use common::{ combat::AttackerInfo, comp::{group, Body, CharacterState, Energy, Health, Inventory, Melee, Ori, Pos, Scale}, event::{EventBus, LocalEvent, ServerEvent}, metrics::SysMetrics, span, uid::Uid, util::Dir, GroupTarget, }; use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage}; use vek::*; /// 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, Health>, ReadStorage<'a, Energy>, ReadStorage<'a, Inventory>, ReadStorage<'a, group::Group>, WriteStorage<'a, Melee>, ReadStorage<'a, CharacterState>, ); fn run( &mut self, ( entities, server_bus, local_bus, sys_metrics, uids, positions, orientations, scales, bodies, healths, energies, inventories, groups, mut attacking_storage, char_states, ): Self::SystemData, ) { let start_time = std::time::Instant::now(); span!(_guard, "run", "melee::Sys::run"); let mut server_emitter = server_bus.emitter(); let _local_emitter = local_bus.emitter(); // Attacks for (entity, uid, pos, ori, scale_maybe, attack, body) in ( &entities, &uids, &positions, &orientations, scales.maybe(), &mut attacking_storage, &bodies, ) .join() { if attack.applied { continue; } attack.applied = true; // Go through all other entities for ( b, pos_b, scale_b_maybe, health_b, body_b, char_state_b_maybe, inventory_b_maybe, ) in ( &entities, &positions, scales.maybe(), &healths, &bodies, char_states.maybe(), inventories.maybe(), ) .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 = body.radius() * scale; let rad_b = body_b.radius() * scale_b; // Check if entity is dodging let is_dodge = char_state_b_maybe.map_or(false, |c_s| c_s.is_melee_dodge()); // Check if it is a hit if entity != b && !health_b.is_dead // Spherical wedge shaped attack field && pos.0.distance_squared(pos_b.0) < (rad + 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 target_group = if same_group { GroupTarget::InGroup } else { GroupTarget::OutOfGroup }; let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0)); let attacker_info = Some(AttackerInfo { entity, uid: *uid, energy: energies.get(entity), }); attack.attack.apply_attack( target_group, attacker_info, b, inventory_b_maybe, dir, is_dodge, 1.0, |e| server_emitter.emit(e), ); attack.hit_count += 1; } } } sys_metrics.melee_ns.store( start_time.elapsed().as_nanos() as u64, std::sync::atomic::Ordering::Relaxed, ); } }