veloren/server/src/rtsim/tick.rs

198 lines
7.0 KiB
Rust

#![allow(dead_code)] // TODO: Remove this when rtsim is fleshed out
use super::*;
use crate::sys::terrain::NpcData;
use common::{
comp,
event::{EventBus, ServerEvent},
generation::{BodyBuilder, EntityConfig, EntityInfo},
resources::{DeltaTime, Time},
terrain::TerrainGrid,
};
use common_ecs::{Job, Origin, Phase, System};
use specs::{Join, Read, ReadExpect, ReadStorage, WriteExpect, WriteStorage};
use std::sync::Arc;
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Read<'a, Time>,
Read<'a, DeltaTime>,
Read<'a, EventBus<ServerEvent>>,
WriteExpect<'a, RtSim>,
ReadExpect<'a, TerrainGrid>,
ReadExpect<'a, Arc<world::World>>,
ReadExpect<'a, world::IndexOwned>,
ReadStorage<'a, comp::Pos>,
ReadStorage<'a, RtSimEntity>,
WriteStorage<'a, comp::Agent>,
);
const NAME: &'static str = "rtsim::tick";
const ORIGIN: Origin = Origin::Server;
const PHASE: Phase = Phase::Create;
fn run(
_job: &mut Job<Self>,
(
time,
_dt,
server_event_bus,
mut rtsim,
terrain,
world,
index,
positions,
rtsim_entities,
mut agents,
): Self::SystemData,
) {
let rtsim = &mut *rtsim;
rtsim.tick += 1;
// Update unloaded rtsim entities, in groups at a time
const TICK_STAGGER: usize = 30;
let entities_per_iteration = rtsim.entities.len() / TICK_STAGGER;
let mut to_reify = Vec::new();
for (id, entity) in rtsim
.entities
.iter_mut()
.skip((rtsim.tick as usize % TICK_STAGGER) * entities_per_iteration)
.take(entities_per_iteration)
.filter(|(_, e)| !e.is_loaded)
{
// Calculating dt ourselves because the dt provided to this fn was since the
// last frame, not since the last iteration that these entities acted
let dt = (time.0 - entity.last_time_ticked) as f32;
entity.last_time_ticked = time.0;
if rtsim
.chunks
.chunk_at(entity.pos.xy())
.map(|c| c.is_loaded)
.unwrap_or(false)
{
to_reify.push(id);
} else {
// Simulate behaviour
if let Some(travel_to) = &entity.controller.travel_to {
// Move towards target at approximate character speed
entity.pos += Vec3::from(
(travel_to.0.xy() - entity.pos.xy())
.try_normalized()
.unwrap_or_else(Vec2::zero)
* entity.get_body().max_speed_approx()
* entity.controller.speed_factor,
) * dt;
}
if let Some(alt) = world
.sim()
.get_alt_approx(entity.pos.xy().map(|e| e.floor() as i32))
{
entity.pos.z = alt;
}
}
entity.tick(&time, &terrain, &world, &index.as_index_ref());
}
// Tick entity AI each time if it's loaded
for (_, entity) in rtsim.entities.iter_mut().filter(|(_, e)| e.is_loaded) {
entity.last_time_ticked = time.0;
entity.tick(&time, &terrain, &world, &index.as_index_ref());
}
let mut server_emitter = server_event_bus.emitter();
for id in to_reify {
rtsim.reify_entity(id);
let entity = &rtsim.entities[id];
let rtsim_entity = Some(RtSimEntity(id));
let body = entity.get_body();
let spawn_pos = terrain
.find_space(entity.pos.map(|e| e.floor() as i32))
.map(|e| e as f32)
+ Vec3::new(0.5, 0.5, body.flying_height());
let pos = comp::Pos(spawn_pos);
let event = if let comp::Body::Ship(ship) = body {
ServerEvent::CreateShip {
pos,
ship,
mountable: false,
agent: Some(comp::Agent::from_body(&body)),
rtsim_entity,
}
} else {
let entity_config_path = entity.get_entity_config();
let mut loadout_rng = entity.loadout_rng();
let ad_hoc_loadout = entity.get_adhoc_loadout();
// Body is rewritten so that body parameters
// are consistent between reifications
let entity_config = EntityConfig::from_asset_expect(entity_config_path)
.with_body(BodyBuilder::Exact(body));
let mut entity_info = EntityInfo::at(pos.0)
.with_entity_config(entity_config, Some(entity_config_path))
.with_lazy_loadout(ad_hoc_loadout);
// Merchants can be traded with
if let Some(economy) = entity.get_trade_info(&world, &index) {
entity_info = entity_info
.with_agent_mark(comp::agent::Mark::Merchant)
.with_economy(&economy);
}
match NpcData::from_entity_info(entity_info, &mut loadout_rng) {
NpcData::Data {
pos,
stats,
skill_set,
health,
poise,
loadout,
agent,
body,
alignment,
scale,
loot,
} => ServerEvent::CreateNpc {
pos,
stats,
skill_set,
health,
poise,
loadout,
agent,
body,
alignment,
scale,
anchor: None,
loot,
rtsim_entity,
projectile: None,
},
// EntityConfig can't represent Waypoints at all
// as of now, and if someone will try to spawn
// rtsim waypoint it is definitely error.
NpcData::Waypoint(_) => unimplemented!(),
}
};
server_emitter.emit(event);
}
// Update rtsim with real entity data
for (pos, rtsim_entity, agent) in (&positions, &rtsim_entities, &mut agents).join() {
rtsim
.entities
.get_mut(rtsim_entity.0)
.filter(|e| e.is_loaded)
.map(|entity| {
entity.pos = pos.0;
agent.rtsim_controller = entity.controller.clone();
});
}
}
}