use crate::{ comp::{ projectile, Damage, DamageSource, Energy, EnergySource, Group, HealthChange, HealthSource, Loadout, Ori, PhysicsState, Pos, Projectile, Vel, }, event::{EventBus, LocalEvent, ServerEvent}, metrics::SysMetrics, span, state::DeltaTime, sync::UidAllocator, util::Dir, }; use specs::{ saveload::MarkerAllocator, Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage, }; use std::time::Duration; use vek::*; /// This system is responsible for handling projectile effect triggers pub struct Sys; impl<'a> System<'a> for Sys { #[allow(clippy::type_complexity)] type SystemData = ( Entities<'a>, Read<'a, DeltaTime>, Read<'a, UidAllocator>, Read<'a, EventBus>, Read<'a, EventBus>, ReadExpect<'a, SysMetrics>, ReadStorage<'a, Pos>, ReadStorage<'a, PhysicsState>, ReadStorage<'a, Vel>, WriteStorage<'a, Ori>, WriteStorage<'a, Projectile>, WriteStorage<'a, Energy>, ReadStorage<'a, Loadout>, ReadStorage<'a, Group>, ); fn run( &mut self, ( entities, dt, uid_allocator, local_bus, server_bus, sys_metrics, positions, physics_states, velocities, mut orientations, mut projectiles, mut energies, loadouts, groups, ): Self::SystemData, ) { let start_time = std::time::Instant::now(); span!(_guard, "run", "projectile::Sys::run"); let mut local_emitter = local_bus.emitter(); let mut server_emitter = server_bus.emitter(); // Attacks for (entity, pos, physics, ori, projectile) in ( &entities, &positions, &physics_states, &mut orientations, &mut projectiles, ) .join() { // Hit entity for other in physics.touch_entities.iter().copied() { if projectile.ignore_group // Skip if in the same group && projectile .owner // Note: somewhat inefficient since we do the lookup for every touching // entity, but if we pull this out of the loop we would want to do it only // if there is at least one touching entity .and_then(|uid| uid_allocator.retrieve_entity_internal(uid.into())) .and_then(|e| groups.get(e)) .map_or(false, |owner_group| Some(owner_group) == uid_allocator .retrieve_entity_internal(other.into()) .and_then(|e| groups.get(e)) ) { continue; } if projectile.owner == Some(other) { continue; } for effect in projectile.hit_entity.drain(..) { match effect { projectile::Effect::Damage(healthchange) => { let owner_uid = projectile.owner.unwrap(); let mut damage = Damage { healthchange: healthchange as f32, source: DamageSource::Projectile, }; let other_entity = uid_allocator.retrieve_entity_internal(other.into()); if let Some(loadout) = other_entity.and_then(|e| loadouts.get(e)) { damage.modify_damage(false, loadout); } if other != owner_uid { if damage.healthchange < 0.0 { server_emitter.emit(ServerEvent::Damage { uid: other, change: HealthChange { amount: damage.healthchange as i32, cause: HealthSource::Projectile { owner: Some(owner_uid), }, }, }); } else if damage.healthchange > 0.0 { server_emitter.emit(ServerEvent::Damage { uid: other, change: HealthChange { amount: damage.healthchange as i32, cause: HealthSource::Healing { by: Some(owner_uid), }, }, }); } } }, projectile::Effect::Knockback(knockback) => { if let Some(entity) = uid_allocator.retrieve_entity_internal(other.into()) { local_emitter.emit(LocalEvent::ApplyImpulse { entity, impulse: knockback * *Dir::slerp(ori.0, Dir::new(Vec3::unit_z()), 0.5), }); } }, projectile::Effect::RewardEnergy(energy) => { if let Some(energy_mut) = projectile .owner .and_then(|o| uid_allocator.retrieve_entity_internal(o.into())) .and_then(|o| energies.get_mut(o)) { energy_mut.change_by(energy as i32, EnergySource::HitEnemy); } }, projectile::Effect::Explode { power, percent_damage, } => server_emitter.emit(ServerEvent::Explosion { pos: pos.0, power, owner: projectile.owner, friendly_damage: false, reagent: None, percent_damage, }), projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy { entity, cause: HealthSource::World, }), projectile::Effect::Possess => { if other != projectile.owner.unwrap() { if let Some(owner) = projectile.owner { server_emitter.emit(ServerEvent::Possess(owner, other)); } } }, _ => {}, } } } // Hit something solid if physics.on_wall.is_some() || physics.on_ground || physics.on_ceiling { for effect in projectile.hit_solid.drain(..) { match effect { projectile::Effect::Explode { power, percent_damage, } => server_emitter.emit(ServerEvent::Explosion { pos: pos.0, power, owner: projectile.owner, friendly_damage: false, reagent: None, percent_damage, }), projectile::Effect::Vanish => server_emitter.emit(ServerEvent::Destroy { entity, cause: HealthSource::World, }), _ => {}, } } } else if let Some(dir) = velocities .get(entity) .and_then(|vel| vel.0.try_normalized()) { ori.0 = dir.into(); } if projectile.time_left == Duration::default() { server_emitter.emit(ServerEvent::Destroy { entity, cause: HealthSource::World, }); } projectile.time_left = projectile .time_left .checked_sub(Duration::from_secs_f32(dt.0)) .unwrap_or_default(); } sys_metrics.projectile_ns.store( start_time.elapsed().as_nanos() as i64, std::sync::atomic::Ordering::Relaxed, ); } }