use crate::{sys, Server, StateExt}; use common::comp::{ self, Agent, Alignment, Body, Gravity, LightEmitter, Loadout, Pos, Projectile, Scale, Stats, Vel, WaypointArea, }; use specs::{Builder, Entity as EcsEntity, WorldExt}; use vek::{Rgb, Vec3}; pub fn handle_create_character( server: &mut Server, entity: EcsEntity, name: String, body: Body, main: Option, ) { let state = &mut server.state; let server_settings = &server.server_settings; state.create_player_character(entity, name, body, main, server_settings); sys::subscription::initialize_region_subscription(state.ecs(), entity); } pub fn handle_create_npc( server: &mut Server, pos: Pos, stats: Stats, loadout: Loadout, body: Body, agent: Agent, alignment: Alignment, scale: Scale, ) { server .state .create_npc(pos, stats, loadout, body) .with(agent) .with(scale) .with(alignment) .build(); } pub fn handle_shoot( server: &mut Server, entity: EcsEntity, dir: Vec3, body: Body, light: Option, projectile: Projectile, gravity: Option, ) { let state = server.state_mut(); let mut pos = state .ecs() .read_storage::() .get(entity) .expect("Failed to fetch entity") .0; // TODO: Player height pos.z += 1.2; let mut builder = state.create_projectile(Pos(pos), Vel(dir * 100.0), body, projectile); if let Some(light) = light { builder = builder.with(light) } if let Some(gravity) = gravity { builder = builder.with(gravity) } builder.build(); } pub fn handle_create_waypoint(server: &mut Server, pos: Vec3) { server .state .create_object(Pos(pos), comp::object::Body::CampfireLit) .with(LightEmitter { offset: Vec3::unit_z() * 0.5, col: Rgb::new(1.0, 0.65, 0.2), strength: 2.0, }) .with(WaypointArea::default()) .build(); }