veloren/common/systems/src/melee.rs
juliancoffee c069a3523d Fix beam offsets
- Introduce notion of min and max radius for Body instead of old
  `radius()` function (which is renamed to `max_radius()`).
2021-09-17 13:28:34 +03:00

202 lines
7.1 KiB
Rust

use common::{
combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
comp::{
agent::{Sound, SoundKind},
Alignment, Body, CharacterState, Combo, Energy, Group, Health, Inventory, Melee, Ori,
Player, Pos, Scale, Stats,
},
event::{EventBus, ServerEvent},
outcome::Outcome,
resources::Time,
uid::{Uid, UidAllocator},
util::Dir,
GroupTarget,
};
use common_ecs::{Job, Origin, Phase, System};
use specs::{
shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData, World, Write, WriteStorage,
};
use vek::*;
#[derive(SystemData)]
pub struct ReadData<'a> {
time: Read<'a, Time>,
uid_allocator: Read<'a, UidAllocator>,
entities: Entities<'a>,
players: ReadStorage<'a, Player>,
uids: ReadStorage<'a, Uid>,
positions: ReadStorage<'a, Pos>,
orientations: ReadStorage<'a, Ori>,
alignments: ReadStorage<'a, Alignment>,
scales: ReadStorage<'a, Scale>,
bodies: ReadStorage<'a, Body>,
healths: ReadStorage<'a, Health>,
energies: ReadStorage<'a, Energy>,
inventories: ReadStorage<'a, Inventory>,
groups: ReadStorage<'a, Group>,
char_states: ReadStorage<'a, CharacterState>,
server_bus: Read<'a, EventBus<ServerEvent>>,
stats: ReadStorage<'a, Stats>,
combos: ReadStorage<'a, Combo>,
}
/// This system is responsible for handling accepted inputs like moving or
/// attacking
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
ReadData<'a>,
WriteStorage<'a, Melee>,
Write<'a, Vec<Outcome>>,
);
const NAME: &'static str = "melee";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
fn run(_job: &mut Job<Self>, (read_data, mut melee_attacks, mut outcomes): Self::SystemData) {
let mut server_emitter = read_data.server_bus.emitter();
// Attacks
for (attacker, uid, pos, ori, melee_attack, body) in (
&read_data.entities,
&read_data.uids,
&read_data.positions,
&read_data.orientations,
&mut melee_attacks,
&read_data.bodies,
)
.join()
{
if melee_attack.applied {
continue;
}
server_emitter.emit(ServerEvent::Sound {
sound: Sound::new(SoundKind::Melee, pos.0, 3.0, read_data.time.0),
});
melee_attack.applied = true;
// Scales
let eye_pos = pos.0 + Vec3::unit_z() * body.eye_height();
let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0);
// TODO: use Capsule Prisms instead of Cylinders
let rad = body.max_radius() * scale;
// Mine blocks broken by the attack
if let Some((block_pos, tool)) = melee_attack.break_block {
// Check distance to block
if eye_pos.distance_squared(block_pos.map(|e| e as f32 + 0.5))
< (rad + scale * melee_attack.range).powi(2)
{
server_emitter.emit(ServerEvent::MineBlock {
entity: attacker,
pos: block_pos,
tool,
});
}
}
// Go through all other entities
for (target, pos_b, health_b, body_b, uid_b) in (
&read_data.entities,
&read_data.positions,
&read_data.healths,
&read_data.bodies,
&read_data.uids,
)
.join()
{
let look_dir = *ori.look_dir();
// 2D versions
let pos2 = Vec2::from(pos.0);
let pos_b2 = Vec2::<f32>::from(pos_b.0);
let ori2 = Vec2::from(look_dir);
// Scales
let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
let rad_b = body_b.max_radius() * scale_b;
// Check if entity is dodging
let target_dodging = read_data
.char_states
.get(target)
.map_or(false, |c_s| c_s.is_melee_dodge());
// Check if it is a hit
if attacker != target
&& !health_b.is_dead
// Spherical wedge shaped attack field
&& pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
&& ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
{
// See if entities are in the same group
let same_group = read_data
.groups
.get(attacker)
.map(|group_a| Some(group_a) == read_data.groups.get(target))
.unwrap_or(false);
let target_group = if same_group {
GroupTarget::InGroup
} else {
GroupTarget::OutOfGroup
};
let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(look_dir));
let attacker_info = Some(AttackerInfo {
entity: attacker,
uid: *uid,
energy: read_data.energies.get(attacker),
combo: read_data.combos.get(attacker),
inventory: read_data.inventories.get(attacker),
});
let target_info = TargetInfo {
entity: target,
uid: *uid_b,
inventory: read_data.inventories.get(target),
stats: read_data.stats.get(target),
health: read_data.healths.get(target),
pos: pos_b.0,
ori: read_data.orientations.get(target),
char_state: read_data.char_states.get(target),
};
// PvP check
let may_harm = combat::may_harm(
&read_data.alignments,
&read_data.players,
&read_data.uid_allocator,
Some(attacker),
target,
);
let attack_options = AttackOptions {
target_dodging,
may_harm,
target_group,
};
let is_applied = melee_attack.attack.apply_attack(
attacker_info,
target_info,
dir,
attack_options,
1.0,
AttackSource::Melee,
|e| server_emitter.emit(e),
|o| outcomes.push(o),
);
if is_applied {
melee_attack.hit_count += 1;
}
}
}
}
}
}