource, Last, Loadout, Ori, Pos, Scale, Stats, }, event::{EventBus, ServerEvent}, state::{DeltaTime, Time}, sync::{Uid, UidAllocator}, }; 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>, Read<'a, Time>, Read<'a, DeltaTime>, Read<'a, UidAllocator>, ReadStorage<'a, Uid>, ReadStorage<'a, Pos>, ReadStorage<'a, Last>, ReadStorage<'a, Ori>, ReadStorage<'a, Scale>, ReadStorage<'a, Body>, ReadStorage<'a, Stats>, ReadStorage<'a, Loadout>, ReadStorage<'a, group::Group>, ReadStorage<'a, CharacterState>, WriteStorage<'a, Energy>, WriteStorage<'a, Beam>, ); fn run( &mut self, ( entities, server_bus, time, dt, uid_allocator, uids, positions, last_positions, orientations, scales, bodies, stats, loadouts, groups, character_states, mut energies, mut beams, ): Self::SystemData, ) { let mut server_emitter = server_bus.emitter(); let time = time.0; let dt = dt.0; // Beams for (entity, uid, pos, ori, beam) in (&entities, &uids, &positions, &orientations, &beams).join() { let creation_time = match beam.creation { Some(time) => time, // Skip newly created beam segments None => continue, }; let end_time = creation_time + beam.duration.as_secs_f64(); // If beam segment 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 end_time < time { server_emitter.emit(ServerEvent::Destroy { entity, cause: HealthSource::World, }); } // Determine area that was covered by the beam in the last tick let frame_time = dt.min((end_time - time) as f32); if frame_time <= 0.0 { continue; } // Note: min() probably uneeded let time_since_creation = (time - creation_time) as f32; let frame_start_dist = (beam.speed * (time_since_creation - frame_time)).max(0.0); let frame_end_dist = (beam.speed * time_since_creation).max(frame_start_dist); // Group to ignore collisions with // Might make this more nuanced if beams are used for non damage effects let group = beam .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, ) 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, ) .join() { // Scales let scale_b = scale_b_maybe.map_or(1.0, |s| s.0); let rad_b = body_b.radius() * scale_b; let height_b = body_b.height() * scale_b; // Check if it is a hit let hit = entity != b && !stats_b.is_dead // Collision shapes && (sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.0, beam.angle, pos_b.0, rad_b, height_b) || last_pos_b_maybe.map_or(false, |pos_maybe| {sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.0, beam.angle, (pos_maybe.0).0, rad_b, height_b)})); if hit { // 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) == beam.owner); // If owner, shouldn't heal or damage if Some(*uid_b) == beam.owner { continue; } // Don't heal if outside group // Don't damage in the same group let (mut is_heal, mut is_damage) = (false, false); if !same_group && (beam.damage > 0) { is_damage = true; } if same_group && (beam.heal > 0) { is_heal = true; } if !is_heal && !is_damage { continue; } // Weapon gives base damage let source = if is_heal { DamageSource::Healing } else { DamageSource::Energy }; let healthchange = if is_heal { beam.heal as f32 } else { -(beam.damage as f32) }; let mut damage = Damage { healthchange, source, }; let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false) // TODO: investigate whether this calculation is proper for beams && 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 { server_emitter.emit(ServerEvent::Damage { uid: *uid_b, change: HealthChange { amount: damage.healthchange as i32, cause: HealthSource::Attack { by: beam.owner.unwrap_or(*uid), }, }, }); if is_damage && beam.lifesteal_eff > 0.0 { server_emitter.emit(ServerEvent::Damage { uid: beam.owner.unwrap_or(*uid), change: HealthChange { amount: (-damage.healthchange * beam.lifesteal_eff) as i32, cause: HealthSource::Attack { by: beam.owner.unwrap_or(*uid), }, }, }); } if is_damage || stats_b.health.current() != stats_b.health.maximum() { if let Some(energy_mut) = beam .owner .and_then(|o| uid_allocator.retrieve_entity_internal(o.into())) .and_then(|o| energies.get_mut(o)) { energy_mut .change_by(beam.energy_regen as i32, EnergySource::HitEnemy); } } } } } } // Set start time on new beams // This change doesn't need to be recorded as it is not sent to the client beams.set_event_emission(false); (&mut beams).join().for_each(|beam| { if beam.creation.is_none() { beam.creation = Some(time); } }); beams.set_event_emission(true); } } /// Assumes upright cylinder /// See page 12 of https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.396.7952&rep=rep1&type=pdf #[allow(clippy::too_many_arguments)] fn sphere_wedge_cylinder_collision( // Values for spherical wedge real_pos: Vec3, min_rad: f32, // Distance from beam origin to inner section of beam max_rad: f32, //Distance from beam origin to outer section of beam ori: Vec3, angle: f32, // Values for cylinder bottom_pos_b: Vec3, // Position of bottom of cylinder rad_b: f32, length_b: f32, ) -> bool { // Converts all coordinates so that the new origin is in the center of the // cylinder let center_pos_b = Vec3::new( bottom_pos_b.x, bottom_pos_b.y, bottom_pos_b.z + length_b / 2.0, ); let pos = real_pos - center_pos_b; let pos_b = Vec3::zero(); if pos.distance_squared(pos_b) > (max_rad + rad_b + length_b).powi(2) { // Does quick check if entity is too far (I'm not sure if necessary, but // probably makes detection more efficient) false } else if pos.z.abs() <= length_b / 2.0 { // Checks case 1: center of sphere is on same z-height as cylinder let pos2 = Vec2::::from(pos); let ori2 = Vec2::from(ori); let distance = pos2.distance(Vec2::zero()); let in_range = distance < max_rad && distance > min_rad; // Done so that if distance = 0, atan() can still be calculated https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=6d2221bb9454debdfca8f9c52d1edb29 let tangent_value1: f32 = rad_b / distance; let tangent_value2: f32 = length_b / 2.0 / distance; let in_angle = pos2.angle_between(-ori2) < angle + (tangent_value1).atan().abs() && pos.angle_between(-ori) < angle + (tangent_value2).atan().abs(); in_range && in_angle } else { // Checks case 2: if sphere collides with top/bottom of cylinder, doesn't use // paper. Logic used here is it checks if line between centers passes through // either cap, then if the cap is within range, then if withing angle of beam. // If line let sign = if pos.z > 0.0 { 1.0 } else { -1.0 }; let height = sign * length_b / 2.0; let (in_range, in_angle): (bool, bool); // Gets relatively how far along the line (between sphere and cylinder centers) // the endcap of the cylinder is, is between 0 and 1 when sphere center is not // in cylinder let intersect_frac = (length_b / 2.0 / pos.z).abs(); // Gets the position of the cylinder edge closest to the sphere center let edge_pos = if let Some(vec) = Vec3::new(pos.x, pos.y, 0.0).try_normalized() { vec * rad_b } else { // Returns an arbitrary location that is still guaranteed to be on the cylinder // edge. This case should only happen when the sphere is directly above the // cylinder, in which case all positions on edge are equally close. Vec3::new(rad_b, 0.0, 0.0) }; // Gets point on line between sphere and cylinder centers that the z value is // equal to the endcap z location let intersect_point = Vec2::new(pos.x * intersect_frac, pos.y * intersect_frac); // Checks if line between sphere and cylinder center passes through cap of // cylinder if intersect_point.distance_squared(Vec2::zero()) <= rad_b.powi(2) { let distance_squared = Vec3::new(intersect_point.x, intersect_point.y, height).distance_squared(pos); in_range = distance_squared < max_rad.powi(2) && distance_squared > min_rad.powi(2); // Changes position so I can compare this with origin instead of original // position with top of cylinder let mod_pos = Vec3::new(pos.x, pos.y, pos.z - height); // Angle between (line between center of endcap and sphere center) and (line // between edge of endcap and sphere center) let angle2 = (pos_b - mod_pos).angle_between(edge_pos - mod_pos); // The 1.25 gives margin for error in_angle = mod_pos.angle_between(-ori) < angle + (angle2 * 1.25); } else { // TODO: Handle collision for this case more accurately // For this case, the nearest point will be the edge of the endcap let endcap_edge_pos = Vec3::new(edge_pos.x, edge_pos.y, height); let distance_squared = endcap_edge_pos.distance_squared(pos); in_range = distance_squared > min_rad.powi(2) && distance_squared < max_rad.powi(2); // Gets position on opposite edge of same endcap let opp_end_edge_pos = Vec3::new(-edge_pos.x, -edge_pos.y, height); // Gets position on same edge of opposite endcap let bot_end_edge_pos = Vec3::new(edge_pos.x, edge_pos.y, -height); // Gets side positions on same endcap let side_end_edge_pos_1 = Vec3::new(edge_pos.y, -edge_pos.x, height); let side_end_edge_pos_2 = Vec3::new(-edge_pos.y, edge_pos.x, height); // Gets whichever angle is bigger, between half of sphere center and both // opposite edge and bottom edge, or sphere center and both the side edges let angle2 = (opp_end_edge_pos - pos) .angle_between(bot_end_edge_pos - pos) .min((side_end_edge_pos_1 - pos).angle_between(side_end_edge_pos_2 - pos)); // Will be somewhat inaccurate, tends towards hitting when it shouldn't // Checks angle between orientation and line between sphere and cylinder centers in_angle = pos.angle_between(-ori) < angle + angle2; } in_range && in_angle } }