mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
424 lines
14 KiB
Rust
424 lines
14 KiB
Rust
use crate::{client::Client, Server, SpawnPoint, StateExt};
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use common::{
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assets,
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comp::{
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self, item::lottery::Lottery, object, Alignment, Body, Damage, DamageSource, Group,
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HealthChange, HealthSource, Player, Pos, Stats,
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},
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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 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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/// 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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pub fn handle_destroy(server: &mut Server, entity: EcsEntity, cause: HealthSource) {
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let state = server.state_mut();
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// Chat message
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if let Some(player) = state.ecs().read_storage::<Player>().get(entity) {
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let msg = if let HealthSource::Attack { by }
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| HealthSource::Projectile { owner: Some(by) } = cause
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{
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state.ecs().entity_from_uid(by.into()).and_then(|attacker| {
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state
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.ecs()
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.read_storage::<Player>()
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.get(attacker)
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.map(|attacker_alias| {
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format!("{} was killed by {}", &player.alias, &attacker_alias.alias)
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})
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})
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} else {
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None
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}
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.unwrap_or(format!("{} died", &player.alias));
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state.notify_registered_clients(comp::ChatType::Kill.server_msg(msg));
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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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// Replace npc with loot
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let _ = state
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.ecs()
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.write_storage()
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.insert(entity, Body::Object(object::Body::Pouch));
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let mut item_drops = state.ecs().write_storage::<comp::ItemDrop>();
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let item = if let Some(item_drop) = item_drops.get(entity).cloned() {
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item_drops.remove(entity);
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item_drop.0
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} else {
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let chosen = assets::load_expect::<Lottery<_>>("common.loot_table");
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let chosen = chosen.choose();
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assets::load_expect_cloned(chosen)
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};
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let _ = state.ecs().write_storage().insert(entity, item);
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state.ecs().write_storage::<comp::Stats>().remove(entity);
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state.ecs().write_storage::<comp::Agent>().remove(entity);
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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::CharacterState>()
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.remove(entity);
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state
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.ecs()
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.write_storage::<comp::Controller>()
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.remove(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,
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});
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let owner_entity = owner.and_then(|uid| {
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ecs.read_resource::<UidAllocator>()
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.retrieve_entity_internal(uid.into())
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});
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let groups = ecs.read_storage::<comp::Group>();
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for (entity_b, pos_b, ori_b, character_b, stats_b, loadout_b) in (
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&ecs.entities(),
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&ecs.read_storage::<comp::Pos>(),
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&ecs.read_storage::<comp::Ori>(),
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ecs.read_storage::<comp::CharacterState>().maybe(),
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&mut ecs.write_storage::<comp::Stats>(),
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ecs.read_storage::<comp::Loadout>().maybe(),
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)
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.join()
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{
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let distance_squared = pos.distance_squared(pos_b.0);
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// Check if it is a hit
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if !stats_b.is_dead
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// RADIUS
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&& distance_squared < hit_range.powi(2)
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// Skip if they are in the same group and friendly_damage is turned off for the
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// explosion
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&& (friendly_damage || !owner_entity
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.and_then(|e| groups.get(e))
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.map_or(false, |group_a| Some(group_a) == groups.get(entity_b)))
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{
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// Weapon gives base damage
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let dmg = (1.0 - distance_squared / hit_range.powi(2)) * power * 130.0;
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let mut damage = Damage {
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healthchange: -dmg,
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source: DamageSource::Explosion,
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};
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let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
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&& ori_b.0.angle_between(pos - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0;
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if let Some(loadout) = loadout_b {
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damage.modify_damage(block, loadout);
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}
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stats_b.health.change_by(HealthChange {
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amount: damage.healthchange as i32,
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cause: HealthSource::Projectile { owner },
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});
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}
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}
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const RAYS: usize = 500;
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// Color terrain
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let mut touched_blocks = Vec::new();
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let color_range = power * 2.7;
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for _ in 0..RAYS {
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let dir = Vec3::new(
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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)
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.normalized();
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let _ = ecs
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.read_resource::<TerrainGrid>()
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.ray(pos, pos + dir * color_range)
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.until(|_| rand::random::<f32>() < 0.05)
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.for_each(|_: &Block, pos| touched_blocks.push(pos))
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.cast();
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}
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let terrain = ecs.read_resource::<TerrainGrid>();
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let mut block_change = ecs.write_resource::<BlockChange>();
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for block_pos in touched_blocks {
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if let Ok(block) = terrain.get(block_pos) {
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let diff2 = block_pos.map(|b| b as f32).distance_squared(pos);
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let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0);
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if let Some(mut color) = block.get_color() {
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let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32));
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let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32));
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let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32));
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color[0] = r as u8;
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color[1] = g as u8;
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color[2] = b as u8;
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block_change.set(block_pos, Block::new(block.kind(), color));
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}
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}
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}
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// Destroy terrain
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for _ in 0..RAYS {
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let dir = Vec3::new(
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.5,
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rand::random::<f32>() - 0.15,
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)
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.normalized();
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let terrain = ecs.read_resource::<TerrainGrid>();
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let _ = terrain
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.ray(pos, pos + dir * power)
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.until(|block| block.is_fluid() || rand::random::<f32>() < 0.05)
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.for_each(|block: &Block, pos| {
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if block.is_explodable() {
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block_change.set(pos, Block::empty());
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}
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})
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.cast();
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}
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}
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pub fn handle_level_up(server: &mut Server, entity: EcsEntity, new_level: u32) {
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let uids = server.state.ecs().read_storage::<Uid>();
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let uid = uids
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.get(entity)
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.expect("Failed to fetch uid component for entity.");
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server
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.state
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.notify_registered_clients(ServerMsg::PlayerListUpdate(PlayerListUpdate::LevelChange(
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*uid, new_level,
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)));
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}
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