veloren/common/sys/src/character_behavior.rs
jiminycrick 3d44ac2c35 Humanoid skill config and AI skill check
updated axe skill with correct icons
2021-01-19 08:08:05 -05:00

225 lines
9.5 KiB
Rust

use specs::{Entities, Join, LazyUpdate, Read, ReadExpect, ReadStorage, System, WriteStorage};
use common::{
comp::{
inventory::slot::{EquipSlot, Slot},
Attacking, Beam, Body, CharacterState, Controller, Energy, Health, Inventory, Mounting,
Ori, PhysicsState, Pos, StateUpdate, Stats, Vel,
},
event::{EventBus, LocalEvent, ServerEvent},
metrics::SysMetrics,
resources::DeltaTime,
span,
states::{
self,
behavior::{CharacterBehavior, JoinData, JoinTuple},
},
uid::{Uid, UidAllocator},
};
fn incorporate_update(tuple: &mut JoinTuple, state_update: StateUpdate) {
// TODO: if checking equality is expensive use optional field in StateUpdate
if tuple.2.get_unchecked() != &state_update.character {
*tuple.2.get_mut_unchecked() = state_update.character
};
*tuple.3 = state_update.pos;
*tuple.4 = state_update.vel;
*tuple.5 = state_update.ori;
// Note: might be changed every tick by timer anyway
if tuple.6.get_unchecked() != &state_update.energy {
*tuple.6.get_mut_unchecked() = state_update.energy
};
if state_update.swap_loadout {
let mut inventory = tuple.7.get_mut_unchecked();
let inventory = &mut *inventory;
inventory
.swap(
Slot::Equip(EquipSlot::Mainhand),
Slot::Equip(EquipSlot::Offhand),
)
.first()
.unwrap_none(); // Swapping main and offhand never results in leftover items
}
}
/// ## Character Behavior System
/// Passes `JoinData` to `CharacterState`'s `behavior` handler fn's. Receives a
/// `StateUpdate` in return and performs updates to ECS Components from that.
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
Read<'a, UidAllocator>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
Read<'a, DeltaTime>,
Read<'a, LazyUpdate>,
ReadExpect<'a, SysMetrics>,
WriteStorage<'a, CharacterState>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
WriteStorage<'a, Energy>,
WriteStorage<'a, Inventory>,
WriteStorage<'a, Controller>,
ReadStorage<'a, Health>,
ReadStorage<'a, Body>,
ReadStorage<'a, PhysicsState>,
ReadStorage<'a, Attacking>,
ReadStorage<'a, Beam>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Mounting>,
ReadStorage<'a, Stats>,
);
#[allow(clippy::while_let_on_iterator)] // TODO: Pending review in #587
fn run(
&mut self,
(
entities,
_uid_allocator,
server_bus,
local_bus,
dt,
updater,
sys_metrics,
mut character_states,
mut positions,
mut velocities,
mut orientations,
mut energies,
mut inventories,
mut controllers,
healths,
bodies,
physics_states,
attacking_storage,
beam_storage,
uids,
mountings,
stats,
): Self::SystemData,
) {
let start_time = std::time::Instant::now();
span!(_guard, "run", "character_behavior::Sys::run");
let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
for mut tuple in (
&entities,
&uids,
&mut character_states.restrict_mut(),
&mut positions,
&mut velocities,
&mut orientations,
&mut energies.restrict_mut(),
&mut inventories.restrict_mut(),
&mut controllers,
&healths,
&bodies,
&physics_states,
attacking_storage.maybe(),
beam_storage.maybe(),
&stats,
)
.join()
{
// Being dead overrides all other states
if tuple.9.is_dead {
// Do nothing
continue;
}
// If mounted, character state is controlled by mount
// TODO: Make mounting a state
if let Some(Mounting(_)) = mountings.get(tuple.0) {
let sit_state = CharacterState::Sit {};
if tuple.2.get_unchecked() != &sit_state {
*tuple.2.get_mut_unchecked() = sit_state;
}
continue;
}
let actions = std::mem::replace(&mut tuple.8.actions, Vec::new());
for action in actions {
let j = JoinData::new(&tuple, &updater, &dt);
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.handle_event(&j, action),
CharacterState::Climb => states::climb::Data.handle_event(&j, action),
CharacterState::Glide => states::glide::Data.handle_event(&j, action),
CharacterState::GlideWield => {
states::glide_wield::Data.handle_event(&j, action)
},
CharacterState::Sit => {
states::sit::Data::handle_event(&states::sit::Data, &j, action)
},
CharacterState::Dance => {
states::dance::Data::handle_event(&states::dance::Data, &j, action)
},
CharacterState::Sneak => {
states::sneak::Data::handle_event(&states::sneak::Data, &j, action)
},
CharacterState::BasicBlock => {
states::basic_block::Data.handle_event(&j, action)
},
CharacterState::Roll(data) => data.handle_event(&j, action),
CharacterState::Wielding => states::wielding::Data.handle_event(&j, action),
CharacterState::Equipping(data) => data.handle_event(&j, action),
CharacterState::ComboMelee(data) => data.handle_event(&j, action),
CharacterState::BasicMelee(data) => data.handle_event(&j, action),
CharacterState::BasicRanged(data) => data.handle_event(&j, action),
CharacterState::Boost(data) => data.handle_event(&j, action),
CharacterState::DashMelee(data) => data.handle_event(&j, action),
CharacterState::LeapMelee(data) => data.handle_event(&j, action),
CharacterState::SpinMelee(data) => data.handle_event(&j, action),
CharacterState::ChargedMelee(data) => data.handle_event(&j, action),
CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
CharacterState::RepeaterRanged(data) => data.handle_event(&j, action),
CharacterState::Shockwave(data) => data.handle_event(&j, action),
CharacterState::BasicBeam(data) => data.handle_event(&j, action),
};
local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
incorporate_update(&mut tuple, state_update);
}
let j = JoinData::new(&tuple, &updater, &dt);
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.behavior(&j),
CharacterState::Climb => states::climb::Data.behavior(&j),
CharacterState::Glide => states::glide::Data.behavior(&j),
CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, &j),
CharacterState::BasicBlock => states::basic_block::Data.behavior(&j),
CharacterState::Roll(data) => data.behavior(&j),
CharacterState::Wielding => states::wielding::Data.behavior(&j),
CharacterState::Equipping(data) => data.behavior(&j),
CharacterState::ComboMelee(data) => data.behavior(&j),
CharacterState::BasicMelee(data) => data.behavior(&j),
CharacterState::BasicRanged(data) => data.behavior(&j),
CharacterState::Boost(data) => data.behavior(&j),
CharacterState::DashMelee(data) => data.behavior(&j),
CharacterState::LeapMelee(data) => data.behavior(&j),
CharacterState::SpinMelee(data) => data.behavior(&j),
CharacterState::ChargedMelee(data) => data.behavior(&j),
CharacterState::ChargedRanged(data) => data.behavior(&j),
CharacterState::RepeaterRanged(data) => data.behavior(&j),
CharacterState::Shockwave(data) => data.behavior(&j),
CharacterState::BasicBeam(data) => data.behavior(&j),
};
local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
incorporate_update(&mut tuple, state_update);
}
sys_metrics.character_behavior_ns.store(
start_time.elapsed().as_nanos() as u64,
std::sync::atomic::Ordering::Relaxed,
);
}
}