use crate::{character::CharacterId, comp, sync::Uid, util::Dir}; use comp::{ item::{Item, Reagent}, Ori, Pos, }; use parking_lot::Mutex; use specs::Entity as EcsEntity; use std::{collections::VecDeque, ops::DerefMut}; use vek::*; pub enum LocalEvent { /// Applies upward force to entity's `Vel` Jump(EcsEntity), /// Applies the `impulse` to `entity`'s `Vel` ApplyImpulse { entity: EcsEntity, impulse: Vec3, }, /// Applies leaping force to `entity`'s `Vel` away from `wall_dir` direction WallLeap { entity: EcsEntity, wall_dir: Vec3, }, /// Applies `vel` velocity to `entity` Boost { entity: EcsEntity, vel: Vec3 }, } #[allow(clippy::large_enum_variant)] // TODO: Pending review in #587 pub enum ServerEvent { Explosion { pos: Vec3, power: f32, owner: Option, friendly_damage: bool, reagent: Option, percent_damage: f32, }, Damage { uid: Uid, change: comp::HealthChange, }, Destroy { entity: EcsEntity, cause: comp::HealthSource, }, InventoryManip(EcsEntity, comp::InventoryManip), GroupManip(EcsEntity, comp::GroupManip), Respawn(EcsEntity), Shoot { entity: EcsEntity, dir: Dir, body: comp::Body, light: Option, projectile: comp::Projectile, gravity: Option, speed: f32, }, Shockwave { properties: comp::shockwave::Properties, pos: Pos, ori: Ori, }, Knockback { entity: EcsEntity, impulse: Vec3, }, LandOnGround { entity: EcsEntity, vel: Vec3, }, ToggleLantern(EcsEntity), Mount(EcsEntity, EcsEntity), Unmount(EcsEntity), Possess(Uid, Uid), LevelUp(EcsEntity, u32), /// Inserts default components for a character when loading into the game InitCharacterData { entity: EcsEntity, character_id: CharacterId, }, UpdateCharacterData { entity: EcsEntity, components: (comp::Body, comp::Stats, comp::Inventory, comp::Loadout), }, ExitIngame { entity: EcsEntity, }, CreateNpc { pos: comp::Pos, stats: comp::Stats, loadout: comp::Loadout, body: comp::Body, agent: Option, alignment: comp::Alignment, scale: comp::Scale, drop_item: Option, }, CreateWaypoint(Vec3), ClientDisconnect(EcsEntity), ChunkRequest(EcsEntity, Vec2), ChatCmd(EcsEntity, String), /// Send a chat message to the player from an npc or other player Chat(comp::UnresolvedChatMsg), } pub struct EventBus { queue: Mutex>, } impl Default for EventBus { fn default() -> Self { Self { queue: Mutex::new(VecDeque::new()), } } } impl EventBus { pub fn emitter(&self) -> Emitter { Emitter { bus: self, events: VecDeque::new(), } } pub fn emit_now(&self, event: E) { self.queue.lock().push_back(event); } pub fn recv_all(&self) -> impl ExactSizeIterator { std::mem::replace(self.queue.lock().deref_mut(), VecDeque::new()).into_iter() } } pub struct Emitter<'a, E> { bus: &'a EventBus, events: VecDeque, } impl<'a, E> Emitter<'a, E> { pub fn emit(&mut self, event: E) { self.events.push_back(event); } pub fn append(&mut self, other: &mut VecDeque) { self.events.append(other) } } impl<'a, E> Drop for Emitter<'a, E> { fn drop(&mut self) { self.bus.queue.lock().append(&mut self.events); } }