mirror of
https://gitlab.com/veloren/veloren.git
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386 lines
17 KiB
Rust
386 lines
17 KiB
Rust
use specs::{
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shred::ResourceId, Entities, Join, LazyUpdate, Read, ReadStorage, SystemData, World,
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WriteStorage,
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};
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use common::{
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comp::{
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self,
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inventory::{
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item::MaterialStatManifest,
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slot::{EquipSlot, Slot},
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},
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Beam, Body, CharacterState, Combo, Controller, Density, Energy, Health, Inventory, Mass,
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Melee, Mounting, Ori, PhysicsState, Poise, PoiseState, Pos, SkillSet, StateUpdate, Stats,
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Vel,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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resources::DeltaTime,
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states::{
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self,
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behavior::{CharacterBehavior, JoinData, JoinStruct},
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},
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uid::Uid,
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};
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use common_ecs::{Job, Origin, Phase, System};
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use std::time::Duration;
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fn incorporate_update(join: &mut JoinStruct, mut state_update: StateUpdate) {
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// TODO: if checking equality is expensive use optional field in StateUpdate
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if join.char_state.get_unchecked() != &state_update.character {
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*join.char_state.get_mut_unchecked() = state_update.character
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};
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*join.pos = state_update.pos;
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*join.vel = state_update.vel;
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*join.ori = state_update.ori;
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*join.density = state_update.density;
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// Note: might be changed every tick by timer anyway
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if join.energy.get_unchecked() != &state_update.energy {
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*join.energy.get_mut_unchecked() = state_update.energy
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};
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join.controller
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.queued_inputs
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.append(&mut state_update.queued_inputs);
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for input in state_update.removed_inputs {
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join.controller.queued_inputs.remove(&input);
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}
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if state_update.swap_equipped_weapons {
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let mut inventory = join.inventory.get_mut_unchecked();
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let inventory = &mut *inventory;
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assert!(
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inventory
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.swap(
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Slot::Equip(EquipSlot::Mainhand),
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Slot::Equip(EquipSlot::Offhand),
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)
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.first()
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.is_none(),
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"Swapping main and offhand never results in leftover items",
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);
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}
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}
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#[derive(SystemData)]
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pub struct ReadData<'a> {
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entities: Entities<'a>,
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server_bus: Read<'a, EventBus<ServerEvent>>,
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local_bus: Read<'a, EventBus<LocalEvent>>,
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dt: Read<'a, DeltaTime>,
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lazy_update: Read<'a, LazyUpdate>,
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healths: ReadStorage<'a, Health>,
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bodies: ReadStorage<'a, Body>,
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masses: ReadStorage<'a, Mass>,
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physics_states: ReadStorage<'a, PhysicsState>,
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melee_attacks: ReadStorage<'a, Melee>,
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beams: ReadStorage<'a, Beam>,
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uids: ReadStorage<'a, Uid>,
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mountings: ReadStorage<'a, Mounting>,
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stats: ReadStorage<'a, Stats>,
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skill_sets: ReadStorage<'a, SkillSet>,
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msm: Read<'a, MaterialStatManifest>,
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combos: ReadStorage<'a, Combo>,
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alignments: ReadStorage<'a, comp::Alignment>,
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}
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/// ## Character Behavior System
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/// Passes `JoinData` to `CharacterState`'s `behavior` handler fn's. Receives a
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/// `StateUpdate` in return and performs updates to ECS Components from that.
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#[derive(Default)]
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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ReadData<'a>,
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WriteStorage<'a, CharacterState>,
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WriteStorage<'a, Pos>,
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WriteStorage<'a, Vel>,
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WriteStorage<'a, Ori>,
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WriteStorage<'a, Density>,
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WriteStorage<'a, Energy>,
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WriteStorage<'a, Inventory>,
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WriteStorage<'a, Controller>,
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WriteStorage<'a, Poise>,
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);
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const NAME: &'static str = "character_behavior";
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const ORIGIN: Origin = Origin::Common;
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const PHASE: Phase = Phase::Create;
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#[allow(clippy::while_let_on_iterator)] // TODO: Pending review in #587
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fn run(
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_job: &mut Job<Self>,
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(
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read_data,
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mut character_states,
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mut positions,
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mut velocities,
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mut orientations,
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mut densities,
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mut energies,
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mut inventories,
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mut controllers,
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mut poises,
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): Self::SystemData,
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) {
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let mut server_emitter = read_data.server_bus.emitter();
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let mut local_emitter = read_data.local_bus.emitter();
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for (
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entity,
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uid,
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mut char_state,
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mut pos,
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mut vel,
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mut ori,
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mass,
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mut density,
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energy,
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inventory,
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mut controller,
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health,
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body,
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physics,
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(stat, skill_set),
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combo,
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) in (
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&read_data.entities,
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&read_data.uids,
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&mut character_states.restrict_mut(),
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&mut positions,
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&mut velocities,
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&mut orientations,
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&read_data.masses,
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&mut densities,
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&mut energies.restrict_mut(),
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&mut inventories.restrict_mut(),
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&mut controllers,
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read_data.healths.maybe(),
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&read_data.bodies,
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&read_data.physics_states,
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(&read_data.stats, &read_data.skill_sets),
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&read_data.combos,
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)
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.join()
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{
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// Being dead overrides all other states
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if health.map_or(false, |h| h.is_dead) {
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// Do nothing
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continue;
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}
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// Enter stunned state if poise damage is enough
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if let Some(mut poise) = poises.get_mut(entity) {
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let was_wielded = char_state.get_unchecked().is_wield();
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let poise_state = poise.poise_state();
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match poise_state {
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PoiseState::Normal => {},
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PoiseState::Interrupted => {
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poise.reset();
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*char_state.get_mut_unchecked() =
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CharacterState::Stunned(common::states::stunned::Data {
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static_data: common::states::stunned::StaticData {
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buildup_duration: Duration::from_millis(125),
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recover_duration: Duration::from_millis(125),
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movement_speed: 0.80,
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poise_state,
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},
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timer: Duration::default(),
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stage_section: common::states::utils::StageSection::Buildup,
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was_wielded,
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});
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},
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PoiseState::Stunned => {
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poise.reset();
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*char_state.get_mut_unchecked() =
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CharacterState::Stunned(common::states::stunned::Data {
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static_data: common::states::stunned::StaticData {
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buildup_duration: Duration::from_millis(300),
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recover_duration: Duration::from_millis(300),
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movement_speed: 0.65,
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poise_state,
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},
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timer: Duration::default(),
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stage_section: common::states::utils::StageSection::Buildup,
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was_wielded,
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});
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server_emitter.emit(ServerEvent::Knockback {
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entity,
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impulse: 5.0 * poise.knockback(),
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});
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},
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PoiseState::Dazed => {
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poise.reset();
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*char_state.get_mut_unchecked() =
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CharacterState::Stunned(common::states::stunned::Data {
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static_data: common::states::stunned::StaticData {
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buildup_duration: Duration::from_millis(600),
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recover_duration: Duration::from_millis(250),
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movement_speed: 0.45,
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poise_state,
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},
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timer: Duration::default(),
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stage_section: common::states::utils::StageSection::Buildup,
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was_wielded,
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});
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server_emitter.emit(ServerEvent::Knockback {
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entity,
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impulse: 10.0 * poise.knockback(),
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});
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},
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PoiseState::KnockedDown => {
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poise.reset();
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*char_state.get_mut_unchecked() =
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CharacterState::Stunned(common::states::stunned::Data {
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static_data: common::states::stunned::StaticData {
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buildup_duration: Duration::from_millis(750),
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recover_duration: Duration::from_millis(500),
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movement_speed: 0.4,
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poise_state,
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},
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timer: Duration::default(),
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stage_section: common::states::utils::StageSection::Buildup,
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was_wielded,
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});
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server_emitter.emit(ServerEvent::Knockback {
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entity,
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impulse: 10.0 * poise.knockback(),
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});
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},
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}
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}
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// Controller actions
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let actions = std::mem::replace(&mut controller.actions, Vec::new());
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let mut join_struct = JoinStruct {
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entity,
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uid: &uid,
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char_state,
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pos: &mut pos,
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vel: &mut vel,
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ori: &mut ori,
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mass: &mass,
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density: &mut density,
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energy,
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inventory,
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controller: &mut controller,
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health,
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body: &body,
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physics: &physics,
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melee_attack: read_data.melee_attacks.get(entity),
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beam: read_data.beams.get(entity),
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stat: &stat,
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skill_set: &skill_set,
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combo: &combo,
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alignment: read_data.alignments.get(entity),
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};
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for action in actions {
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let j = JoinData::new(
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&join_struct,
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&read_data.lazy_update,
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&read_data.dt,
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&read_data.msm,
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);
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let mut state_update = match j.character {
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CharacterState::Idle => states::idle::Data.handle_event(&j, action),
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CharacterState::Talk => states::talk::Data.handle_event(&j, action),
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CharacterState::Climb(data) => data.handle_event(&j, action),
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CharacterState::Glide(data) => data.handle_event(&j, action),
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CharacterState::GlideWield => {
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states::glide_wield::Data.handle_event(&j, action)
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},
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CharacterState::Stunned(data) => data.handle_event(&j, action),
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CharacterState::Sit => {
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states::sit::Data::handle_event(&states::sit::Data, &j, action)
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},
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CharacterState::Dance => {
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states::dance::Data::handle_event(&states::dance::Data, &j, action)
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},
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CharacterState::Sneak => {
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states::sneak::Data::handle_event(&states::sneak::Data, &j, action)
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},
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CharacterState::BasicBlock(data) => data.handle_event(&j, action),
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CharacterState::Roll(data) => data.handle_event(&j, action),
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CharacterState::Wielding => states::wielding::Data.handle_event(&j, action),
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CharacterState::Equipping(data) => data.handle_event(&j, action),
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CharacterState::ComboMelee(data) => data.handle_event(&j, action),
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CharacterState::BasicMelee(data) => data.handle_event(&j, action),
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CharacterState::BasicRanged(data) => data.handle_event(&j, action),
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CharacterState::Boost(data) => data.handle_event(&j, action),
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CharacterState::DashMelee(data) => data.handle_event(&j, action),
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CharacterState::LeapMelee(data) => data.handle_event(&j, action),
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CharacterState::SpinMelee(data) => data.handle_event(&j, action),
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CharacterState::ChargedMelee(data) => data.handle_event(&j, action),
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CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
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CharacterState::RepeaterRanged(data) => data.handle_event(&j, action),
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CharacterState::Shockwave(data) => data.handle_event(&j, action),
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CharacterState::BasicBeam(data) => data.handle_event(&j, action),
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CharacterState::BasicAura(data) => data.handle_event(&j, action),
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CharacterState::HealingBeam(data) => data.handle_event(&j, action),
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CharacterState::Blink(data) => data.handle_event(&j, action),
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CharacterState::BasicSummon(data) => data.handle_event(&j, action),
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};
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local_emitter.append(&mut state_update.local_events);
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server_emitter.append(&mut state_update.server_events);
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incorporate_update(&mut join_struct, state_update);
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}
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// Mounted occurs after control actions have been handled
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// If mounted, character state is controlled by mount
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// TODO: Make mounting a state
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if let Some(Mounting(_)) = read_data.mountings.get(entity) {
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let sit_state = CharacterState::Sit {};
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if join_struct.char_state.get_unchecked() != &sit_state {
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*join_struct.char_state.get_mut_unchecked() = sit_state;
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}
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continue;
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}
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let j = JoinData::new(
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&join_struct,
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&read_data.lazy_update,
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&read_data.dt,
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&read_data.msm,
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);
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let mut state_update = match j.character {
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CharacterState::Idle => states::idle::Data.behavior(&j),
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CharacterState::Talk => states::talk::Data.behavior(&j),
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CharacterState::Climb(data) => data.behavior(&j),
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CharacterState::Glide(data) => data.behavior(&j),
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CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
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CharacterState::Stunned(data) => data.behavior(&j),
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CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
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CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
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CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, &j),
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CharacterState::BasicBlock(data) => data.behavior(&j),
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CharacterState::Roll(data) => data.behavior(&j),
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CharacterState::Wielding => states::wielding::Data.behavior(&j),
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CharacterState::Equipping(data) => data.behavior(&j),
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CharacterState::ComboMelee(data) => data.behavior(&j),
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CharacterState::BasicMelee(data) => data.behavior(&j),
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CharacterState::BasicRanged(data) => data.behavior(&j),
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CharacterState::Boost(data) => data.behavior(&j),
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CharacterState::DashMelee(data) => data.behavior(&j),
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CharacterState::LeapMelee(data) => data.behavior(&j),
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CharacterState::SpinMelee(data) => data.behavior(&j),
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CharacterState::ChargedMelee(data) => data.behavior(&j),
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CharacterState::ChargedRanged(data) => data.behavior(&j),
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CharacterState::RepeaterRanged(data) => data.behavior(&j),
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CharacterState::Shockwave(data) => data.behavior(&j),
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CharacterState::BasicBeam(data) => data.behavior(&j),
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CharacterState::BasicAura(data) => data.behavior(&j),
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CharacterState::HealingBeam(data) => data.behavior(&j),
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CharacterState::Blink(data) => data.behavior(&j),
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CharacterState::BasicSummon(data) => data.behavior(&j),
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};
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local_emitter.append(&mut state_update.local_events);
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server_emitter.append(&mut state_update.server_events);
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incorporate_update(&mut join_struct, state_update);
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}
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}
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}
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