veloren/server/src/events/interaction.rs

478 lines
18 KiB
Rust

use specs::{world::WorldExt, Builder, Entity as EcsEntity, Join};
use tracing::error;
use vek::*;
use common::{
assets,
comp::{
self,
agent::{AgentEvent, Sound, SoundKind},
dialogue::Subject,
inventory::slot::EquipSlot,
item,
slot::Slot,
tool::ToolKind,
Inventory, Pos, SkillGroupKind,
},
consts::{MAX_MOUNT_RANGE, SOUND_TRAVEL_DIST_PER_VOLUME},
link::Is,
mounting::{Mount, Mounting, Rider},
outcome::Outcome,
region::RegionMap,
terrain::{Block, SpriteKind},
uid::Uid,
vol::ReadVol,
};
use common_net::{msg::ServerGeneral, sync::WorldSyncExt};
use crate::{
client::Client,
presence::{Presence, RegionSubscription},
state_ext::StateExt,
Server,
};
use crate::pet::tame_pet;
use hashbrown::{HashMap, HashSet};
use lazy_static::lazy_static;
use serde::Deserialize;
use std::iter::FromIterator;
pub fn handle_lantern(server: &mut Server, entity: EcsEntity, enable: bool) {
let ecs = server.state_mut().ecs();
let lantern_exists = ecs
.read_storage::<comp::LightEmitter>()
.get(entity)
.map_or(false, |light| light.strength > 0.0);
if lantern_exists != enable {
if !enable {
server
.state_mut()
.ecs()
.write_storage::<comp::LightEmitter>()
.remove(entity);
} else if ecs // Only enable lantern if entity is alive
.read_storage::<comp::Health>()
.get(entity)
.map_or(true, |h| !h.is_dead)
{
let inventory_storage = ecs.read_storage::<Inventory>();
let lantern_opt = inventory_storage
.get(entity)
.and_then(|inventory| inventory.equipped(EquipSlot::Lantern))
.and_then(|item| {
if let comp::item::ItemKind::Lantern(l) = item.kind() {
Some(l)
} else {
None
}
});
if let Some(lantern) = lantern_opt {
let _ =
ecs.write_storage::<comp::LightEmitter>()
.insert(entity, comp::LightEmitter {
col: lantern.color(),
strength: lantern.strength(),
flicker: 0.35,
animated: true,
});
}
}
}
}
pub fn handle_npc_interaction(server: &mut Server, interactor: EcsEntity, npc_entity: EcsEntity) {
let state = server.state_mut();
if let Some(agent) = state
.ecs()
.write_storage::<comp::Agent>()
.get_mut(npc_entity)
{
if agent.target.is_none() {
if let Some(interactor_uid) = state.ecs().uid_from_entity(interactor) {
agent
.inbox
.push_back(AgentEvent::Talk(interactor_uid, Subject::Regular));
}
}
}
}
pub fn handle_mount(server: &mut Server, rider: EcsEntity, mount: EcsEntity) {
let state = server.state_mut();
if state.ecs().read_storage::<Is<Rider>>().get(rider).is_none() {
let not_mounting_yet = state.ecs().read_storage::<Is<Mount>>().get(mount).is_none();
let within_range = || {
let positions = state.ecs().read_storage::<comp::Pos>();
within_mounting_range(positions.get(rider), positions.get(mount))
};
let healths = state.ecs().read_storage::<comp::Health>();
let alive = |e| healths.get(e).map_or(true, |h| !h.is_dead);
if not_mounting_yet && within_range() && alive(rider) && alive(mount) {
let uids = state.ecs().read_storage::<Uid>();
if let (Some(rider_uid), Some(mount_uid)) =
(uids.get(rider).copied(), uids.get(mount).copied())
{
let is_pet = matches!(
state
.ecs()
.read_storage::<comp::Alignment>()
.get(mount),
Some(comp::Alignment::Owned(owner)) if *owner == rider_uid,
);
if is_pet {
drop(uids);
drop(healths);
let _ = state.link(Mounting {
mount: mount_uid,
rider: rider_uid,
});
}
}
}
}
}
pub fn handle_unmount(server: &mut Server, rider: EcsEntity) {
let state = server.state_mut();
state.ecs().write_storage::<Is<Rider>>().remove(rider);
}
/// FIXME: This code is dangerous and needs to be refactored. We can't just
/// comment it out, but it needs to be fixed for a variety of reasons. Get rid
/// of this ASAP!
pub fn handle_possess(server: &mut Server, possessor_uid: Uid, possesse_uid: Uid) {
let ecs = server.state.ecs();
if let (Some(possessor), Some(possesse)) = (
ecs.entity_from_uid(possessor_uid.into()),
ecs.entity_from_uid(possesse_uid.into()),
) {
// Check that entities still exist
if !possessor.gen().is_alive()
|| !ecs.is_alive(possessor)
|| !possesse.gen().is_alive()
|| !ecs.is_alive(possesse)
{
error!(
"Error possessing! either the possessor entity or possesse entity no longer exists"
);
return;
}
let mut clients = ecs.write_storage::<Client>();
let mut players = ecs.write_storage::<comp::Player>();
if clients.contains(possesse) || players.contains(possesse) {
error!("Can't possess other players!");
return;
}
// Limit possessible entities to those in the client's subscribed regions (so
// that the entity already exists on the client, reduces the amount of
// syncing edge cases to consider).
let mut subscriptions = ecs.write_storage::<RegionSubscription>();
let region_map = ecs.read_resource::<RegionMap>();
let possesse_in_subscribed_region = subscriptions
.get(possessor)
.iter()
.flat_map(|s| s.regions.iter())
.filter_map(|key| region_map.get(*key))
.any(|region| region.entities().contains(possesse.id()));
if !possesse_in_subscribed_region {
return;
}
// Transfer client component. Note: we require this component for possession.
if let Some(client) = clients.remove(possessor) {
client.send_fallible(ServerGeneral::SetPlayerEntity(possesse_uid));
// Note: we check that the `possessor` and `possesse` entities exist above, so
// this should never panic.
clients
.insert(possesse, client)
.expect("Checked entity was alive!");
} else {
error!("Error posessing, no `Client` component on the possessor!");
return;
};
// Other components to transfer if they exist.
// TODO: don't transfer character id, TODO: consider how this could relate to
// database duplications, might need to model this like the player
// logging out. Note: logging back in is delayed because it would
// re-load from the database before old information is saved, if you are
// able to reposess the same entity, this should not be an issue,
// although the logout save being duplicated with the batch save may need to be
// considered, the logout save would be outdated. If you could cause
// your old entity to drop items while possessing another entity that
// would cause duplication in the database (on the other hand this ability
// should be strictly limited to admins, and not intended to be a normal
// gameplay ability).
fn transfer_component<C: specs::Component>(
storage: &mut specs::WriteStorage<'_, C>,
possessor: EcsEntity,
possesse: EcsEntity,
) {
if let Some(c) = storage.remove(possessor) {
// Note: we check that the `possessor` and `possesse` entities exist above, so
// this should never panic.
storage
.insert(possesse, c)
.expect("Checked entity was alive!");
}
}
let mut presence = ecs.write_storage::<Presence>();
let mut admins = ecs.write_storage::<comp::Admin>();
let mut waypoints = ecs.write_storage::<comp::Waypoint>();
transfer_component(&mut players, possessor, possesse);
transfer_component(&mut presence, possessor, possesse);
transfer_component(&mut subscriptions, possessor, possesse);
transfer_component(&mut admins, possessor, possesse);
transfer_component(&mut waypoints, possessor, possesse);
// If a player is posessing, add possesse to playerlist as player and remove old
// player.
// Fetches from possesse entity here since we have transferred over the `Player`
// component.
if let Some(player) = players.get(possesse) {
use common_net::msg;
let add_player_msg = ServerGeneral::PlayerListUpdate(
msg::server::PlayerListUpdate::Add(possesse_uid, msg::server::PlayerInfo {
player_alias: player.alias.clone(),
is_online: true,
is_moderator: admins.contains(possesse),
character: ecs.read_storage::<comp::Stats>().get(possesse).map(|s| {
msg::CharacterInfo {
name: s.name.clone(),
}
}),
}),
);
let remove_player_msg = ServerGeneral::PlayerListUpdate(
msg::server::PlayerListUpdate::Remove(possessor_uid),
);
drop((clients, players)); // need to drop so we can use `notify_players` below
server.state().notify_players(remove_player_msg);
server.state().notify_players(add_player_msg);
}
// Put possess item into loadout
let mut inventories = ecs.write_storage::<Inventory>();
let mut inventory = inventories
.entry(possesse)
.expect("Nobody has &mut World, so there's no way to delete an entity.")
.or_insert(Inventory::new_empty());
let debug_item = comp::Item::new_from_asset_expect("common.items.debug.admin_stick");
if let item::ItemKind::Tool(_) = debug_item.kind() {
let leftover_items = inventory.swap(
Slot::Equip(EquipSlot::ActiveMainhand),
Slot::Equip(EquipSlot::InactiveMainhand),
);
assert!(
leftover_items.is_empty(),
"Swapping active and inactive mainhands never results in leftover items"
);
inventory.replace_loadout_item(EquipSlot::ActiveMainhand, Some(debug_item));
}
// Remove will of the entity
ecs.write_storage::<comp::Agent>().remove(possesse);
// Reset controller of former shell
if let Some(c) = ecs.write_storage::<comp::Controller>().get_mut(possessor) {
*c = Default::default();
}
let clients = ecs.read_storage::<Client>();
let client = clients
.get(possesse)
.expect("We insert this component above and have exclusive access to the world.");
// TODO: send client new `SyncFrom::ClientEntity` components
// TODO: also make sure the client deletes the ones on the old entity
// when `SetPlayerEntity` is recieved.
}
}
fn within_mounting_range(player_position: Option<&Pos>, mount_position: Option<&Pos>) -> bool {
match (player_position, mount_position) {
(Some(ppos), Some(ipos)) => ppos.0.distance_squared(ipos.0) < MAX_MOUNT_RANGE.powi(2),
_ => false,
}
}
#[derive(Deserialize)]
struct ResourceExperienceManifest(HashMap<String, u32>);
impl assets::Asset for ResourceExperienceManifest {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
lazy_static! {
static ref RESOURCE_EXPERIENCE_MANIFEST: assets::AssetHandle<ResourceExperienceManifest> =
assets::AssetExt::load_expect("server.manifests.resource_experience_manifest");
}
pub fn handle_mine_block(
server: &mut Server,
entity: EcsEntity,
pos: Vec3<i32>,
tool: Option<ToolKind>,
) {
let state = server.state_mut();
if state.can_set_block(pos) {
let block = state.terrain().get(pos).ok().copied();
if let Some(block) = block.filter(|b| b.mine_tool().map_or(false, |t| Some(t) == tool)) {
// Drop item if one is recoverable from the block
if let Some(mut item) = comp::Item::try_reclaim_from_block(block) {
if let Some(mut skillset) = state
.ecs()
.write_storage::<comp::SkillSet>()
.get_mut(entity)
{
if let (Some(tool), Some(uid), Some(exp_reward)) = (
tool,
state.ecs().uid_from_entity(entity),
RESOURCE_EXPERIENCE_MANIFEST
.read()
.0
.get(item.item_definition_id()),
) {
let skill_group = SkillGroupKind::Weapon(tool);
let mut outcomes = state.ecs().write_resource::<Vec<Outcome>>();
let positions = state.ecs().read_component::<comp::Pos>();
if let (Some(level_outcome), Some(pos)) = (
skillset.add_experience(skill_group, *exp_reward),
positions.get(entity),
) {
outcomes.push(Outcome::SkillPointGain {
uid,
skill_tree: skill_group,
total_points: level_outcome,
pos: pos.0,
});
}
outcomes.push(Outcome::ExpChange {
uid,
exp: *exp_reward,
xp_pools: HashSet::from_iter(vec![skill_group]),
});
}
use common::comp::skills::{MiningSkill, Skill, SKILL_MODIFIERS};
use rand::Rng;
let mut rng = rand::thread_rng();
let need_double_ore = |rng: &mut rand::rngs::ThreadRng| {
let chance_mod = f64::from(SKILL_MODIFIERS.mining_tree.ore_gain);
let skill_level = skillset
.skill_level(Skill::Pick(MiningSkill::OreGain))
.unwrap_or(0);
rng.gen_bool(chance_mod * f64::from(skill_level))
};
let need_double_gem = |rng: &mut rand::rngs::ThreadRng| {
let chance_mod = f64::from(SKILL_MODIFIERS.mining_tree.gem_gain);
let skill_level = skillset
.skill_level(Skill::Pick(MiningSkill::GemGain))
.unwrap_or(0);
rng.gen_bool(chance_mod * f64::from(skill_level))
};
let double_gain = (item.item_definition_id().contains("mineral.ore.")
&& need_double_ore(&mut rng))
|| (item.item_definition_id().contains("mineral.gem.")
&& need_double_gem(&mut rng));
if double_gain {
// Ignore non-stackable errors
let _ = item.increase_amount(1);
}
}
state
.create_item_drop(Default::default(), &item)
.with(comp::Pos(pos.map(|e| e as f32) + Vec3::new(0.5, 0.5, 0.0)))
.with(item)
.build();
}
state.set_block(pos, block.into_vacant());
state
.ecs()
.write_resource::<Vec<Outcome>>()
.push(Outcome::BreakBlock {
pos,
color: block.get_color(),
});
}
}
}
pub fn handle_sound(server: &mut Server, sound: &Sound) {
let ecs = &server.state.ecs();
let positions = &ecs.read_storage::<comp::Pos>();
let agents = &mut ecs.write_storage::<comp::Agent>();
// TODO: Reduce the complexity of this problem by using spatial partitioning
// system
for (agent, agent_pos) in (agents, positions).join() {
// TODO: Use pathfinding for more dropoff around obstacles
let agent_dist_sqrd = agent_pos.0.distance_squared(sound.pos);
let sound_travel_dist_sqrd = (sound.vol * SOUND_TRAVEL_DIST_PER_VOLUME).powi(2);
let vol_dropoff = agent_dist_sqrd / sound_travel_dist_sqrd * sound.vol;
let propagated_sound = sound.with_new_vol(sound.vol - vol_dropoff);
let can_hear_sound = propagated_sound.vol > 0.00;
let should_hear_sound = agent_dist_sqrd < agent.psyche.listen_dist.powi(2);
if can_hear_sound && should_hear_sound {
agent
.inbox
.push_back(AgentEvent::ServerSound(propagated_sound));
}
}
// Attempt to turn this sound into an outcome to be received by frontends.
if let Some(outcome) = match sound.kind {
SoundKind::Utterance(kind, body) => Some(Outcome::Utterance {
kind,
pos: sound.pos,
body,
}),
_ => None,
} {
ecs.write_resource::<Vec<Outcome>>().push(outcome);
}
}
pub fn handle_create_sprite(server: &mut Server, pos: Vec3<i32>, sprite: SpriteKind) {
let state = server.state_mut();
if state.can_set_block(pos) {
let block = state.terrain().get(pos).ok().copied();
if block.map_or(false, |b| (*b).is_air()) {
let new_block = state
.get_block(pos)
.unwrap_or_else(|| Block::air(SpriteKind::Empty))
.with_sprite(sprite);
server.state.set_block(pos, new_block);
}
}
}
pub fn handle_tame_pet(server: &mut Server, pet_entity: EcsEntity, owner_entity: EcsEntity) {
// TODO: Raise outcome to send to clients to play sound/render an indicator
// showing taming success?
tame_pet(server.state.ecs(), pet_entity, owner_entity);
}