use crate::{client::Client, comp::quadruped_small, Server, SpawnPoint, StateExt}; use common::{ assets::Asset, comp::{ self, chat::{KillSource, KillType}, object, Alignment, Body, Damage, DamageSource, Group, HealthChange, HealthSource, Item, Player, Pos, Stats, }, lottery::Lottery, msg::{PlayerListUpdate, ServerMsg}, outcome::Outcome, state::BlockChange, sync::{Uid, UidAllocator, WorldSyncExt}, sys::combat::BLOCK_ANGLE, terrain::{Block, TerrainGrid}, vol::{ReadVol, Vox}, }; use comp::item::Reagent; use rand::prelude::*; use specs::{join::Join, saveload::MarkerAllocator, Entity as EcsEntity, WorldExt}; use tracing::error; use vek::Vec3; pub fn handle_damage(server: &Server, uid: Uid, change: HealthChange) { let state = &server.state; let ecs = state.ecs(); if let Some(entity) = ecs.entity_from_uid(uid.into()) { if let Some(stats) = ecs.write_storage::().get_mut(entity) { stats.health.change_by(change); } } } pub fn handle_knockback(server: &Server, entity: EcsEntity, force: Vec3) { let state = &server.state; let ecs = state.ecs(); let mut velocities = ecs.write_storage::(); if let Some(vel) = velocities.get_mut(entity) { vel.0 = force; } let mut clients = state.ecs().write_storage::(); if let Some(client) = clients.get_mut(entity) { client.notify(ServerMsg::Knockback(force)); } } /// Handle an entity dying. If it is a player, it will send a message to all /// other players. If the entity that killed it had stats, then give it exp for /// the kill. Experience given is equal to the level of the entity that was /// killed times 10. // NOTE: Clippy incorrectly warns about a needless collect here because it does not // understand that the pet count (which is computed during the first iteration over the // members in range) is actually used by the second iteration over the members in range; // since we have no way of knowing the pet count before the first loop finishes, we // definitely need at least two loops. Then (currently) our only options are to store // the member list in temporary space (e.g. by collecting to a vector), or to repeat // the loop; but repeating the loop would currently be very inefficient since it has to // rescan every entity on the server again. #[allow(clippy::needless_collect)] pub fn handle_destroy(server: &mut Server, entity: EcsEntity, cause: HealthSource) { let state = server.state_mut(); // TODO: Investigate duplicate `Destroy` events (but don't remove this). // If the entity was already deleted, it can't be destroyed again. if !state.ecs().is_alive(entity) { return; } // Chat message // If it was a player that died if let Some(_player) = state.ecs().read_storage::().get(entity) { if let Some(uid) = state.ecs().read_storage::().get(entity) { let kill_source = match cause { HealthSource::Attack { by } => { // Get attacker entity if let Some(char_entity) = state.ecs().entity_from_uid(by.into()) { // Check if attacker is another player or entity with stats (npc) if state .ecs() .read_storage::() .get(char_entity) .is_some() { KillSource::Player(by, KillType::Melee) } else if let Some(stats) = state.ecs().read_storage::().get(char_entity) { KillSource::NonPlayer(stats.name.clone(), KillType::Melee) } else { KillSource::NonPlayer("".to_string(), KillType::Melee) } } else { KillSource::NonPlayer("".to_string(), KillType::Melee) } }, HealthSource::Projectile { owner: Some(by) } => { // Get projectile owner entity TODO: add names to projectiles and send in // message if let Some(char_entity) = state.ecs().entity_from_uid(by.into()) { // Check if attacker is another player or entity with stats (npc) if state .ecs() .read_storage::() .get(char_entity) .is_some() { KillSource::Player(by, KillType::Projectile) } else if let Some(stats) = state.ecs().read_storage::().get(char_entity) { KillSource::NonPlayer(stats.name.clone(), KillType::Projectile) } else { KillSource::NonPlayer("".to_string(), KillType::Projectile) } } else { KillSource::NonPlayer("".to_string(), KillType::Projectile) } }, HealthSource::Explosion { owner: Some(by) } => { // Get explosion owner entity if let Some(char_entity) = state.ecs().entity_from_uid(by.into()) { // Check if attacker is another player or entity with stats (npc) if state .ecs() .read_storage::() .get(char_entity) .is_some() { KillSource::Player(by, KillType::Explosion) } else if let Some(stats) = state.ecs().read_storage::().get(char_entity) { KillSource::NonPlayer(stats.name.clone(), KillType::Explosion) } else { KillSource::NonPlayer("".to_string(), KillType::Explosion) } } else { KillSource::NonPlayer("".to_string(), KillType::Explosion) } }, HealthSource::World => KillSource::FallDamage, HealthSource::Suicide => KillSource::Suicide, HealthSource::Projectile { owner: None } | HealthSource::Explosion { owner: None } | HealthSource::Revive | HealthSource::Command | HealthSource::LevelUp | HealthSource::Item | HealthSource::Healing { by: _ } | HealthSource::Unknown => KillSource::Other, }; state.notify_registered_clients( comp::ChatType::Kill(kill_source, *uid).server_msg("".to_string()), ); } } // Give EXP to the killer if entity had stats (|| { let mut stats = state.ecs().write_storage::(); let by = if let HealthSource::Attack { by } | HealthSource::Projectile { owner: Some(by) } = cause { by } else { return; }; let attacker = if let Some(attacker) = state.ecs().entity_from_uid(by.into()) { attacker } else { return; }; let entity_stats = if let Some(entity_stats) = stats.get(entity) { entity_stats } else { return; }; let groups = state.ecs().read_storage::(); let attacker_group = groups.get(attacker); let destroyed_group = groups.get(entity); // Don't give exp if attacker destroyed themselves or one of their group members if (attacker_group.is_some() && attacker_group == destroyed_group) || attacker == entity { return; } // Maximum distance for other group members to receive exp const MAX_EXP_DIST: f32 = 150.0; // Attacker gets same as exp of everyone else const ATTACKER_EXP_WEIGHT: f32 = 1.0; let mut exp_reward = (entity_stats.body_type.base_exp() + entity_stats.level.level() * entity_stats.body_type.base_exp_increase()) as f32; // Distribute EXP to group let positions = state.ecs().read_storage::(); let alignments = state.ecs().read_storage::(); let uids = state.ecs().read_storage::(); if let (Some(attacker_group), Some(pos)) = (attacker_group, positions.get(entity)) { // TODO: rework if change to groups makes it easier to iterate entities in a // group let mut num_not_pets_in_range = 0; let members_in_range = ( &state.ecs().entities(), &groups, &positions, alignments.maybe(), &uids, ) .join() .filter(|(entity, group, member_pos, _, _)| { // Check if: in group, not main attacker, and in range *group == attacker_group && *entity != attacker && pos.0.distance_squared(member_pos.0) < MAX_EXP_DIST.powi(2) }) .map(|(entity, _, _, alignment, uid)| { if !matches!(alignment, Some(Alignment::Owned(owner)) if owner != uid) { num_not_pets_in_range += 1; } entity }) .collect::>(); let exp = exp_reward / (num_not_pets_in_range as f32 + ATTACKER_EXP_WEIGHT); exp_reward = exp * ATTACKER_EXP_WEIGHT; members_in_range.into_iter().for_each(|e| { if let Some(stats) = stats.get_mut(e) { stats.exp.change_by(exp.ceil() as i64); } }); } if let Some(attacker_stats) = stats.get_mut(attacker) { // TODO: Discuss whether we should give EXP by Player // Killing or not. attacker_stats.exp.change_by(exp_reward.ceil() as i64); } })(); if state .ecs() .write_storage::() .get_mut(entity) .is_some() { state .ecs() .write_storage() .insert(entity, comp::Vel(Vec3::zero())) .err() .map(|e| error!(?e, ?entity, "Failed to set zero vel on dead client")); state .ecs() .write_storage() .insert(entity, comp::ForceUpdate) .err() .map(|e| error!(?e, ?entity, "Failed to insert ForceUpdate on dead client")); state .ecs() .write_storage::() .remove(entity); state .ecs() .write_storage::() .get_mut(entity) .map(|energy| energy.set_to(energy.maximum(), comp::EnergySource::Revive)); let _ = state .ecs() .write_storage::() .insert(entity, comp::CharacterState::default()); } else if state.ecs().read_storage::().contains(entity) { use specs::Builder; // Decide for a loot drop before turning into a lootbag let old_body = state.ecs().write_storage::().remove(entity); let mut rng = rand::thread_rng(); let mut lottery = || { Lottery::::load_expect(match old_body { Some(common::comp::Body::Humanoid(_)) => match rng.gen_range(0, 4) { 0 => "common.loot_tables.loot_table_humanoids", 1 => "common.loot_tables.loot_table_armor_light", 2 => "common.loot_tables.loot_table_armor_cloth", 3 => "common.loot_tables.loot_table_weapon_common", _ => "common.loot_tables.loot_table_humanoids", }, Some(common::comp::Body::QuadrupedSmall(quadruped_small)) => { match quadruped_small.species { quadruped_small::Species::Dodarock => match rng.gen_range(0, 6) { 0 => "common.loot_tables.loot_table_armor_misc", 1 => "common.loot_tables.loot_table_rocks", _ => "common.loot_tables.loot_table_rocks", }, _ => match rng.gen_range(0, 4) { 0 => "common.loot_tables.loot_table_food", 1 => "common.loot_tables.loot_table_armor_misc", 2 => "common.loot_tables.loot_table_animal_parts", _ => "common.loot_tables.loot_table_animal_parts", }, } }, Some(common::comp::Body::QuadrupedMedium(_)) => match rng.gen_range(0, 4) { 0 => "common.loot_tables.loot_table_food", 1 => "common.loot_tables.loot_table_armor_misc", 2 => "common.loot_tables.loot_table_animal_parts", _ => "common.loot_tables.loot_table_animal_parts", }, Some(common::comp::Body::BirdMedium(_)) => match rng.gen_range(0, 3) { 0 => "common.loot_tables.loot_table_food", 1 => "common.loot_tables.loot_table_armor_misc", _ => "common.loot_tables.loot_table", }, Some(common::comp::Body::BipedLarge(_)) => match rng.gen_range(0, 8) { 0 => "common.loot_tables.loot_table_food", 1 => "common.loot_tables.loot_table_armor_nature", 3 => "common.loot_tables.loot_table_armor_heavy", 5 => "common.loot_tables.loot_table_weapon_uncommon", 6 => "common.loot_tables.loot_table_weapon_rare", _ => "common.loot_tables.loot_table_cave_large", }, Some(common::comp::Body::Golem(_)) => match rng.gen_range(0, 9) { 0 => "common.loot_tables.loot_table_food", 1 => "common.loot_tables.loot_table_armor_misc", 2 => "common.loot_tables.loot_table_armor_light", 3 => "common.loot_tables.loot_table_armor_heavy", 4 => "common.loot_tables.loot_table_armor_misc", 5 => "common.loot_tables.loot_table_weapon_common", 6 => "common.loot_tables.loot_table_weapon_uncommon", 7 => "common.loot_tables.loot_table_weapon_rare", _ => "common.loot_tables.loot_table", }, Some(common::comp::Body::Theropod(_)) => { "common.loot_tables.loot_table_animal_parts" }, Some(common::comp::Body::Dragon(_)) => "common.loot_tables.loot_table_weapon_rare", Some(common::comp::Body::QuadrupedLow(_)) => match rng.gen_range(0, 3) { 0 => "common.loot_tables.loot_table_food", 1 => "common.loot_tables.loot_table_animal_parts", _ => "common.loot_tables.loot_table", }, _ => "common.loot_tables.loot_table", }) }; let item = { let mut item_drops = state.ecs().write_storage::(); item_drops.remove(entity).map_or_else( || Item::new_from_asset_expect(lottery().choose()), |item_drop| item_drop.0, ) }; let pos = state.ecs().read_storage::().get(entity).cloned(); if let Some(pos) = pos { let _ = state .create_object( comp::Pos(pos.0 + Vec3::unit_z() * 0.25), object::Body::Pouch, ) .with(item) .build(); } else { error!( ?entity, "Entity doesn't have a position, no bag is being dropped" ) } let _ = state .delete_entity_recorded(entity) .map_err(|e| error!(?e, ?entity, "Failed to delete destroyed entity")); } else { let _ = state .delete_entity_recorded(entity) .map_err(|e| error!(?e, ?entity, "Failed to delete destroyed entity")); } // TODO: Add Delete(time_left: Duration) component /* // If not a player delete the entity if let Err(err) = state.delete_entity_recorded(entity) { error!(?e, "Failed to delete destroyed entity"); } */ } pub fn handle_land_on_ground(server: &Server, entity: EcsEntity, vel: Vec3) { let state = &server.state; if vel.z <= -30.0 { if let Some(stats) = state.ecs().write_storage::().get_mut(entity) { let falldmg = (vel.z.powi(2) / 20.0 - 40.0) * 10.0; let mut damage = Damage { healthchange: -falldmg, source: DamageSource::Falling, }; if let Some(loadout) = state.ecs().read_storage::().get(entity) { damage.modify_damage(false, loadout); } stats.health.change_by(comp::HealthChange { amount: damage.healthchange as i32, cause: comp::HealthSource::World, }); } } } pub fn handle_respawn(server: &Server, entity: EcsEntity) { let state = &server.state; // Only clients can respawn if state .ecs() .write_storage::() .get_mut(entity) .is_some() { let respawn_point = state .read_component_copied::(entity) .map(|wp| wp.get_pos()) .unwrap_or(state.ecs().read_resource::().0); state .ecs() .write_storage::() .get_mut(entity) .map(|stats| stats.revive()); state .ecs() .write_storage::() .get_mut(entity) .map(|pos| pos.0 = respawn_point); state .ecs() .write_storage() .insert(entity, comp::ForceUpdate) .err() .map(|e| { error!( ?e, "Error inserting ForceUpdate component when respawning client" ) }); } } pub fn handle_explosion( server: &Server, pos: Vec3, power: f32, owner: Option, friendly_damage: bool, reagent: Option, ) { // Go through all other entities let hit_range = 3.0 * power; let ecs = &server.state.ecs(); // Add an outcome ecs.write_resource::>() .push(Outcome::Explosion { pos, power, reagent, }); let owner_entity = owner.and_then(|uid| { ecs.read_resource::() .retrieve_entity_internal(uid.into()) }); let groups = ecs.read_storage::(); for (entity_b, pos_b, ori_b, character_b, stats_b, loadout_b) in ( &ecs.entities(), &ecs.read_storage::(), &ecs.read_storage::(), ecs.read_storage::().maybe(), &mut ecs.write_storage::(), ecs.read_storage::().maybe(), ) .join() { let distance_squared = pos.distance_squared(pos_b.0); // Check if it is a hit if !stats_b.is_dead // RADIUS && distance_squared < hit_range.powi(2) // Skip if they are in the same group and friendly_damage is turned off for the // explosion && (friendly_damage || !owner_entity .and_then(|e| groups.get(e)) .map_or(false, |group_a| Some(group_a) == groups.get(entity_b))) { // Weapon gives base damage let dmg = (1.0 - distance_squared / hit_range.powi(2)) * power * 130.0; let mut damage = Damage { healthchange: -dmg, source: DamageSource::Explosion, }; let block = 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; if let Some(loadout) = loadout_b { damage.modify_damage(block, loadout); } if damage.healthchange < 0.0 { stats_b.health.change_by(HealthChange { amount: damage.healthchange as i32, cause: HealthSource::Explosion { owner }, }); } else if damage.healthchange > 0.0 { stats_b.health.change_by(HealthChange { amount: damage.healthchange as i32, cause: HealthSource::Healing { by: owner }, }); } } } const RAYS: usize = 500; // Color terrain let mut touched_blocks = Vec::new(); let color_range = power * 2.7; for _ in 0..RAYS { let dir = Vec3::new( rand::random::() - 0.5, rand::random::() - 0.5, rand::random::() - 0.5, ) .normalized(); let _ = ecs .read_resource::() .ray(pos, pos + dir * color_range) .until(|_| rand::random::() < 0.05) .for_each(|_: &Block, pos| touched_blocks.push(pos)) .cast(); } let terrain = ecs.read_resource::(); let mut block_change = ecs.write_resource::(); for block_pos in touched_blocks { if let Ok(block) = terrain.get(block_pos) { let diff2 = block_pos.map(|b| b as f32).distance_squared(pos); let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0); if let Some(mut color) = block.get_color() { let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32)); let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32)); let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32)); color[0] = r as u8; color[1] = g as u8; color[2] = b as u8; block_change.set(block_pos, Block::new(block.kind(), color)); } } } // Destroy terrain for _ in 0..RAYS { let dir = Vec3::new( rand::random::() - 0.5, rand::random::() - 0.5, rand::random::() - 0.15, ) .normalized(); let terrain = ecs.read_resource::(); let _ = terrain .ray(pos, pos + dir * power) .until(|block| block.is_fluid() || rand::random::() < 0.05) .for_each(|block: &Block, pos| { if block.is_explodable() { block_change.set(pos, Block::empty()); } }) .cast(); } } pub fn handle_level_up(server: &mut Server, entity: EcsEntity, new_level: u32) { let uids = server.state.ecs().read_storage::(); let uid = uids .get(entity) .expect("Failed to fetch uid component for entity."); server .state .notify_registered_clients(ServerMsg::PlayerListUpdate(PlayerListUpdate::LevelChange( *uid, new_level, ))); }