use common::{ combat::{AttackerInfo, TargetInfo}, comp::{Body, CharacterState, Energy, Group, Health, Inventory, Melee, Ori, Pos, Scale, Stats}, event::{EventBus, ServerEvent}, uid::Uid, util::Dir, vsystem::{Origin, Phase, VJob, VSystem}, GroupTarget, }; use specs::{ shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, WriteStorage, }; use vek::*; #[derive(SystemData)] pub struct ReadData<'a> { entities: Entities<'a>, uids: ReadStorage<'a, Uid>, positions: ReadStorage<'a, Pos>, orientations: ReadStorage<'a, Ori>, scales: ReadStorage<'a, Scale>, bodies: ReadStorage<'a, Body>, healths: ReadStorage<'a, Health>, energies: ReadStorage<'a, Energy>, inventories: ReadStorage<'a, Inventory>, groups: ReadStorage<'a, Group>, char_states: ReadStorage<'a, CharacterState>, server_bus: Read<'a, EventBus>, stats: ReadStorage<'a, Stats>, } /// This system is responsible for handling accepted inputs like moving or /// attacking #[derive(Default)] pub struct Sys; impl<'a> VSystem<'a> for Sys { type SystemData = (ReadData<'a>, WriteStorage<'a, Melee>); const NAME: &'static str = "melee"; const ORIGIN: Origin = Origin::Common; const PHASE: Phase = Phase::Create; fn run(_job: &mut VJob, (read_data, mut melee_attacks): Self::SystemData) { let mut server_emitter = read_data.server_bus.emitter(); // Attacks for (attacker, uid, pos, ori, melee_attack, body) in ( &read_data.entities, &read_data.uids, &read_data.positions, &read_data.orientations, &mut melee_attacks, &read_data.bodies, ) .join() { if melee_attack.applied { continue; } melee_attack.applied = true; // Go through all other entities for (target, pos_b, health_b, body_b) in ( &read_data.entities, &read_data.positions, &read_data.healths, &read_data.bodies, ) .join() { let look_dir = *ori.look_dir(); // 2D versions let pos2 = Vec2::from(pos.0); let pos_b2 = Vec2::::from(pos_b.0); let ori2 = Vec2::from(look_dir); // Scales let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0); let scale_b = read_data.scales.get(target).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 = read_data .char_states .get(target) .map_or(false, |c_s| c_s.is_melee_dodge()); // Check if it is a hit if attacker != target && !health_b.is_dead // Spherical wedge shaped attack field && pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2) && ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan() { // See if entities are in the same group let same_group = read_data .groups .get(attacker) .map(|group_a| Some(group_a) == read_data.groups.get(target)) .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(look_dir)); let attacker_info = Some(AttackerInfo { entity: attacker, uid: *uid, energy: read_data.energies.get(attacker), }); let target_info = TargetInfo { entity: target, inventory: read_data.inventories.get(target), stats: read_data.stats.get(target), }; melee_attack.attack.apply_attack( target_group, attacker_info, target_info, dir, is_dodge, 1.0, |e| server_emitter.emit(e), ); melee_attack.hit_count += 1; } } } } }