veloren/common/src/sys/combat.rs
Samuel Keiffer 527e7a329e Armor fixes
2020-07-25 23:57:04 +00:00

176 lines
5.9 KiB
Rust

use crate::{
comp::{
Alignment, Attacking, Body, CharacterState, Damage, DamageSource, HealthChange,
HealthSource, Loadout, Ori, Pos, Scale, Stats,
},
event::{EventBus, LocalEvent, ServerEvent},
sync::Uid,
util::Dir,
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
use vek::*;
pub const BLOCK_EFFICIENCY: f32 = 0.9;
pub const BLOCK_ANGLE: f32 = 180.0;
/// This system is responsible for handling accepted inputs like moving or
/// attacking
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Ori>,
ReadStorage<'a, Scale>,
ReadStorage<'a, Alignment>,
ReadStorage<'a, Body>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Loadout>,
WriteStorage<'a, Attacking>,
WriteStorage<'a, CharacterState>,
);
fn run(
&mut self,
(
entities,
server_bus,
local_bus,
uids,
positions,
orientations,
scales,
alignments,
bodies,
stats,
loadouts,
mut attacking_storage,
character_states,
): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
// Attacks
for (entity, uid, pos, ori, scale_maybe, attack) in (
&entities,
&uids,
&positions,
&orientations,
scales.maybe(),
&mut attacking_storage,
)
.join()
{
if attack.applied {
continue;
}
attack.applied = true;
// Go through all other entities
for (
b,
uid_b,
pos_b,
ori_b,
scale_b_maybe,
alignment_b_maybe,
character_b,
stats_b,
body_b,
) in (
&entities,
&uids,
&positions,
&orientations,
scales.maybe(),
alignments.maybe(),
character_states.maybe(),
&stats,
&bodies,
)
.join()
{
// 2D versions
let pos2 = Vec2::from(pos.0);
let pos_b2 = Vec2::<f32>::from(pos_b.0);
let ori2 = Vec2::from(*ori.0);
// Scales
let scale = scale_maybe.map_or(1.0, |s| s.0);
let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
let rad_b = body_b.radius() * scale_b;
// Check if it is a hit
if entity != b
&& !stats_b.is_dead
// Spherical wedge shaped attack field
&& pos.0.distance_squared(pos_b.0) < (rad_b + scale * attack.range).powi(2)
&& ori2.angle_between(pos_b2 - pos2) < attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
{
// Weapon gives base damage
let source = if attack.base_healthchange > 0 {
DamageSource::Healing
} else {
DamageSource::Melee
};
let mut damage = Damage {
healthchange: attack.base_healthchange as f32,
source,
};
let mut knockback = attack.knockback;
// TODO: remove this, either it will remain unused or be used as a temporary
// gameplay balance
//// NPCs do less damage
//if agent_maybe.is_some() {
// healthchange = (healthchange / 1.5).min(-1.0);
//}
// TODO: remove this when there is a better way to deal with alignment
// Don't heal NPCs
if (damage.healthchange > 0.0 && alignment_b_maybe
.map(|a| !a.is_friendly_to_players())
.unwrap_or(true))
// Don't hurt pets
|| (damage.healthchange < 0.0 && alignment_b_maybe
.map(|b| Alignment::Owned(*uid).passive_towards(*b))
.unwrap_or(false))
{
damage.healthchange = 0.0;
knockback = 0.0;
}
let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
&& ori_b.0.angle_between(pos.0 - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0;
if let Some(loadout) = loadouts.get(b) {
damage.modify_damage(block, loadout);
}
if damage.healthchange != 0.0 {
server_emitter.emit(ServerEvent::Damage {
uid: *uid_b,
change: HealthChange {
amount: damage.healthchange as i32,
cause: HealthSource::Attack { by: *uid },
},
});
}
if knockback != 0.0 {
local_emitter.emit(LocalEvent::ApplyForce {
entity: b,
force: knockback
* *Dir::slerp(ori.0, Dir::new(Vec3::new(0.0, 0.0, 1.0)), 0.5),
});
}
attack.hit_count += 1;
}
}
}
}
}