use crate::{ comp::{ buff, group, Attacking, Body, CharacterState, Damage, DamageSource, HealthChange, HealthSource, Loadout, Ori, Pos, Scale, Stats, }, event::{EventBus, LocalEvent, ServerEvent}, metrics::SysMetrics, span, sync::Uid, util::Dir, }; use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage}; use std::time::Duration; use vek::*; pub const BLOCK_EFFICIENCY: f32 = 0.9; pub const BLOCK_ANGLE: f32 = 180.0; /// 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, Stats>, ReadStorage<'a, Loadout>, ReadStorage<'a, group::Group>, ReadStorage<'a, CharacterState>, WriteStorage<'a, Attacking>, ); fn run( &mut self, ( entities, server_bus, local_bus, sys_metrics, uids, positions, orientations, scales, bodies, stats, loadouts, groups, character_states, mut attacking_storage, ): Self::SystemData, ) { let start_time = std::time::Instant::now(); span!(_guard, "run", "combat::Sys::run"); let mut server_emitter = server_bus.emitter(); let mut _local_emitter = local_bus.emitter(); // Attacks for (entity, uid, pos, ori, scale_maybe, attack) in ( &entities, &uids, &positions, &orientations, scales.maybe(), &mut attacking_storage, ) .join() { if attack.applied { continue; } attack.applied = true; // Go through all other entities for (b, uid_b, pos_b, ori_b, scale_b_maybe, character_b, stats_b, body_b) in ( &entities, &uids, &positions, &orientations, scales.maybe(), character_states.maybe(), &stats, &bodies, ) .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_b = body_b.radius() * scale_b; // Check if it is a hit if entity != b && !stats_b.is_dead // Spherical wedge shaped attack field && pos.0.distance_squared(pos_b.0) < (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); // Don't heal if outside group // Don't damage in the same group let is_damage = !same_group && (attack.base_damage > 0); let is_heal = same_group && (attack.base_heal > 0); if !is_heal && !is_damage { continue; } // Weapon gives base damage let (source, healthchange) = if is_heal { (DamageSource::Healing, attack.base_heal as f32) } else { (DamageSource::Melee, -(attack.base_damage as f32)) }; let mut damage = Damage { healthchange, source, }; let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false) && ori_b.0.angle_between(pos.0 - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0; if let Some(loadout) = loadouts.get(b) { damage.modify_damage(block, loadout); } if damage.healthchange != 0.0 { let cause = if is_heal { HealthSource::Healing { by: Some(*uid) } } else { HealthSource::Attack { by: *uid } }; server_emitter.emit(ServerEvent::Damage { uid: *uid_b, change: HealthChange { amount: damage.healthchange as i32, cause, }, }); // Test for server event of buff, remove before merging server_emitter.emit(ServerEvent::Buff { uid: *uid_b, buff_change: buff::BuffChange::Add(buff::Buff::new( buff::BuffId::Bleeding(-damage.healthchange), Some(Duration::from_millis(10000)), vec![buff::BuffCategoryId::Physical], )), }); attack.hit_count += 1; } if attack.knockback != 0.0 && damage.healthchange != 0.0 { let kb_dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0)); server_emitter.emit(ServerEvent::Knockback { entity: b, impulse: attack.knockback * *Dir::slerp(kb_dir, Dir::new(Vec3::new(0.0, 0.0, 1.0)), 0.5), }); } } } } sys_metrics.combat_ns.store( start_time.elapsed().as_nanos() as i64, std::sync::atomic::Ordering::Relaxed, ); } }