veloren/server/src/sys/terrain.rs

332 lines
13 KiB
Rust

use crate::{
chunk_generator::ChunkGenerator, client::Client, presence::Presence, rtsim::RtSim,
settings::Settings, SpawnPoint, Tick,
};
use common::{
comp::{
self, bird_medium, inventory::loadout_builder::LoadoutConfig, Alignment,
BehaviorCapability, Pos,
},
event::{EventBus, ServerEvent},
generation::get_npc_name,
npc::NPC_NAMES,
terrain::TerrainGrid,
LoadoutBuilder, SkillSetBuilder,
};
use common_ecs::{Job, Origin, Phase, System};
use common_net::msg::{CompressedData, ServerGeneral};
use common_state::TerrainChanges;
use comp::Behavior;
use specs::{Join, Read, ReadStorage, Write, WriteExpect};
use std::sync::Arc;
use vek::*;
/// This system will handle loading generated chunks and unloading
/// unneeded chunks.
/// 1. Inserts newly generated chunks into the TerrainGrid
/// 2. Sends new chunks to nearby clients
/// 3. Handles the chunk's supplement (e.g. npcs)
/// 4. Removes chunks outside the range of players
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)] // TODO: Pending review in #587
type SystemData = (
Read<'a, EventBus<ServerEvent>>,
Read<'a, Tick>,
Read<'a, SpawnPoint>,
Read<'a, Settings>,
WriteExpect<'a, ChunkGenerator>,
WriteExpect<'a, TerrainGrid>,
Write<'a, TerrainChanges>,
WriteExpect<'a, RtSim>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Presence>,
ReadStorage<'a, Client>,
);
const NAME: &'static str = "terrain";
const ORIGIN: Origin = Origin::Server;
const PHASE: Phase = Phase::Create;
fn run(
_job: &mut Job<Self>,
(
server_event_bus,
tick,
spawn_point,
server_settings,
mut chunk_generator,
mut terrain,
mut terrain_changes,
mut rtsim,
positions,
presences,
clients,
): Self::SystemData,
) {
let mut server_emitter = server_event_bus.emitter();
// Fetch any generated `TerrainChunk`s and insert them into the terrain.
// Also, send the chunk data to anybody that is close by.
let mut new_chunks = Vec::new();
'insert_terrain_chunks: while let Some((key, res)) = chunk_generator.recv_new_chunk() {
let (chunk, supplement) = match res {
Ok((chunk, supplement)) => (chunk, supplement),
Err(Some(entity)) => {
if let Some(client) = clients.get(entity) {
client.send_fallible(ServerGeneral::TerrainChunkUpdate {
key,
chunk: Err(()),
});
}
continue 'insert_terrain_chunks;
},
Err(None) => {
continue 'insert_terrain_chunks;
},
};
// Arcify the chunk
let chunk = Arc::new(chunk);
// Add to list of chunks to send to nearby players.
new_chunks.push((key, Arc::clone(&chunk)));
// Send the chunk to all nearby players.
let mut lazy_msg = None;
for (presence, pos, client) in (&presences, &positions, &clients).join() {
let chunk_pos = terrain.pos_key(pos.0.map(|e| e as i32));
// Subtract 2 from the offset before computing squared magnitude
// 1 since chunks need neighbors to be meshed
// 1 to act as a buffer if the player moves in that direction
let adjusted_dist_sqr = (chunk_pos - key)
.map(|e: i32| (e.abs() as u32).saturating_sub(2))
.magnitude_squared();
if adjusted_dist_sqr <= presence.view_distance.pow(2) {
if lazy_msg.is_none() {
lazy_msg = Some(client.prepare(ServerGeneral::TerrainChunkUpdate {
key,
chunk: Ok(CompressedData::compress(&*chunk, 5)),
}));
}
lazy_msg.as_ref().map(|ref msg| client.send_prepared(&msg));
}
}
// TODO: code duplication for chunk insertion between here and state.rs
// Insert the chunk into terrain changes
if terrain.insert(key, chunk).is_some() {
terrain_changes.modified_chunks.insert(key);
} else {
terrain_changes.new_chunks.insert(key);
rtsim.hook_load_chunk(key);
}
// Handle chunk supplement
for entity in supplement.entities {
// Check this because it's a common source of weird bugs
assert!(
terrain
.pos_key(entity.pos.map(|e| e.floor() as i32))
.map2(key, |e, tgt| (e - tgt).abs() <= 1)
.reduce_and(),
"Chunk spawned entity that wasn't nearby",
);
if entity.is_waypoint {
server_emitter.emit(ServerEvent::CreateWaypoint(entity.pos));
continue;
}
let mut body = entity.body;
let name = entity.name.unwrap_or_else(|| "Unnamed".to_string());
let alignment = entity.alignment;
let main_tool = entity.main_tool;
let mut stats = comp::Stats::new(name);
let mut scale = entity.scale;
// Replace stuff if it's a boss
if entity.is_giant {
if rand::random::<f32>() < 0.65 && entity.alignment != Alignment::Enemy {
let body_new = comp::humanoid::Body::random();
let npc_names = NPC_NAMES.read();
body = comp::Body::Humanoid(body_new);
stats = comp::Stats::new(format!(
"Gentle Giant {}",
get_npc_name(&npc_names.humanoid, body_new.species)
));
}
scale = 2.0 + rand::random::<f32>();
}
let loadout_config = entity.loadout_config;
let economy = entity.trading_information.as_ref();
let skillset_config = entity.skillset_config;
let skill_set =
SkillSetBuilder::build_skillset(&main_tool, skillset_config).build();
let loadout =
LoadoutBuilder::build_loadout(body, main_tool, loadout_config, economy).build();
let health = comp::Health::new(body, entity.level.unwrap_or(0));
let poise = comp::Poise::new(body);
let can_speak = match body {
comp::Body::Humanoid(_) => alignment == comp::Alignment::Npc,
comp::Body::BirdMedium(bird_medium) => match bird_medium.species {
// Parrots like to have a word in this, too...
bird_medium::Species::Parrot => alignment == comp::Alignment::Npc,
_ => false,
},
_ => false,
};
let trade_for_site = if matches!(loadout_config, Some(LoadoutConfig::Merchant)) {
economy.map(|e| e.id)
} else {
None
};
// TODO: This code sets an appropriate base_damage for the enemy. This doesn't
// work because the damage is now saved in an ability
/*
if let Some(item::ItemKind::Tool(item::ToolData { base_damage, .. })) =
&mut loadout.active_item.map(|i| i.item.kind)
{
*base_damage = stats.level.level() as u32 * 3;
}
*/
server_emitter.emit(ServerEvent::CreateNpc {
pos: Pos(entity.pos),
stats,
skill_set,
health,
poise,
loadout,
agent: if entity.has_agency {
Some(comp::Agent::new(
Some(entity.pos),
&body,
Behavior::default()
.maybe_with_capabilities(
can_speak.then(|| BehaviorCapability::SPEAK),
)
.with_trade_site(trade_for_site),
matches!(
loadout_config,
Some(comp::inventory::loadout_builder::LoadoutConfig::Guard)
),
))
} else {
None
},
body,
alignment,
scale: comp::Scale(scale),
home_chunk: Some(comp::HomeChunk(key)),
drop_item: entity.loot_drop,
rtsim_entity: None,
})
}
// Insert a safezone if chunk contains the spawn position
if server_settings.safe_spawn && is_spawn_chunk(key, *spawn_point, &terrain) {
server_emitter.emit(ServerEvent::CreateSafezone {
range: Some(100.0),
pos: Pos(spawn_point.0),
});
}
}
// Send the chunk to all nearby players.
use rayon::iter::{IntoParallelIterator, ParallelIterator};
new_chunks.into_par_iter().for_each(|(key, chunk)| {
let mut msg = Some(ServerGeneral::TerrainChunkUpdate {
key,
chunk: Ok(chunk),
});
let mut lazy_msg = None;
(&presences, &positions, &clients)
.join()
.for_each(|(presence, pos, client)| {
let chunk_pos = terrain.pos_key(pos.0.map(|e| e as i32));
// Subtract 2 from the offset before computing squared magnitude
// 1 since chunks need neighbors to be meshed
// 1 to act as a buffer if the player moves in that direction
let adjusted_dist_sqr = (chunk_pos - key)
.map(|e: i32| (e.abs() as u32).saturating_sub(2))
.magnitude_squared();
if adjusted_dist_sqr <= presence.view_distance.pow(2) {
if let Some(msg) = msg.take() {
lazy_msg = Some(client.prepare(msg));
};
lazy_msg.as_ref().map(|msg| client.send_prepared(msg));
}
});
});
// Remove chunks that are too far from players.
let mut chunks_to_remove = Vec::new();
terrain
.iter()
.map(|(k, _)| k)
// Don't check every chunk every tick (spread over 16 ticks)
.filter(|k| k.x.abs() as u64 % 4 + (k.y.abs() as u64 % 4) * 4 == tick.0 % 16)
// There shouldn't be to many pending chunks so we will just check them all
.chain(chunk_generator.pending_chunks())
.for_each(|chunk_key| {
let mut should_drop = true;
// For each player with a position, calculate the distance.
for (presence, pos) in (&presences, &positions).join() {
if chunk_in_vd(pos.0, chunk_key, &terrain, presence.view_distance) {
should_drop = false;
break;
}
}
if should_drop {
chunks_to_remove.push(chunk_key);
}
});
for key in chunks_to_remove {
// TODO: code duplication for chunk insertion between here and state.rs
if terrain.remove(key).is_some() {
terrain_changes.removed_chunks.insert(key);
rtsim.hook_unload_chunk(key);
}
chunk_generator.cancel_if_pending(key);
}
}
}
pub fn chunk_in_vd(
player_pos: Vec3<f32>,
chunk_pos: Vec2<i32>,
terrain: &TerrainGrid,
vd: u32,
) -> bool {
const MINIMUM_UNLOAD_DIST: u32 = 4;
let player_chunk_pos = terrain.pos_key(player_pos.map(|e| e as i32));
let adjusted_dist_sqr = (player_chunk_pos - chunk_pos)
.map(|e: i32| (e.abs() as u32).saturating_sub(2))
.magnitude_squared();
adjusted_dist_sqr <= vd.max(MINIMUM_UNLOAD_DIST).pow(2)
}
fn is_spawn_chunk(chunk_pos: Vec2<i32>, spawn_pos: SpawnPoint, terrain: &TerrainGrid) -> bool {
let spawn_chunk_pos = terrain.pos_key(spawn_pos.0.map(|e| e as i32));
chunk_pos == spawn_chunk_pos
}