use crate::{ comp::{buff, group, Attacking, Body, CharacterState, Loadout, Ori, Pos, Scale, Stats}, event::{EventBus, LocalEvent, ServerEvent}, metrics::SysMetrics, span, sync::Uid, util::Dir, }; use rand::{thread_rng, Rng}; use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage}; use std::time::Duration; use vek::*; pub const BLOCK_EFFICIENCY: f32 = 0.9; 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, EventBus>, ReadExpect<'a, SysMetrics>, ReadStorage<'a, Uid>, ReadStorage<'a, Pos>, ReadStorage<'a, Ori>, ReadStorage<'a, Scale>, ReadStorage<'a, Body>, ReadStorage<'a, Stats>, ReadStorage<'a, Loadout>, ReadStorage<'a, group::Group>, ReadStorage<'a, CharacterState>, WriteStorage<'a, Attacking>, ); fn run( &mut self, ( entities, server_bus, local_bus, sys_metrics, uids, positions, orientations, scales, bodies, stats, loadouts, groups, character_states, mut attacking_storage, ): Self::SystemData, ) { let start_time = std::time::Instant::now(); span!(_guard, "run", "melee::Sys::run"); let mut server_emitter = server_bus.emitter(); let mut _local_emitter = local_bus.emitter(); // Attacks for (entity, uid, pos, ori, scale_maybe, attack) in ( &entities, &uids, &positions, &orientations, scales.maybe(), &mut attacking_storage, ) .join() { if attack.applied { continue; } attack.applied = true; // Go through all other entities for (b, uid_b, pos_b, ori_b, scale_b_maybe, character_b, stats_b, body_b) in ( &entities, &uids, &positions, &orientations, scales.maybe(), character_states.maybe(), &stats, &bodies, ) .join() { // 2D versions let pos2 = Vec2::from(pos.0); let pos_b2 = Vec2::::from(pos_b.0); let ori2 = Vec2::from(*ori.0); // Scales let scale = scale_maybe.map_or(1.0, |s| s.0); let scale_b = scale_b_maybe.map_or(1.0, |s| s.0); let rad_b = body_b.radius() * scale_b; // Check if it is a hit if entity != b && !stats_b.is_dead // Spherical wedge shaped attack field && pos.0.distance_squared(pos_b.0) < (rad_b + scale * attack.range).powi(2) && ori2.angle_between(pos_b2 - pos2) < attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan() { // See if entities are in the same group let same_group = groups .get(entity) .map(|group_a| Some(group_a) == groups.get(b)) .unwrap_or(false); let damage = if !same_group && attack.damages.enemy.is_some() { attack.damages.enemy.unwrap() } else if same_group && attack.damages.group.is_some() { attack.damages.group.unwrap() } else { continue; }; let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false) && ori_b.0.angle_between(pos.0 - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0; let change = damage.modify_damage(block, loadouts.get(b), Some(*uid)); if change.amount != 0 { server_emitter.emit(ServerEvent::Damage { uid: *uid_b, change, }); // Apply bleeding buff on melee hits with 10% chance // TODO: Don't have buff uniformly applied on all melee attacks if change.amount < 0 && thread_rng().gen::() < 0.1 { use buff::*; server_emitter.emit(ServerEvent::Buff { entity: b, buff_change: BuffChange::Add(Buff::new( BuffKind::Bleeding, BuffData { strength: -change.amount as f32 / 10.0, duration: Some(Duration::from_secs(10)), }, vec![BuffCategory::Physical], BuffSource::Character { by: *uid }, )), }); } attack.hit_count += 1; } if attack.knockback != 0.0 && change.amount != 0 { let kb_dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0)); server_emitter.emit(ServerEvent::Knockback { entity: b, impulse: attack.knockback * *Dir::slerp(kb_dir, Dir::new(Vec3::new(0.0, 0.0, 1.0)), 0.5), }); } } } } sys_metrics.melee_ns.store( start_time.elapsed().as_nanos() as i64, std::sync::atomic::Ordering::Relaxed, ); } }