use crate::{client::Client, settings::ServerSettings, sys::sentinel::DeletedEntities, SpawnPoint}; use common::{ assets, comp::{self, item}, effect::Effect, msg::{ClientState, ServerMsg}, state::State, sync::{Uid, WorldSyncExt}, util::Dir, }; use log::warn; use specs::{Builder, Entity as EcsEntity, EntityBuilder as EcsEntityBuilder, Join, WorldExt}; use vek::*; pub trait StateExt { fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool; fn apply_effect(&mut self, entity: EcsEntity, effect: Effect); fn create_npc( &mut self, pos: comp::Pos, stats: comp::Stats, loadout: comp::Loadout, body: comp::Body, ) -> EcsEntityBuilder; fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder; fn create_projectile( &mut self, pos: comp::Pos, vel: comp::Vel, body: comp::Body, projectile: comp::Projectile, ) -> EcsEntityBuilder; fn create_player_character( &mut self, entity: EcsEntity, name: String, body: comp::Body, main: Option, server_settings: &ServerSettings, ); fn notify_registered_clients(&self, msg: ServerMsg); fn delete_entity_recorded( &mut self, entity: EcsEntity, ) -> Result<(), specs::error::WrongGeneration>; } impl StateExt for State { fn give_item(&mut self, entity: EcsEntity, item: comp::Item) -> bool { let success = self .ecs() .write_storage::() .get_mut(entity) .map(|inv| inv.push(item).is_none()) .unwrap_or(false); if success { self.write_component( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::Collected), ); } success } fn apply_effect(&mut self, entity: EcsEntity, effect: Effect) { match effect { Effect::Health(change) => { self.ecs() .write_storage::() .get_mut(entity) .map(|stats| stats.health.change_by(change)); }, Effect::Xp(xp) => { self.ecs() .write_storage::() .get_mut(entity) .map(|stats| stats.exp.change_by(xp)); }, } } /// Build a non-player character. fn create_npc( &mut self, pos: comp::Pos, stats: comp::Stats, loadout: comp::Loadout, body: comp::Body, ) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(comp::Vel(Vec3::zero())) .with(comp::Ori::default()) .with(comp::Controller::default()) .with(body) .with(stats) .with(comp::Alignment::Npc) .with(comp::Energy::new(500)) .with(comp::Gravity(1.0)) .with(comp::CharacterState::default()) .with(loadout) } /// Build a static object entity fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(comp::Vel(Vec3::zero())) .with(comp::Ori::default()) .with(comp::Body::Object(object)) .with(comp::Mass(100.0)) .with(comp::Gravity(1.0)) //.with(comp::LightEmitter::default()) } /// Build a projectile fn create_projectile( &mut self, pos: comp::Pos, vel: comp::Vel, body: comp::Body, projectile: comp::Projectile, ) -> EcsEntityBuilder { self.ecs_mut() .create_entity_synced() .with(pos) .with(vel) .with(comp::Ori(Dir::from_unnormalized(vel.0).unwrap_or_default())) .with(comp::Mass(0.0)) .with(body) .with(projectile) .with(comp::Sticky) } fn create_player_character( &mut self, entity: EcsEntity, name: String, body: comp::Body, main: Option, server_settings: &ServerSettings, ) { // Give no item when an invalid specifier is given let main = main.and_then(|specifier| assets::load_cloned::(&specifier).ok()); let spawn_point = self.ecs().read_resource::().0; self.write_component(entity, body); self.write_component(entity, comp::Stats::new(name, body)); self.write_component(entity, comp::Energy::new(1000)); self.write_component(entity, comp::Controller::default()); self.write_component(entity, comp::Pos(spawn_point)); self.write_component(entity, comp::Vel(Vec3::zero())); self.write_component(entity, comp::Ori::default()); self.write_component(entity, comp::Gravity(1.0)); self.write_component(entity, comp::CharacterState::default()); self.write_component(entity, comp::Alignment::Owned(entity)); self.write_component(entity, comp::Inventory::default()); self.write_component( entity, comp::InventoryUpdate::new(comp::InventoryUpdateEvent::default()), ); self.write_component( entity, if let Some(item::ItemKind::Tool(tool)) = main.as_ref().map(|i| &i.kind) { let mut abilities = tool.get_abilities(); let mut ability_drain = abilities.drain(..); comp::Loadout { active_item: main.map(|item| comp::ItemConfig { item, ability1: ability_drain.next(), ability2: ability_drain.next(), ability3: ability_drain.next(), block_ability: Some(comp::CharacterAbility::BasicBlock), dodge_ability: Some(comp::CharacterAbility::Roll), }), second_item: None, shoulder: None, chest: None, belt: None, hand: None, pants: None, foot: None, back: None, ring: None, neck: None, lantern: None, head: None, tabard: None, } } else { comp::Loadout::default() }, ); // Make sure physics are accepted. self.write_component(entity, comp::ForceUpdate); // Give the Admin component to the player if their name exists in admin list if server_settings.admins.contains( &self .ecs() .read_storage::() .get(entity) .expect("Failed to fetch entity.") .alias, ) { self.write_component(entity, comp::Admin); } // Tell the client its request was successful. if let Some(client) = self.ecs().write_storage::().get_mut(entity) { client.allow_state(ClientState::Character); } } fn notify_registered_clients(&self, msg: ServerMsg) { for client in (&mut self.ecs().write_storage::()) .join() .filter(|c| c.is_registered()) { client.notify(msg.clone()) } } fn delete_entity_recorded( &mut self, entity: EcsEntity, ) -> Result<(), specs::error::WrongGeneration> { let (maybe_uid, maybe_pos) = ( self.ecs().read_storage::().get(entity).copied(), self.ecs().read_storage::().get(entity).copied(), ); let res = self.ecs_mut().delete_entity(entity); if res.is_ok() { if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) { if let Some(region_key) = self .ecs() .read_resource::() .find_region(entity, pos.0) { self.ecs() .write_resource::() .record_deleted_entity(uid, region_key); } else { // Don't panic if the entity wasn't found in a region maybe it was just created // and then deleted before the region manager had a chance to assign it a // region warn!( "Failed to find region containing entity during entity deletion, assuming \ it wasn't sent to any clients and so deletion doesn't need to be \ recorded for sync purposes" ); } } } res } }