veloren/server/src/events/entity_manipulation.rs

595 lines
24 KiB
Rust

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