use crate::{ comp::{ Agent, Attacking, Body, CharacterState, HealthChange, HealthSource, Ori, Pos, Scale, Stats, }, event::{EventBus, LocalEvent, ServerEvent}, sync::Uid, }; use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage}; use vek::*; const BLOCK_EFFICIENCY: f32 = 0.9; 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 { type SystemData = ( Entities<'a>, Read<'a, EventBus>, Read<'a, EventBus>, ReadStorage<'a, Uid>, ReadStorage<'a, Pos>, ReadStorage<'a, Ori>, ReadStorage<'a, Scale>, ReadStorage<'a, Agent>, ReadStorage<'a, Body>, ReadStorage<'a, Stats>, WriteStorage<'a, Attacking>, WriteStorage<'a, CharacterState>, ); fn run( &mut self, ( entities, server_bus, local_bus, uids, positions, orientations, scales, agents, bodies, stats, mut attacking_storage, character_states, ): Self::SystemData, ) { 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, agent_b_maybe, character_b, stats_b, body_b, ) in ( &entities, &uids, &positions, &orientations, scales.maybe(), agents.maybe(), &character_states, &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() { // Weapon gives base damage let mut healthchange = attack.base_healthchange as f32; //// NPCs do less damage: //if agent_maybe.is_some() { // healthchange = (healthchange / 1.5).min(-1.0); //} // Don't heal npc's hp if agent_b_maybe.is_some() && healthchange > 0.0 { healthchange = 0.0; } if rand::random() { healthchange = healthchange * 1.2; } // Block if character_b.is_block() && ori_b.0.angle_between(pos.0 - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0 { healthchange = healthchange * (1.0 - BLOCK_EFFICIENCY) } server_emitter.emit(ServerEvent::Damage { uid: *uid_b, change: HealthChange { amount: healthchange as i32, cause: HealthSource::Attack { by: *uid }, }, }); if attack.knockback != 0.0 { local_emitter.emit(LocalEvent::ApplyForce { entity: b, dir: Vec3::slerp(ori.0, Vec3::new(0.0, 0.0, 1.0), 0.5), force: attack.knockback, }); } attack.hit_count += 1; } } } } }