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347 lines
15 KiB
Rust
347 lines
15 KiB
Rust
use common::{
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combat::{AttackerInfo, TargetInfo},
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comp::{
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Beam, BeamSegment, Body, Combo, Energy, Group, Health, HealthSource, Inventory, Ori, Pos,
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Scale, Stats,
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},
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event::{EventBus, ServerEvent},
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resources::{DeltaTime, Time},
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terrain::TerrainGrid,
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uid::{Uid, UidAllocator},
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vol::ReadVol,
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GroupTarget,
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};
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use common_ecs::{Job, Origin, ParMode, Phase, System};
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use rayon::iter::ParallelIterator;
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use specs::{
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, ParJoin, Read, ReadExpect,
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ReadStorage, SystemData, World, WriteStorage,
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};
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use std::time::Duration;
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use vek::*;
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#[derive(SystemData)]
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pub struct ReadData<'a> {
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entities: Entities<'a>,
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server_bus: Read<'a, EventBus<ServerEvent>>,
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time: Read<'a, Time>,
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dt: Read<'a, DeltaTime>,
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terrain: ReadExpect<'a, TerrainGrid>,
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uid_allocator: Read<'a, UidAllocator>,
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uids: ReadStorage<'a, Uid>,
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positions: ReadStorage<'a, Pos>,
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orientations: ReadStorage<'a, Ori>,
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scales: ReadStorage<'a, Scale>,
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bodies: ReadStorage<'a, Body>,
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healths: ReadStorage<'a, Health>,
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inventories: ReadStorage<'a, Inventory>,
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groups: ReadStorage<'a, Group>,
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energies: ReadStorage<'a, Energy>,
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stats: ReadStorage<'a, Stats>,
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combos: ReadStorage<'a, Combo>,
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}
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/// This system is responsible for handling beams that heal or do damage
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#[derive(Default)]
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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ReadData<'a>,
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WriteStorage<'a, BeamSegment>,
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WriteStorage<'a, Beam>,
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);
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const NAME: &'static str = "beam";
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const ORIGIN: Origin = Origin::Common;
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const PHASE: Phase = Phase::Create;
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fn run(job: &mut Job<Self>, (read_data, mut beam_segments, mut beams): Self::SystemData) {
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let mut server_emitter = read_data.server_bus.emitter();
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let time = read_data.time.0;
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let dt = read_data.dt.0;
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job.cpu_stats.measure(ParMode::Rayon);
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// Beams
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let (server_events, add_hit_entities) = (
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&read_data.entities,
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&read_data.positions,
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&read_data.orientations,
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&beam_segments,
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)
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.par_join()
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.fold(|| (Vec::new(), Vec::new()), |(mut server_events, mut add_hit_entities), (entity, pos, ori, beam_segment)|
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{
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let creation_time = match beam_segment.creation {
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Some(time) => time,
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// Skip newly created beam segments
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None => return (server_events, add_hit_entities),
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};
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let end_time = creation_time + beam_segment.duration.as_secs_f64();
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// If beam segment is out of time emit destroy event but still continue since it
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// may have traveled and produced effects a bit before reaching it's
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// end point
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if end_time < time {
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server_events.push(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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});
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}
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// Determine area that was covered by the beam in the last tick
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let frame_time = dt.min((end_time - time) as f32);
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if frame_time <= 0.0 {
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return (server_events, add_hit_entities);
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}
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// Note: min() probably uneeded
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let time_since_creation = (time - creation_time) as f32;
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let frame_start_dist =
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(beam_segment.speed * (time_since_creation - frame_time)).max(0.0);
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let frame_end_dist = (beam_segment.speed * time_since_creation).max(frame_start_dist);
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let beam_owner = beam_segment
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.owner
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.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
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// Group to ignore collisions with
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// Might make this more nuanced if beams are used for non damage effects
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let group = beam_owner.and_then(|e| read_data.groups.get(e));
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let hit_entities = if let Some(beam) = beam_owner.and_then(|e| beams.get(e)) {
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&beam.hit_entities
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} else {
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return (server_events, add_hit_entities);
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};
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// Go through all other effectable entities
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for (target, uid_b, pos_b, health_b, body_b) in (
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&read_data.entities,
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&read_data.uids,
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&read_data.positions,
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&read_data.healths,
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&read_data.bodies,
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)
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.join()
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{
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// Check to see if entity has already been hit recently
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if hit_entities.iter().any(|&uid| uid == *uid_b) {
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continue;
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}
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// Scales
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let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
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let rad_b = body_b.radius() * scale_b;
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let height_b = body_b.height() * scale_b;
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// Check if it is a hit
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let hit = entity != target
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&& !health_b.is_dead
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// Collision shapes
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&& sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.look_dir(), beam_segment.angle, pos_b.0, rad_b, height_b);
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// Finally, ensure that a hit has actually occurred by performing a raycast. We do this last because
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// it's likely to be the most expensive operation.
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let tgt_dist = pos.0.distance(pos_b.0);
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let hit = hit && read_data.terrain
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.ray(pos.0, pos.0 + *ori.look_dir() * (tgt_dist + 1.0))
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.until(|b| b.is_filled())
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.cast().0 >= tgt_dist;
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if hit {
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// See if entities are in the same group
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let same_group = group
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.map(|group_a| Some(group_a) == read_data.groups.get(target))
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.unwrap_or(Some(*uid_b) == beam_segment.owner);
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let target_group = if same_group {
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GroupTarget::InGroup
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} else {
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GroupTarget::OutOfGroup
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};
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// If owner, shouldn't heal or damage
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if Some(*uid_b) == beam_segment.owner {
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continue;
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}
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let attacker_info =
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beam_owner
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.zip(beam_segment.owner)
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.map(|(entity, uid)| AttackerInfo {
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entity,
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uid,
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energy: read_data.energies.get(entity),
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combo: read_data.combos.get(entity),
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});
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let target_info = TargetInfo {
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entity: target,
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inventory: read_data.inventories.get(target),
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stats: read_data.stats.get(target),
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health: read_data.healths.get(target),
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};
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beam_segment.properties.attack.apply_attack(
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target_group,
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attacker_info,
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target_info,
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ori.look_dir(),
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false,
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1.0,
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|e| server_events.push(e),
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);
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add_hit_entities.push((beam_owner, *uid_b));
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}
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}
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(server_events, add_hit_entities)
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}).reduce(|| (Vec::new(), Vec::new()), |(mut events_a, mut hit_entities_a), (mut events_b, mut hit_entities_b)| {
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events_a.append(&mut events_b);
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hit_entities_a.append(&mut hit_entities_b);
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(events_a, hit_entities_a)
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});
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job.cpu_stats.measure(ParMode::Single);
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for event in server_events {
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server_emitter.emit(event);
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}
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for (owner, hit_entity) in add_hit_entities {
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if let Some(ref mut beam) = owner.and_then(|e| beams.get_mut(e)) {
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beam.hit_entities.push(hit_entity);
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}
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}
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for beam in (&mut beams).join() {
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beam.timer = beam
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.timer
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.checked_add(Duration::from_secs_f32(dt))
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.unwrap_or(beam.tick_dur);
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if beam.timer >= beam.tick_dur {
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beam.hit_entities.clear();
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beam.timer = beam.timer.checked_sub(beam.tick_dur).unwrap_or_default();
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}
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}
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// Set start time on new beams
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// This change doesn't need to be recorded as it is not sent to the client
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beam_segments.set_event_emission(false);
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(&mut beam_segments).join().for_each(|mut beam_segment| {
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if beam_segment.creation.is_none() {
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beam_segment.creation = Some(time);
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}
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});
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beam_segments.set_event_emission(true);
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}
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}
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/// Assumes upright cylinder
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/// See page 12 of https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.396.7952&rep=rep1&type=pdf
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#[allow(clippy::too_many_arguments)]
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fn sphere_wedge_cylinder_collision(
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// Values for spherical wedge
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real_pos: Vec3<f32>,
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min_rad: f32, // Distance from beam origin to inner section of beam
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max_rad: f32, //Distance from beam origin to outer section of beam
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ori: Vec3<f32>,
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angle: f32,
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// Values for cylinder
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bottom_pos_b: Vec3<f32>, // Position of bottom of cylinder
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rad_b: f32,
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length_b: f32,
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) -> bool {
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// Converts all coordinates so that the new origin is in the center of the
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// cylinder
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let center_pos_b = Vec3::new(
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bottom_pos_b.x,
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bottom_pos_b.y,
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bottom_pos_b.z + length_b / 2.0,
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);
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let pos = real_pos - center_pos_b;
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let pos_b = Vec3::zero();
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if pos.distance_squared(pos_b) > (max_rad + rad_b + length_b).powi(2) {
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// Does quick check if entity is too far (I'm not sure if necessary, but
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// probably makes detection more efficient)
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false
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} else if pos.z.abs() <= length_b / 2.0 {
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// Checks case 1: center of sphere is on same z-height as cylinder
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let pos2 = Vec2::<f32>::from(pos);
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let ori2 = Vec2::from(ori);
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let distance = pos2.distance(Vec2::zero());
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let in_range = distance < max_rad && distance > min_rad;
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// Done so that if distance = 0, atan() can still be calculated https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=6d2221bb9454debdfca8f9c52d1edb29
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let tangent_value1: f32 = rad_b / distance;
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let tangent_value2: f32 = length_b / 2.0 / distance;
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let in_angle = pos2.angle_between(-ori2) < angle + (tangent_value1).atan().abs()
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&& pos.angle_between(-ori) < angle + (tangent_value2).atan().abs();
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in_range && in_angle
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} else {
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// Checks case 2: if sphere collides with top/bottom of cylinder, doesn't use
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// paper. Logic used here is it checks if line between centers passes through
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// either cap, then if the cap is within range, then if withing angle of beam.
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// If line
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let sign = if pos.z > 0.0 { 1.0 } else { -1.0 };
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let height = sign * length_b / 2.0;
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let (in_range, in_angle): (bool, bool);
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// Gets relatively how far along the line (between sphere and cylinder centers)
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// the endcap of the cylinder is, is between 0 and 1 when sphere center is not
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// in cylinder
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let intersect_frac = (length_b / 2.0 / pos.z).abs();
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// Gets the position of the cylinder edge closest to the sphere center
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let edge_pos = if let Some(vec) = Vec3::new(pos.x, pos.y, 0.0).try_normalized() {
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vec * rad_b
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} else {
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// Returns an arbitrary location that is still guaranteed to be on the cylinder
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// edge. This case should only happen when the sphere is directly above the
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// cylinder, in which case all positions on edge are equally close.
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Vec3::new(rad_b, 0.0, 0.0)
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};
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// Gets position on opposite edge of same endcap
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let opp_end_edge_pos = Vec3::new(-edge_pos.x, -edge_pos.y, height);
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// Gets position on same edge of opposite endcap
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let bot_end_edge_pos = Vec3::new(edge_pos.x, edge_pos.y, -height);
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// Gets point on line between sphere and cylinder centers that the z value is
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// equal to the endcap z location
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let intersect_point = Vec2::new(pos.x * intersect_frac, pos.y * intersect_frac);
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// Checks if line between sphere and cylinder center passes through cap of
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// cylinder
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if intersect_point.distance_squared(Vec2::zero()) <= rad_b.powi(2) {
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let distance_squared =
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Vec3::new(intersect_point.x, intersect_point.y, height).distance_squared(pos);
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in_range = distance_squared < max_rad.powi(2) && distance_squared > min_rad.powi(2);
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// Angle between (line between centers of cylinder and sphere) and either (line
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// between opposite edge of endcap and sphere center) or (line between close
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// edge of endcap on bottom of cylinder and sphere center). Whichever angle is
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// largest is used.
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let angle2 = (pos_b - pos)
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.angle_between(opp_end_edge_pos - pos)
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.max((pos_b - pos).angle_between(bot_end_edge_pos - pos));
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in_angle = pos.angle_between(-ori) < angle + angle2;
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} else {
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// TODO: Handle collision for this case more accurately
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// For this case, the nearest point will be the edge of the endcap
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let endcap_edge_pos = Vec3::new(edge_pos.x, edge_pos.y, height);
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let distance_squared = endcap_edge_pos.distance_squared(pos);
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in_range = distance_squared > min_rad.powi(2) && distance_squared < max_rad.powi(2);
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// Gets side positions on same endcap
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let side_end_edge_pos_1 = Vec3::new(edge_pos.y, -edge_pos.x, height);
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let side_end_edge_pos_2 = Vec3::new(-edge_pos.y, edge_pos.x, height);
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// Gets whichever angle is bigger, between sphere center and opposite edge,
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// sphere center and bottom edge, or half of sphere center and both the side
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// edges
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let angle2 = (pos_b - pos).angle_between(opp_end_edge_pos - pos).max(
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(pos_b - pos).angle_between(bot_end_edge_pos - pos).max(
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(side_end_edge_pos_1 - pos).angle_between(side_end_edge_pos_2 - pos) / 2.0,
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),
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);
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// Will be somewhat inaccurate, tends towards hitting when it shouldn't
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// Checks angle between orientation and line between sphere and cylinder centers
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in_angle = pos.angle_between(-ori) < angle + angle2;
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}
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in_range && in_angle
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}
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}
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