veloren/common/sys/src/character_behavior.rs
Sam 43874a4aa5 Added healing beam character state.
This was done as there was a lot of special casing in basic beam to account for healing.
2021-03-09 17:58:20 -05:00

357 lines
16 KiB
Rust

use specs::{
shred::ResourceId, Entities, Join, LazyUpdate, Read, ReadStorage, SystemData, World,
WriteStorage,
};
use common::{
comp::{
inventory::{
item::MaterialStatManifest,
slot::{EquipSlot, Slot},
},
Beam, Body, CharacterState, Combo, Controller, Energy, Health, Inventory, Melee, Mounting,
Ori, PhysicsState, Poise, PoiseState, Pos, StateUpdate, Stats, Vel,
},
event::{EventBus, LocalEvent, ServerEvent},
resources::DeltaTime,
states::{
self,
behavior::{CharacterBehavior, JoinData, JoinStruct},
},
uid::Uid,
};
use common_ecs::{Job, Origin, Phase, System};
use std::time::Duration;
fn incorporate_update(join: &mut JoinStruct, state_update: StateUpdate) {
// TODO: if checking equality is expensive use optional field in StateUpdate
if join.char_state.get_unchecked() != &state_update.character {
*join.char_state.get_mut_unchecked() = state_update.character
};
*join.pos = state_update.pos;
*join.vel = state_update.vel;
*join.ori = state_update.ori;
// Note: might be changed every tick by timer anyway
if join.energy.get_unchecked() != &state_update.energy {
*join.energy.get_mut_unchecked() = state_update.energy
};
if state_update.swap_equipped_weapons {
let mut inventory = join.inventory.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
}
}
#[derive(SystemData)]
pub struct ReadData<'a> {
entities: Entities<'a>,
server_bus: Read<'a, EventBus<ServerEvent>>,
local_bus: Read<'a, EventBus<LocalEvent>>,
dt: Read<'a, DeltaTime>,
lazy_update: Read<'a, LazyUpdate>,
healths: ReadStorage<'a, Health>,
bodies: ReadStorage<'a, Body>,
physics_states: ReadStorage<'a, PhysicsState>,
melee_attacks: ReadStorage<'a, Melee>,
beams: ReadStorage<'a, Beam>,
uids: ReadStorage<'a, Uid>,
mountings: ReadStorage<'a, Mounting>,
stats: ReadStorage<'a, Stats>,
msm: Read<'a, MaterialStatManifest>,
combos: ReadStorage<'a, Combo>,
}
/// ## 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.
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
ReadData<'a>,
WriteStorage<'a, CharacterState>,
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Ori>,
WriteStorage<'a, Energy>,
WriteStorage<'a, Inventory>,
WriteStorage<'a, Controller>,
WriteStorage<'a, Poise>,
);
const NAME: &'static str = "character_behavior";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
#[allow(clippy::while_let_on_iterator)] // TODO: Pending review in #587
fn run(
_job: &mut Job<Self>,
(
read_data,
mut character_states,
mut positions,
mut velocities,
mut orientations,
mut energies,
mut inventories,
mut controllers,
mut poises,
): Self::SystemData,
) {
let mut server_emitter = read_data.server_bus.emitter();
let mut local_emitter = read_data.local_bus.emitter();
for (
entity,
uid,
mut char_state,
mut pos,
mut vel,
mut ori,
energy,
inventory,
mut controller,
health,
body,
physics,
stat,
combo,
) in (
&read_data.entities,
&read_data.uids,
&mut character_states.restrict_mut(),
&mut positions,
&mut velocities,
&mut orientations,
&mut energies.restrict_mut(),
&mut inventories.restrict_mut(),
&mut controllers,
&read_data.healths,
&read_data.bodies,
&read_data.physics_states,
&read_data.stats,
&read_data.combos,
)
.join()
{
// Being dead overrides all other states
if health.is_dead {
// Do nothing
continue;
}
// If mounted, character state is controlled by mount
// TODO: Make mounting a state
if let Some(Mounting(_)) = read_data.mountings.get(entity) {
let sit_state = CharacterState::Sit {};
if char_state.get_unchecked() != &sit_state {
*char_state.get_mut_unchecked() = sit_state;
}
continue;
}
// Enter stunned state if poise damage is enough
if let Some(mut poise) = poises.get_mut(entity) {
let was_wielded = char_state.get_unchecked().is_wield();
let poise_state = poise.poise_state();
match poise_state {
PoiseState::Normal => {},
PoiseState::Interrupted => {
poise.reset();
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(150),
recover_duration: Duration::from_millis(150),
movement_speed: 0.4,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
},
PoiseState::Stunned => {
poise.reset();
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(500),
recover_duration: Duration::from_millis(300),
movement_speed: 0.1,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity,
impulse: 5.0 * poise.knockback(),
});
},
PoiseState::Dazed => {
poise.reset();
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(800),
recover_duration: Duration::from_millis(250),
movement_speed: 0.0,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity,
impulse: 10.0 * poise.knockback(),
});
},
PoiseState::KnockedDown => {
poise.reset();
*char_state.get_mut_unchecked() =
CharacterState::Stunned(common::states::stunned::Data {
static_data: common::states::stunned::StaticData {
buildup_duration: Duration::from_millis(1000),
recover_duration: Duration::from_millis(750),
movement_speed: 0.0,
poise_state,
},
timer: Duration::default(),
stage_section: common::states::utils::StageSection::Buildup,
was_wielded,
});
server_emitter.emit(ServerEvent::Knockback {
entity,
impulse: 10.0 * poise.knockback(),
});
},
}
}
// Controller actions
let actions = std::mem::replace(&mut controller.actions, Vec::new());
let mut join_struct = JoinStruct {
entity,
uid: &uid,
char_state,
pos: &mut pos,
vel: &mut vel,
ori: &mut ori,
energy,
inventory,
controller: &mut controller,
health: &health,
body: &body,
physics: &physics,
melee_attack: read_data.melee_attacks.get(entity),
beam: read_data.beams.get(entity),
stat: &stat,
combo: &combo,
};
for action in actions {
let j = JoinData::new(
&join_struct,
&read_data.lazy_update,
&read_data.dt,
&read_data.msm,
);
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.handle_event(&j, action),
CharacterState::Talk => states::talk::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::Stunned(data) => 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),
CharacterState::CastAura(data) => data.handle_event(&j, action),
CharacterState::HealingBeam(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 join_struct, state_update);
}
let j = JoinData::new(
&join_struct,
&read_data.lazy_update,
&read_data.dt,
&read_data.msm,
);
let mut state_update = match j.character {
CharacterState::Idle => states::idle::Data.behavior(&j),
CharacterState::Talk => states::talk::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::Stunned(data) => 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),
CharacterState::CastAura(data) => data.behavior(&j),
CharacterState::HealingBeam(data) => data.behavior(&j),
};
local_emitter.append(&mut state_update.local_events);
server_emitter.append(&mut state_update.server_events);
incorporate_update(&mut join_struct, state_update);
}
}
}