veloren/common/src/sys/beam.rs

388 lines
16 KiB
Rust

use crate::{
comp::{
group, Beam, BeamSegment, Body, CharacterState, Damage, DamageSource, Energy, EnergySource,
HealthChange, HealthSource, Last, Loadout, Ori, Pos, Scale, Stats,
},
event::{EventBus, ServerEvent},
state::{DeltaTime, Time},
sync::{Uid, UidAllocator},
};
use specs::{saveload::MarkerAllocator, Entities, Join, Read, ReadStorage, System, WriteStorage};
use std::time::Duration;
use vek::*;
pub const BLOCK_ANGLE: f32 = 180.0;
/// This system is responsible for handling beams that heal or do damage
pub struct Sys;
impl<'a> System<'a> for Sys {
#[allow(clippy::type_complexity)]
type SystemData = (
Entities<'a>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, Time>,
Read<'a, DeltaTime>,
Read<'a, UidAllocator>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Last<Pos>>,
ReadStorage<'a, Ori>,
ReadStorage<'a, Scale>,
ReadStorage<'a, Body>,
ReadStorage<'a, Stats>,
ReadStorage<'a, Loadout>,
ReadStorage<'a, group::Group>,
ReadStorage<'a, CharacterState>,
WriteStorage<'a, Energy>,
WriteStorage<'a, BeamSegment>,
WriteStorage<'a, Beam>,
);
fn run(
&mut self,
(
entities,
server_bus,
time,
dt,
uid_allocator,
uids,
positions,
last_positions,
orientations,
scales,
bodies,
stats,
loadouts,
groups,
character_states,
mut energies,
mut beam_segments,
mut beams,
): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
let time = time.0;
let dt = dt.0;
// Beams
for (entity, uid, pos, ori, beam_segment) in
(&entities, &uids, &positions, &orientations, &beam_segments).join()
{
let creation_time = match beam_segment.creation {
Some(time) => time,
// Skip newly created beam segments
None => continue,
};
let end_time = creation_time + beam_segment.duration.as_secs_f64();
// If beam segment is out of time emit destroy event but still continue since it
// may have traveled and produced effects a bit before reaching it's
// end point
if end_time < time {
server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
});
}
// Determine area that was covered by the beam in the last tick
let frame_time = dt.min((end_time - time) as f32);
if frame_time <= 0.0 {
continue;
}
// Note: min() probably uneeded
let time_since_creation = (time - creation_time) as f32;
let frame_start_dist =
(beam_segment.speed * (time_since_creation - frame_time)).max(0.0);
let frame_end_dist = (beam_segment.speed * time_since_creation).max(frame_start_dist);
let beam_owner = beam_segment
.owner
.and_then(|uid| uid_allocator.retrieve_entity_internal(uid.into()));
// Group to ignore collisions with
// Might make this more nuanced if beams are used for non damage effects
let group = beam_owner.and_then(|e| groups.get(e));
let hit_entities = if let Some(beam) = beam_owner.and_then(|e| beams.get_mut(e)) {
&mut beam.hit_entities
} else {
continue;
};
// Go through all other effectable entities
for (
b,
uid_b,
pos_b,
last_pos_b_maybe,
ori_b,
scale_b_maybe,
character_b,
stats_b,
body_b,
) in (
&entities,
&uids,
&positions,
// TODO: make sure that these are maintained on the client and remove `.maybe()`
last_positions.maybe(),
&orientations,
scales.maybe(),
character_states.maybe(),
&stats,
&bodies,
)
.join()
{
// Check to see if entity has already been hit recently
if hit_entities.iter().any(|&uid| uid == *uid_b) {
continue;
}
// Scales
let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
let rad_b = body_b.radius() * scale_b;
let height_b = body_b.height() * scale_b;
// Check if it is a hit
let hit = entity != b
&& !stats_b.is_dead
// Collision shapes
&& (sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.0, beam_segment.angle, pos_b.0, rad_b, height_b)
|| last_pos_b_maybe.map_or(false, |pos_maybe| {sphere_wedge_cylinder_collision(pos.0, frame_start_dist, frame_end_dist, *ori.0, beam_segment.angle, (pos_maybe.0).0, rad_b, height_b)}));
if hit {
// See if entities are in the same group
let same_group = group
.map(|group_a| Some(group_a) == groups.get(b))
.unwrap_or(Some(*uid_b) == beam_segment.owner);
// If owner, shouldn't heal or damage
if Some(*uid_b) == beam_segment.owner {
continue;
}
// Don't heal if outside group
// Don't damage in the same group
let is_damage = !same_group && (beam_segment.damage > 0);
let is_heal = same_group && (beam_segment.heal > 0);
if !is_heal && !is_damage {
continue;
}
// Weapon gives base damage
let source = if is_heal {
DamageSource::Healing
} else {
DamageSource::Energy
};
let healthchange = if is_heal {
beam_segment.heal as f32
} else {
-(beam_segment.damage as f32)
};
let mut damage = Damage {
healthchange,
source,
};
let block = character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
// TODO: investigate whether this calculation is proper for beams
&& ori_b.0.angle_between(pos.0 - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0;
if let Some(loadout) = loadouts.get(b) {
damage.modify_damage(block, loadout);
}
if is_damage {
server_emitter.emit(ServerEvent::Damage {
uid: *uid_b,
change: HealthChange {
amount: damage.healthchange as i32,
cause: HealthSource::Energy {
owner: beam_segment.owner,
},
},
});
if beam_segment.lifesteal_eff > 0.0 {
server_emitter.emit(ServerEvent::Damage {
uid: beam_segment.owner.unwrap_or(*uid),
change: HealthChange {
amount: (-damage.healthchange * beam_segment.lifesteal_eff)
as i32,
cause: HealthSource::Healing {
by: beam_segment.owner,
},
},
});
}
if let Some(energy_mut) = beam_owner.and_then(|o| energies.get_mut(o)) {
energy_mut.change_by(
beam_segment.energy_regen as i32,
EnergySource::HitEnemy,
);
}
}
if is_heal {
if let Some(energy_mut) = beam_owner.and_then(|o| energies.get_mut(o)) {
if energy_mut
.try_change_by(
-(beam_segment.energy_cost as i32), // Stamina use
EnergySource::Ability,
)
.is_ok()
{
server_emitter.emit(ServerEvent::Damage {
uid: *uid_b,
change: HealthChange {
amount: damage.healthchange as i32,
cause: HealthSource::Healing {
by: beam_segment.owner,
},
},
});
}
}
}
// Adds entities that were hit to the hit_entities list on the beam, sees if it
// needs to purge the hit_entities list
hit_entities.push(*uid_b);
}
}
}
for beam in (&mut beams).join() {
beam.timer = beam
.timer
.checked_add(Duration::from_secs_f32(dt))
.unwrap_or(beam.tick_dur);
if beam.timer >= beam.tick_dur {
beam.hit_entities.clear();
beam.timer = beam.timer.checked_sub(beam.tick_dur).unwrap_or_default();
}
}
// Set start time on new beams
// This change doesn't need to be recorded as it is not sent to the client
beam_segments.set_event_emission(false);
(&mut beam_segments).join().for_each(|beam_segment| {
if beam_segment.creation.is_none() {
beam_segment.creation = Some(time);
}
});
beam_segments.set_event_emission(true);
}
}
/// Assumes upright cylinder
/// See page 12 of https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.396.7952&rep=rep1&type=pdf
#[allow(clippy::too_many_arguments)]
fn sphere_wedge_cylinder_collision(
// Values for spherical wedge
real_pos: Vec3<f32>,
min_rad: f32, // Distance from beam origin to inner section of beam
max_rad: f32, //Distance from beam origin to outer section of beam
ori: Vec3<f32>,
angle: f32,
// Values for cylinder
bottom_pos_b: Vec3<f32>, // Position of bottom of cylinder
rad_b: f32,
length_b: f32,
) -> bool {
// Converts all coordinates so that the new origin is in the center of the
// cylinder
let center_pos_b = Vec3::new(
bottom_pos_b.x,
bottom_pos_b.y,
bottom_pos_b.z + length_b / 2.0,
);
let pos = real_pos - center_pos_b;
let pos_b = Vec3::zero();
if pos.distance_squared(pos_b) > (max_rad + rad_b + length_b).powi(2) {
// Does quick check if entity is too far (I'm not sure if necessary, but
// probably makes detection more efficient)
false
} else if pos.z.abs() <= length_b / 2.0 {
// Checks case 1: center of sphere is on same z-height as cylinder
let pos2 = Vec2::<f32>::from(pos);
let ori2 = Vec2::from(ori);
let distance = pos2.distance(Vec2::zero());
let in_range = distance < max_rad && distance > min_rad;
// Done so that if distance = 0, atan() can still be calculated https://play.rust-lang.org/?version=stable&mode=debug&edition=2018&gist=6d2221bb9454debdfca8f9c52d1edb29
let tangent_value1: f32 = rad_b / distance;
let tangent_value2: f32 = length_b / 2.0 / distance;
let in_angle = pos2.angle_between(-ori2) < angle + (tangent_value1).atan().abs()
&& pos.angle_between(-ori) < angle + (tangent_value2).atan().abs();
in_range && in_angle
} else {
// Checks case 2: if sphere collides with top/bottom of cylinder, doesn't use
// paper. Logic used here is it checks if line between centers passes through
// either cap, then if the cap is within range, then if withing angle of beam.
// If line
let sign = if pos.z > 0.0 { 1.0 } else { -1.0 };
let height = sign * length_b / 2.0;
let (in_range, in_angle): (bool, bool);
// Gets relatively how far along the line (between sphere and cylinder centers)
// the endcap of the cylinder is, is between 0 and 1 when sphere center is not
// in cylinder
let intersect_frac = (length_b / 2.0 / pos.z).abs();
// Gets the position of the cylinder edge closest to the sphere center
let edge_pos = if let Some(vec) = Vec3::new(pos.x, pos.y, 0.0).try_normalized() {
vec * rad_b
} else {
// Returns an arbitrary location that is still guaranteed to be on the cylinder
// edge. This case should only happen when the sphere is directly above the
// cylinder, in which case all positions on edge are equally close.
Vec3::new(rad_b, 0.0, 0.0)
};
// Gets position on opposite edge of same endcap
let opp_end_edge_pos = Vec3::new(-edge_pos.x, -edge_pos.y, height);
// Gets position on same edge of opposite endcap
let bot_end_edge_pos = Vec3::new(edge_pos.x, edge_pos.y, -height);
// Gets point on line between sphere and cylinder centers that the z value is
// equal to the endcap z location
let intersect_point = Vec2::new(pos.x * intersect_frac, pos.y * intersect_frac);
// Checks if line between sphere and cylinder center passes through cap of
// cylinder
if intersect_point.distance_squared(Vec2::zero()) <= rad_b.powi(2) {
let distance_squared =
Vec3::new(intersect_point.x, intersect_point.y, height).distance_squared(pos);
in_range = distance_squared < max_rad.powi(2) && distance_squared > min_rad.powi(2);
// Angle between (line between centers of cylinder and sphere) and either (line
// between opposite edge of endcap and sphere center) or (line between close
// edge of endcap on bottom of cylinder and sphere center). Whichever angle is
// largest is used.
let angle2 = (pos_b - pos)
.angle_between(opp_end_edge_pos - pos)
.max((pos_b - pos).angle_between(bot_end_edge_pos - pos));
in_angle = pos.angle_between(-ori) < angle + angle2;
} else {
// TODO: Handle collision for this case more accurately
// For this case, the nearest point will be the edge of the endcap
let endcap_edge_pos = Vec3::new(edge_pos.x, edge_pos.y, height);
let distance_squared = endcap_edge_pos.distance_squared(pos);
in_range = distance_squared > min_rad.powi(2) && distance_squared < max_rad.powi(2);
// Gets side positions on same endcap
let side_end_edge_pos_1 = Vec3::new(edge_pos.y, -edge_pos.x, height);
let side_end_edge_pos_2 = Vec3::new(-edge_pos.y, edge_pos.x, height);
// Gets whichever angle is bigger, between sphere center and opposite edge,
// sphere center and bottom edge, or half of sphere center and both the side
// edges
let angle2 = (pos_b - pos).angle_between(opp_end_edge_pos - pos).max(
(pos_b - pos).angle_between(bot_end_edge_pos - pos).max(
(side_end_edge_pos_1 - pos).angle_between(side_end_edge_pos_2 - pos) / 2.0,
),
);
// Will be somewhat inaccurate, tends towards hitting when it shouldn't
// Checks angle between orientation and line between sphere and cylinder centers
in_angle = pos.angle_between(-ori) < angle + angle2;
}
in_range && in_angle
}
}