use super::{ combat::{ATTACK_DURATION, WIELD_DURATION}, movement::ROLL_DURATION, }; use crate::{ comp::{ self, item, projectile, ActionState::*, Body, CharacterState, ControlEvent, Controller, HealthChange, HealthSource, ItemKind, MovementState::*, PhysicsState, Projectile, Stats, Vel, }, event::{EventBus, LocalEvent, ServerEvent}, }; use specs::{ saveload::{Marker, MarkerAllocator}, Entities, Join, Read, ReadStorage, System, WriteStorage, }; use sphynx::{Uid, UidAllocator}; use std::time::Duration; use vek::*; /// This system is responsible for validating controller inputs pub struct Sys; impl<'a> System<'a> for Sys { type SystemData = ( Read<'a, UidAllocator>, Entities<'a>, Read<'a, EventBus>, Read<'a, EventBus>, WriteStorage<'a, Controller>, ReadStorage<'a, Stats>, ReadStorage<'a, Body>, ReadStorage<'a, Vel>, ReadStorage<'a, PhysicsState>, ReadStorage<'a, Uid>, WriteStorage<'a, CharacterState>, ); fn run( &mut self, ( uid_allocator, entities, server_bus, local_bus, mut controllers, stats, bodies, velocities, physics_states, uids, mut character_states, ): Self::SystemData, ) { let mut server_emitter = server_bus.emitter(); let mut local_emitter = local_bus.emitter(); for (entity, uid, controller, stats, body, vel, physics, mut character) in ( &entities, &uids, &mut controllers, &stats, &bodies, &velocities, &physics_states, &mut character_states, ) .join() { let mut inputs = &mut controller.inputs; if stats.is_dead { // Respawn if inputs.respawn { server_emitter.emit(ServerEvent::Respawn(entity)); } continue; } // Move inputs.move_dir = if inputs.move_dir.magnitude_squared() > 1.0 { inputs.move_dir.normalized() } else { inputs.move_dir }; if character.movement == Stand && inputs.move_dir.magnitude_squared() > 0.0 { character.movement = Run; } else if character.movement == Run && inputs.move_dir.magnitude_squared() == 0.0 { character.movement = Stand; } // Look inputs.look_dir = inputs .look_dir .try_normalized() .unwrap_or(inputs.move_dir.into()); // Glide // TODO: Check for glide ability/item if inputs.glide && !physics.on_ground && (character.action == Idle || character.action.is_wield()) && character.movement == Jump && body.is_humanoid() { character.movement = Glide; } else if !inputs.glide && character.movement == Glide { character.movement = Jump; } // Sit if inputs.sit && physics.on_ground && character.action == Idle && character.movement != Sit && body.is_humanoid() { character.movement = Sit; } else if character.movement == Sit && (inputs.move_dir.magnitude_squared() > 0.0 || !physics.on_ground) { character.movement = Run; } // Wield if inputs.primary && character.action == Idle && (character.movement == Stand || character.movement == Run) { character.action = Wield { time_left: WIELD_DURATION, }; } match stats.equipment.main.as_ref().map(|i| &i.kind) { Some(ItemKind::Tool { kind: item::Tool::Bow, power, .. }) => { if inputs.primary && (character.movement == Stand || character.movement == Run || character.movement == Jump) { if let Wield { time_left } = character.action { if time_left == Duration::default() { // Immediately end the wield character.action = Idle; server_emitter.emit(ServerEvent::Shoot { entity, dir: inputs.look_dir, body: comp::Body::Object(comp::object::Body::Arrow), light: None, gravity: Some(comp::Gravity(0.3)), projectile: Projectile { owner: *uid, hit_ground: vec![projectile::Effect::Stick], hit_wall: vec![projectile::Effect::Stick], hit_entity: vec![ projectile::Effect::Damage(HealthChange { amount: -(*power as i32), cause: HealthSource::Attack { by: *uid }, }), projectile::Effect::Vanish, ], time_left: Duration::from_secs(30), }, }); } } } } Some(ItemKind::Tool { kind: item::Tool::Staff, power, .. }) => { // Melee Attack if inputs.primary && (character.movement == Stand || character.movement == Run || character.movement == Jump) { if let Wield { time_left } = character.action { if time_left == Duration::default() { character.action = Attack { time_left: ATTACK_DURATION, applied: false, }; } } } // Magical Bolt if inputs.secondary && ( character.movement == Stand //|| character.movement == Run //|| character.movement == Jump ) { if let Wield { time_left } = character.action { if time_left == Duration::default() { character.action = Attack { time_left: ATTACK_DURATION, applied: false, }; server_emitter.emit(ServerEvent::Shoot { entity, dir: inputs.look_dir, body: comp::Body::Object(comp::object::Body::BoltFire), gravity: Some(comp::Gravity(0.0)), light: Some(comp::LightEmitter { col: (0.72, 0.11, 0.11).into(), strength: 10.0, offset: Vec3::new(0.0, -5.0, 2.0), }), projectile: Projectile { owner: *uid, hit_ground: vec![projectile::Effect::Vanish], hit_wall: vec![projectile::Effect::Vanish], hit_entity: vec![ projectile::Effect::Damage(HealthChange { amount: -(*power as i32), cause: HealthSource::Attack { by: *uid }, }), projectile::Effect::Vanish, ], time_left: Duration::from_secs(5), }, }); } } } } Some(ItemKind::Tool { .. }) => { // Melee Attack if inputs.primary && (character.movement == Stand || character.movement == Run || character.movement == Jump) { if let Wield { time_left } = character.action { if time_left == Duration::default() { character.action = Attack { time_left: ATTACK_DURATION, applied: false, }; } } } // Block if inputs.secondary && (character.movement == Stand || character.movement == Run) && character.action.is_wield() { character.action = Block { time_left: Duration::from_secs(5), }; } else if !inputs.secondary && character.action.is_block() { character.action = Wield { time_left: Duration::default(), }; } } Some(ItemKind::Debug(item::Debug::Boost)) => { if inputs.primary { local_emitter.emit(LocalEvent::Boost { entity, vel: inputs.look_dir * 7.0, }); } if inputs.secondary { // Go upward local_emitter.emit(LocalEvent::Boost { entity, vel: Vec3::new(0.0, 0.0, 7.0), }); } } Some(ItemKind::Debug(item::Debug::Possess)) => { if inputs.primary && (character.movement == Stand || character.movement == Run || character.movement == Jump) { if let Wield { time_left } = character.action { if time_left == Duration::default() { // Immediately end the wield character.action = Idle; server_emitter.emit(ServerEvent::Shoot { entity, gravity: Some(comp::Gravity(0.1)), dir: inputs.look_dir, body: comp::Body::Object(comp::object::Body::ArrowSnake), light: Some(comp::LightEmitter { col: (0.0, 1.0, 0.3).into(), ..Default::default() }), projectile: Projectile { owner: *uid, hit_ground: vec![projectile::Effect::Stick], hit_wall: vec![projectile::Effect::Stick], hit_entity: vec![ projectile::Effect::Stick, projectile::Effect::Possess, ], time_left: Duration::from_secs(10), }, }); } } } // Block if inputs.secondary && (character.movement == Stand || character.movement == Run) && character.action.is_wield() { character.action = Block { time_left: Duration::from_secs(5), }; } else if !inputs.secondary && character.action.is_block() { character.action = Wield { time_left: Duration::default(), }; } } None => { // Attack if inputs.primary && (character.movement == Stand || character.movement == Run || character.movement == Jump) && !character.action.is_attack() { character.action = Attack { time_left: ATTACK_DURATION, applied: false, }; } } _ => {} } // Roll if inputs.roll && (character.action == Idle || character.action.is_wield()) && character.movement == Run && physics.on_ground { character.movement = Roll { time_left: ROLL_DURATION, }; } // Jump if inputs.jump && physics.on_ground && vel.0.z <= 0.0 && !character.movement.is_roll() { local_emitter.emit(LocalEvent::Jump(entity)); } // Wall leap if inputs.wall_leap { if let (Some(_wall_dir), Climb) = (physics.on_wall, character.movement) { //local_emitter.emit(LocalEvent::WallLeap { entity, wall_dir }); } } // Process controller events for event in controller.events.drain(..) { match event { ControlEvent::Mount(mountee_uid) => { if let Some(mountee_entity) = uid_allocator.retrieve_entity_internal(mountee_uid.id()) { server_emitter.emit(ServerEvent::Mount(entity, mountee_entity)); } } ControlEvent::Unmount => server_emitter.emit(ServerEvent::Unmount(entity)), ControlEvent::InventoryManip(manip) => { server_emitter.emit(ServerEvent::InventoryManip(entity, manip)) } //ControlEvent::Respawn => server_emitter.emit(ServerEvent::Unmount(entity)), } } } } }