veloren/common/src/event.rs

258 lines
6.4 KiB
Rust

use crate::{
character::CharacterId,
comp::{
self,
agent::Sound,
invite::{InviteKind, InviteResponse},
DisconnectReason, Ori, Pos,
},
lottery::LootSpec,
outcome::Outcome,
rtsim::RtSimEntity,
terrain::SpriteKind,
trade::{TradeAction, TradeId},
uid::Uid,
util::Dir,
Explosion,
};
use specs::Entity as EcsEntity;
use std::{collections::VecDeque, ops::DerefMut, sync::Mutex};
use vek::*;
pub type SiteId = u64;
pub enum LocalEvent {
/// Applies upward force to entity's `Vel`
Jump(EcsEntity, f32),
/// Applies the `impulse` to `entity`'s `Vel`
ApplyImpulse {
entity: EcsEntity,
impulse: Vec3<f32>,
},
/// Applies `vel` velocity to `entity`
Boost { entity: EcsEntity, vel: Vec3<f32> },
/// Creates an outcome
CreateOutcome(Outcome),
}
#[allow(clippy::large_enum_variant)] // TODO: Pending review in #587
pub enum ServerEvent {
Explosion {
pos: Vec3<f32>,
explosion: Explosion,
owner: Option<Uid>,
},
Bonk {
pos: Vec3<f32>,
owner: Option<Uid>,
target: Option<Uid>,
},
HealthChange {
entity: EcsEntity,
change: comp::HealthChange,
},
PoiseChange {
entity: EcsEntity,
change: comp::PoiseChange,
},
Delete(EcsEntity),
Destroy {
entity: EcsEntity,
cause: comp::HealthChange,
},
InventoryManip(EcsEntity, comp::InventoryManip),
GroupManip(EcsEntity, comp::GroupManip),
Respawn(EcsEntity),
Shoot {
entity: EcsEntity,
pos: Pos,
dir: Dir,
body: comp::Body,
light: Option<comp::LightEmitter>,
projectile: comp::Projectile,
speed: f32,
object: Option<comp::Object>,
},
Shockwave {
properties: comp::shockwave::Properties,
pos: Pos,
ori: Ori,
},
Knockback {
entity: EcsEntity,
impulse: Vec3<f32>,
},
BeamSegment {
properties: comp::beam::Properties,
pos: Pos,
ori: Ori,
},
LandOnGround {
entity: EcsEntity,
vel: Vec3<f32>,
},
EnableLantern(EcsEntity),
DisableLantern(EcsEntity),
NpcInteract(EcsEntity, EcsEntity),
InviteResponse(EcsEntity, InviteResponse),
InitiateInvite(EcsEntity, Uid, InviteKind),
ProcessTradeAction(EcsEntity, TradeId, TradeAction),
Mount(EcsEntity, EcsEntity),
Unmount(EcsEntity),
Possess(Uid, Uid),
/// Inserts default components for a character when loading into the game
InitCharacterData {
entity: EcsEntity,
character_id: CharacterId,
},
UpdateCharacterData {
entity: EcsEntity,
components: (
comp::Body,
comp::Stats,
comp::SkillSet,
comp::Inventory,
Option<comp::Waypoint>,
Vec<(comp::Pet, comp::Body, comp::Stats)>,
comp::ActiveAbilities,
),
},
ExitIngame {
entity: EcsEntity,
},
// TODO: to avoid breakage when adding new fields, perhaps have an `NpcBuilder` type?
CreateNpc {
pos: comp::Pos,
stats: comp::Stats,
skill_set: comp::SkillSet,
health: Option<comp::Health>,
poise: comp::Poise,
inventory: comp::inventory::Inventory,
body: comp::Body,
agent: Option<comp::Agent>,
alignment: comp::Alignment,
scale: comp::Scale,
anchor: Option<comp::Anchor>,
loot: LootSpec<String>,
rtsim_entity: Option<RtSimEntity>,
projectile: Option<comp::Projectile>,
},
CreateShip {
pos: comp::Pos,
ship: comp::ship::Body,
mountable: bool,
agent: Option<comp::Agent>,
rtsim_entity: Option<RtSimEntity>,
},
CreateWaypoint(Vec3<f32>),
ClientDisconnect(EcsEntity, DisconnectReason),
ClientDisconnectWithoutPersistence(EcsEntity),
Command(EcsEntity, String, Vec<String>),
/// Send a chat message to the player from an npc or other player
Chat(comp::UnresolvedChatMsg),
Aura {
entity: EcsEntity,
aura_change: comp::AuraChange,
},
Buff {
entity: EcsEntity,
buff_change: comp::BuffChange,
},
EnergyChange {
entity: EcsEntity,
change: f32,
},
ComboChange {
entity: EcsEntity,
change: i32,
},
Parry {
entity: EcsEntity,
energy_cost: f32,
},
RequestSiteInfo {
entity: EcsEntity,
id: SiteId,
},
// Attempt to mine a block, turning it into an item
MineBlock {
entity: EcsEntity,
pos: Vec3<i32>,
tool: Option<comp::tool::ToolKind>,
},
TeleportTo {
entity: EcsEntity,
target: Uid,
max_range: Option<f32>,
},
CreateSafezone {
range: Option<f32>,
pos: Pos,
},
Sound {
sound: Sound,
},
CreateSprite {
pos: Vec3<i32>,
sprite: SpriteKind,
},
TamePet {
pet_entity: EcsEntity,
owner_entity: EcsEntity,
},
EntityAttackedHook {
entity: EcsEntity,
},
ChangeAbility {
entity: EcsEntity,
slot: usize,
auxiliary_key: comp::ability::AuxiliaryKey,
new_ability: comp::ability::AuxiliaryAbility,
},
}
pub struct EventBus<E> {
queue: Mutex<VecDeque<E>>,
}
impl<E> Default for EventBus<E> {
fn default() -> Self {
Self {
queue: Mutex::new(VecDeque::new()),
}
}
}
impl<E> EventBus<E> {
pub fn emitter(&self) -> Emitter<E> {
Emitter {
bus: self,
events: VecDeque::new(),
}
}
pub fn emit_now(&self, event: E) { self.queue.lock().unwrap().push_back(event); }
pub fn recv_all(&self) -> impl ExactSizeIterator<Item = E> {
std::mem::take(self.queue.lock().unwrap().deref_mut()).into_iter()
}
}
pub struct Emitter<'a, E> {
bus: &'a EventBus<E>,
events: VecDeque<E>,
}
impl<'a, E> Emitter<'a, E> {
pub fn emit(&mut self, event: E) { self.events.push_back(event); }
pub fn append(&mut self, other: &mut VecDeque<E>) { self.events.append(other) }
// TODO: allow just emitting the whole vec of events at once? without copying
pub fn append_vec(&mut self, vec: Vec<E>) { self.events.extend(vec) }
}
impl<'a, E> Drop for Emitter<'a, E> {
fn drop(&mut self) { self.bus.queue.lock().unwrap().append(&mut self.events); }
}