mirror of
https://gitlab.com/veloren/veloren.git
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595 lines
24 KiB
Rust
595 lines
24 KiB
Rust
use crate::{client::Client, comp::quadruped_small, Server, SpawnPoint, StateExt};
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use common::{
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assets::Asset,
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comp::{
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self,
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chat::{KillSource, KillType},
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object, Alignment, Body, Damage, DamageSource, Group, HealthChange, HealthSource, Item,
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Player, Pos, Stats,
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},
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lottery::Lottery,
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msg::{PlayerListUpdate, ServerMsg},
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outcome::Outcome,
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state::BlockChange,
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sync::{Uid, UidAllocator, WorldSyncExt},
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sys::combat::BLOCK_ANGLE,
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terrain::{Block, TerrainGrid},
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vol::{ReadVol, Vox},
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};
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use comp::item::Reagent;
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use rand::prelude::*;
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use specs::{join::Join, saveload::MarkerAllocator, Entity as EcsEntity, WorldExt};
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use tracing::error;
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use vek::Vec3;
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pub fn handle_damage(server: &Server, uid: Uid, change: HealthChange) {
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let state = &server.state;
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let ecs = state.ecs();
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if let Some(entity) = ecs.entity_from_uid(uid.into()) {
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if let Some(stats) = ecs.write_storage::<Stats>().get_mut(entity) {
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stats.health.change_by(change);
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}
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}
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}
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pub fn handle_knockback(server: &Server, entity: EcsEntity, force: Vec3<f32>) {
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let state = &server.state;
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let ecs = state.ecs();
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let mut velocities = ecs.write_storage::<comp::Vel>();
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if let Some(vel) = velocities.get_mut(entity) {
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vel.0 = force;
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}
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let mut clients = state.ecs().write_storage::<Client>();
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if let Some(client) = clients.get_mut(entity) {
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client.notify(ServerMsg::Knockback(force));
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}
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}
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/// Handle an entity dying. If it is a player, it will send a message to all
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/// other players. If the entity that killed it had stats, then give it exp for
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/// the kill. Experience given is equal to the level of the entity that was
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/// killed times 10.
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// NOTE: Clippy incorrectly warns about a needless collect here because it does not
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// understand that the pet count (which is computed during the first iteration over the
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// members in range) is actually used by the second iteration over the members in range;
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// since we have no way of knowing the pet count before the first loop finishes, we
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// definitely need at least two loops. Then (currently) our only options are to store
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// the member list in temporary space (e.g. by collecting to a vector), or to repeat
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// the loop; but repeating the loop would currently be very inefficient since it has to
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// rescan every entity on the server again.
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#[allow(clippy::needless_collect)]
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pub fn handle_destroy(server: &mut Server, entity: EcsEntity, cause: HealthSource) {
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let state = server.state_mut();
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// TODO: Investigate duplicate `Destroy` events (but don't remove this).
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// If the entity was already deleted, it can't be destroyed again.
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if !state.ecs().is_alive(entity) {
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return;
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}
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// Chat message
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// If it was a player that died
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if let Some(_player) = state.ecs().read_storage::<Player>().get(entity) {
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if let Some(uid) = state.ecs().read_storage::<Uid>().get(entity) {
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let kill_source = match cause {
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HealthSource::Attack { by } => {
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// Get attacker entity
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if let Some(char_entity) = state.ecs().entity_from_uid(by.into()) {
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// Check if attacker is another player or entity with stats (npc)
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if state
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.ecs()
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.read_storage::<Player>()
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.get(char_entity)
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.is_some()
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{
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KillSource::Player(by, KillType::Melee)
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} else if let Some(stats) =
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state.ecs().read_storage::<Stats>().get(char_entity)
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{
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KillSource::NonPlayer(stats.name.clone(), KillType::Melee)
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} else {
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KillSource::NonPlayer("<?>".to_string(), KillType::Melee)
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}
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} else {
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KillSource::NonPlayer("<?>".to_string(), KillType::Melee)
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}
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},
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HealthSource::Projectile { owner: Some(by) } => {
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// Get projectile owner entity TODO: add names to projectiles and send in
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// message
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if let Some(char_entity) = state.ecs().entity_from_uid(by.into()) {
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// Check if attacker is another player or entity with stats (npc)
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if state
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.ecs()
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.read_storage::<Player>()
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.get(char_entity)
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.is_some()
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{
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KillSource::Player(by, KillType::Projectile)
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} else if let Some(stats) =
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state.ecs().read_storage::<Stats>().get(char_entity)
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{
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KillSource::NonPlayer(stats.name.clone(), KillType::Projectile)
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} else {
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KillSource::NonPlayer("<?>".to_string(), KillType::Projectile)
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}
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} else {
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KillSource::NonPlayer("<?>".to_string(), KillType::Projectile)
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}
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},
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HealthSource::Explosion { owner: Some(by) } => {
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// Get explosion owner entity
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if let Some(char_entity) = state.ecs().entity_from_uid(by.into()) {
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// Check if attacker is another player or entity with stats (npc)
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if state
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.ecs()
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.read_storage::<Player>()
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.get(char_entity)
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.is_some()
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{
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KillSource::Player(by, KillType::Explosion)
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} else if let Some(stats) =
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state.ecs().read_storage::<Stats>().get(char_entity)
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{
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KillSource::NonPlayer(stats.name.clone(), KillType::Explosion)
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} else {
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KillSource::NonPlayer("<?>".to_string(), KillType::Explosion)
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}
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} else {
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KillSource::NonPlayer("<?>".to_string(), KillType::Explosion)
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}
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},
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HealthSource::World => KillSource::FallDamage,
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HealthSource::Suicide => KillSource::Suicide,
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HealthSource::Projectile { owner: None }
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| HealthSource::Explosion { owner: None }
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| HealthSource::Revive
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| HealthSource::Command
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| HealthSource::LevelUp
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| HealthSource::Item
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| HealthSource::Healing { by: _ }
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| HealthSource::Unknown => KillSource::Other,
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};
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state.notify_registered_clients(
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comp::ChatType::Kill(kill_source, *uid).server_msg("".to_string()),
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);
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}
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}
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// Give EXP to the killer if entity had stats
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(|| {
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let mut stats = state.ecs().write_storage::<Stats>();
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let by = if let HealthSource::Attack { by } | HealthSource::Projectile { owner: Some(by) } =
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cause
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{
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by
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} else {
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return;
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};
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let attacker = if let Some(attacker) = state.ecs().entity_from_uid(by.into()) {
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attacker
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} else {
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return;
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};
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let entity_stats = if let Some(entity_stats) = stats.get(entity) {
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entity_stats
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} else {
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return;
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};
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let groups = state.ecs().read_storage::<Group>();
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let attacker_group = groups.get(attacker);
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let destroyed_group = groups.get(entity);
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// Don't give exp if attacker destroyed themselves or one of their group members
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if (attacker_group.is_some() && attacker_group == destroyed_group) || attacker == entity {
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return;
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}
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// Maximum distance for other group members to receive exp
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const MAX_EXP_DIST: f32 = 150.0;
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// Attacker gets same as exp of everyone else
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const ATTACKER_EXP_WEIGHT: f32 = 1.0;
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let mut exp_reward = (entity_stats.body_type.base_exp()
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+ entity_stats.level.level() * entity_stats.body_type.base_exp_increase())
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as f32;
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// Distribute EXP to group
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let positions = state.ecs().read_storage::<Pos>();
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let alignments = state.ecs().read_storage::<Alignment>();
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let uids = state.ecs().read_storage::<Uid>();
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if let (Some(attacker_group), Some(pos)) = (attacker_group, positions.get(entity)) {
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// TODO: rework if change to groups makes it easier to iterate entities in a
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// group
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let mut num_not_pets_in_range = 0;
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let members_in_range = (
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&state.ecs().entities(),
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&groups,
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&positions,
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alignments.maybe(),
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&uids,
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)
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.join()
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.filter(|(entity, group, member_pos, _, _)| {
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// Check if: in group, not main attacker, and in range
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*group == attacker_group
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&& *entity != attacker
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&& pos.0.distance_squared(member_pos.0) < MAX_EXP_DIST.powi(2)
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})
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.map(|(entity, _, _, alignment, uid)| {
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if !matches!(alignment, Some(Alignment::Owned(owner)) if owner != uid) {
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num_not_pets_in_range += 1;
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}
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entity
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})
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.collect::<Vec<_>>();
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let exp = exp_reward / (num_not_pets_in_range as f32 + ATTACKER_EXP_WEIGHT);
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exp_reward = exp * ATTACKER_EXP_WEIGHT;
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members_in_range.into_iter().for_each(|e| {
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if let Some(stats) = stats.get_mut(e) {
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stats.exp.change_by(exp.ceil() as i64);
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}
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});
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}
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if let Some(attacker_stats) = stats.get_mut(attacker) {
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// TODO: Discuss whether we should give EXP by Player
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// Killing or not.
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attacker_stats.exp.change_by(exp_reward.ceil() as i64);
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}
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})();
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if state
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.ecs()
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.write_storage::<Client>()
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.get_mut(entity)
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.is_some()
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{
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state
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.ecs()
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.write_storage()
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.insert(entity, comp::Vel(Vec3::zero()))
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.err()
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.map(|e| error!(?e, ?entity, "Failed to set zero vel on dead client"));
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state
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.ecs()
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.write_storage()
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.insert(entity, comp::ForceUpdate)
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.err()
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.map(|e| error!(?e, ?entity, "Failed to insert ForceUpdate on dead client"));
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state
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.ecs()
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.write_storage::<comp::LightEmitter>()
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.remove(entity);
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state
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.ecs()
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.write_storage::<comp::Energy>()
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.get_mut(entity)
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.map(|energy| energy.set_to(energy.maximum(), comp::EnergySource::Revive));
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let _ = state
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.ecs()
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.write_storage::<comp::CharacterState>()
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.insert(entity, comp::CharacterState::default());
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} else if state.ecs().read_storage::<comp::Agent>().contains(entity) {
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use specs::Builder;
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// Decide for a loot drop before turning into a lootbag
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let old_body = state.ecs().write_storage::<Body>().remove(entity);
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let mut rng = rand::thread_rng();
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let mut lottery = || {
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Lottery::<String>::load_expect(match old_body {
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Some(common::comp::Body::Humanoid(_)) => match rng.gen_range(0, 4) {
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0 => "common.loot_tables.loot_table_humanoids",
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1 => "common.loot_tables.loot_table_armor_light",
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2 => "common.loot_tables.loot_table_armor_cloth",
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3 => "common.loot_tables.loot_table_weapon_common",
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_ => "common.loot_tables.loot_table_humanoids",
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},
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Some(common::comp::Body::QuadrupedSmall(quadruped_small)) => {
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match quadruped_small.species {
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quadruped_small::Species::Dodarock => match rng.gen_range(0, 6) {
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0 => "common.loot_tables.loot_table_armor_misc",
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1 => "common.loot_tables.loot_table_rocks",
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_ => "common.loot_tables.loot_table_rocks",
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},
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_ => match rng.gen_range(0, 4) {
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0 => "common.loot_tables.loot_table_food",
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1 => "common.loot_tables.loot_table_armor_misc",
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2 => "common.loot_tables.loot_table_animal_parts",
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_ => "common.loot_tables.loot_table_animal_parts",
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},
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}
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},
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Some(common::comp::Body::QuadrupedMedium(_)) => match rng.gen_range(0, 4) {
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0 => "common.loot_tables.loot_table_food",
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1 => "common.loot_tables.loot_table_armor_misc",
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2 => "common.loot_tables.loot_table_animal_parts",
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_ => "common.loot_tables.loot_table_animal_parts",
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},
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Some(common::comp::Body::BirdMedium(_)) => match rng.gen_range(0, 3) {
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0 => "common.loot_tables.loot_table_food",
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1 => "common.loot_tables.loot_table_armor_misc",
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_ => "common.loot_tables.loot_table",
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},
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Some(common::comp::Body::BipedLarge(_)) => match rng.gen_range(0, 8) {
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0 => "common.loot_tables.loot_table_food",
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1 => "common.loot_tables.loot_table_armor_nature",
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3 => "common.loot_tables.loot_table_armor_heavy",
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5 => "common.loot_tables.loot_table_weapon_uncommon",
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6 => "common.loot_tables.loot_table_weapon_rare",
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_ => "common.loot_tables.loot_table_cave_large",
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},
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Some(common::comp::Body::Golem(_)) => match rng.gen_range(0, 9) {
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0 => "common.loot_tables.loot_table_food",
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1 => "common.loot_tables.loot_table_armor_misc",
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2 => "common.loot_tables.loot_table_armor_light",
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3 => "common.loot_tables.loot_table_armor_heavy",
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4 => "common.loot_tables.loot_table_armor_misc",
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5 => "common.loot_tables.loot_table_weapon_common",
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6 => "common.loot_tables.loot_table_weapon_uncommon",
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7 => "common.loot_tables.loot_table_weapon_rare",
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_ => "common.loot_tables.loot_table",
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},
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Some(common::comp::Body::Theropod(_)) => {
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"common.loot_tables.loot_table_animal_parts"
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},
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Some(common::comp::Body::Dragon(_)) => "common.loot_tables.loot_table_weapon_rare",
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Some(common::comp::Body::QuadrupedLow(_)) => match rng.gen_range(0, 3) {
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0 => "common.loot_tables.loot_table_food",
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1 => "common.loot_tables.loot_table_animal_parts",
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_ => "common.loot_tables.loot_table",
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},
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_ => "common.loot_tables.loot_table",
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})
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};
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let item = {
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let mut item_drops = state.ecs().write_storage::<comp::ItemDrop>();
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item_drops.remove(entity).map_or_else(
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|| Item::new_from_asset_expect(lottery().choose()),
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|item_drop| item_drop.0,
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)
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};
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let pos = state.ecs().read_storage::<comp::Pos>().get(entity).cloned();
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if let Some(pos) = pos {
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let _ = state
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.create_object(
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comp::Pos(pos.0 + Vec3::unit_z() * 0.25),
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object::Body::Pouch,
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)
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.with(item)
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.build();
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} else {
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error!(
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?entity,
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"Entity doesn't have a position, no bag is being dropped"
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)
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}
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let _ = state
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.delete_entity_recorded(entity)
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.map_err(|e| error!(?e, ?entity, "Failed to delete destroyed entity"));
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} else {
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let _ = state
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.delete_entity_recorded(entity)
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.map_err(|e| error!(?e, ?entity, "Failed to delete destroyed entity"));
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}
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// TODO: Add Delete(time_left: Duration) component
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/*
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// If not a player delete the entity
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if let Err(err) = state.delete_entity_recorded(entity) {
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error!(?e, "Failed to delete destroyed entity");
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}
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*/
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}
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pub fn handle_land_on_ground(server: &Server, entity: EcsEntity, vel: Vec3<f32>) {
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let state = &server.state;
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if vel.z <= -30.0 {
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if let Some(stats) = state.ecs().write_storage::<comp::Stats>().get_mut(entity) {
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let falldmg = (vel.z.powi(2) / 20.0 - 40.0) * 10.0;
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let mut damage = Damage {
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healthchange: -falldmg,
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source: DamageSource::Falling,
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};
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if let Some(loadout) = state.ecs().read_storage::<comp::Loadout>().get(entity) {
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damage.modify_damage(false, loadout);
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}
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stats.health.change_by(comp::HealthChange {
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amount: damage.healthchange as i32,
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cause: comp::HealthSource::World,
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});
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}
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}
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}
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pub fn handle_respawn(server: &Server, entity: EcsEntity) {
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let state = &server.state;
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// Only clients can respawn
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if state
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.ecs()
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.write_storage::<Client>()
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.get_mut(entity)
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.is_some()
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{
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let respawn_point = state
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.read_component_copied::<comp::Waypoint>(entity)
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.map(|wp| wp.get_pos())
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.unwrap_or(state.ecs().read_resource::<SpawnPoint>().0);
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state
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.ecs()
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.write_storage::<comp::Stats>()
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.get_mut(entity)
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.map(|stats| stats.revive());
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state
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.ecs()
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.write_storage::<comp::Pos>()
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.get_mut(entity)
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.map(|pos| pos.0 = respawn_point);
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state
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.ecs()
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.write_storage()
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.insert(entity, comp::ForceUpdate)
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.err()
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.map(|e| {
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error!(
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?e,
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"Error inserting ForceUpdate component when respawning client"
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)
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});
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}
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}
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pub fn handle_explosion(
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server: &Server,
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pos: Vec3<f32>,
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power: f32,
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owner: Option<Uid>,
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friendly_damage: bool,
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reagent: Option<Reagent>,
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) {
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// Go through all other entities
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let hit_range = 3.0 * power;
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let ecs = &server.state.ecs();
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// Add an outcome
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ecs.write_resource::<Vec<Outcome>>()
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.push(Outcome::Explosion {
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pos,
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power,
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|
reagent,
|
|
});
|
|
let owner_entity = owner.and_then(|uid| {
|
|
ecs.read_resource::<UidAllocator>()
|
|
.retrieve_entity_internal(uid.into())
|
|
});
|
|
let groups = ecs.read_storage::<comp::Group>();
|
|
|
|
for (entity_b, pos_b, ori_b, character_b, stats_b, loadout_b) in (
|
|
&ecs.entities(),
|
|
&ecs.read_storage::<comp::Pos>(),
|
|
&ecs.read_storage::<comp::Ori>(),
|
|
ecs.read_storage::<comp::CharacterState>().maybe(),
|
|
&mut ecs.write_storage::<comp::Stats>(),
|
|
ecs.read_storage::<comp::Loadout>().maybe(),
|
|
)
|
|
.join()
|
|
{
|
|
let distance_squared = pos.distance_squared(pos_b.0);
|
|
// Check if it is a hit
|
|
if !stats_b.is_dead
|
|
// RADIUS
|
|
&& distance_squared < hit_range.powi(2)
|
|
// Skip if they are in the same group and friendly_damage is turned off for the
|
|
// explosion
|
|
&& (friendly_damage || !owner_entity
|
|
.and_then(|e| groups.get(e))
|
|
.map_or(false, |group_a| Some(group_a) == groups.get(entity_b)))
|
|
{
|
|
// Weapon gives base damage
|
|
let dmg = (1.0 - distance_squared / hit_range.powi(2)) * power * 130.0;
|
|
|
|
let mut damage = Damage {
|
|
healthchange: -dmg,
|
|
source: DamageSource::Explosion,
|
|
};
|
|
|
|
let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
|
|
&& ori_b.0.angle_between(pos - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0;
|
|
|
|
if let Some(loadout) = loadout_b {
|
|
damage.modify_damage(block, loadout);
|
|
}
|
|
|
|
if damage.healthchange < 0.0 {
|
|
stats_b.health.change_by(HealthChange {
|
|
amount: damage.healthchange as i32,
|
|
cause: HealthSource::Explosion { owner },
|
|
});
|
|
} else if damage.healthchange > 0.0 {
|
|
stats_b.health.change_by(HealthChange {
|
|
amount: damage.healthchange as i32,
|
|
cause: HealthSource::Healing { by: owner },
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
const RAYS: usize = 500;
|
|
|
|
// Color terrain
|
|
let mut touched_blocks = Vec::new();
|
|
let color_range = power * 2.7;
|
|
for _ in 0..RAYS {
|
|
let dir = Vec3::new(
|
|
rand::random::<f32>() - 0.5,
|
|
rand::random::<f32>() - 0.5,
|
|
rand::random::<f32>() - 0.5,
|
|
)
|
|
.normalized();
|
|
|
|
let _ = ecs
|
|
.read_resource::<TerrainGrid>()
|
|
.ray(pos, pos + dir * color_range)
|
|
.until(|_| rand::random::<f32>() < 0.05)
|
|
.for_each(|_: &Block, pos| touched_blocks.push(pos))
|
|
.cast();
|
|
}
|
|
|
|
let terrain = ecs.read_resource::<TerrainGrid>();
|
|
let mut block_change = ecs.write_resource::<BlockChange>();
|
|
for block_pos in touched_blocks {
|
|
if let Ok(block) = terrain.get(block_pos) {
|
|
let diff2 = block_pos.map(|b| b as f32).distance_squared(pos);
|
|
let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0);
|
|
if let Some(mut color) = block.get_color() {
|
|
let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32));
|
|
let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32));
|
|
let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32));
|
|
color[0] = r as u8;
|
|
color[1] = g as u8;
|
|
color[2] = b as u8;
|
|
block_change.set(block_pos, Block::new(block.kind(), color));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Destroy terrain
|
|
for _ in 0..RAYS {
|
|
let dir = Vec3::new(
|
|
rand::random::<f32>() - 0.5,
|
|
rand::random::<f32>() - 0.5,
|
|
rand::random::<f32>() - 0.15,
|
|
)
|
|
.normalized();
|
|
|
|
let terrain = ecs.read_resource::<TerrainGrid>();
|
|
let _ = terrain
|
|
.ray(pos, pos + dir * power)
|
|
.until(|block| block.is_fluid() || rand::random::<f32>() < 0.05)
|
|
.for_each(|block: &Block, pos| {
|
|
if block.is_explodable() {
|
|
block_change.set(pos, Block::empty());
|
|
}
|
|
})
|
|
.cast();
|
|
}
|
|
}
|
|
|
|
pub fn handle_level_up(server: &mut Server, entity: EcsEntity, new_level: u32) {
|
|
let uids = server.state.ecs().read_storage::<Uid>();
|
|
let uid = uids
|
|
.get(entity)
|
|
.expect("Failed to fetch uid component for entity.");
|
|
|
|
server
|
|
.state
|
|
.notify_registered_clients(ServerMsg::PlayerListUpdate(PlayerListUpdate::LevelChange(
|
|
*uid, new_level,
|
|
)));
|
|
}
|