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73 lines
2.3 KiB
Rust
73 lines
2.3 KiB
Rust
use crate::sys::agent::ReadData;
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use common::{
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comp::{buff::BuffKind, Alignment, Pos},
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consts::GRAVITY,
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terrain::{Block, TerrainGrid},
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util::Dir,
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vol::ReadVol,
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};
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use specs::{
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saveload::{Marker, MarkerAllocator},
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Entity as EcsEntity,
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};
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use vek::*;
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pub fn can_see_tgt(terrain: &TerrainGrid, pos: &Pos, tgt_pos: &Pos, dist_sqrd: f32) -> bool {
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terrain
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.ray(pos.0 + Vec3::unit_z(), tgt_pos.0 + Vec3::unit_z())
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.until(Block::is_opaque)
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.cast()
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.0
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.powi(2)
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>= dist_sqrd
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}
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pub fn is_dead_or_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
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is_dead(entity, read_data) || is_invulnerable(entity, read_data)
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}
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pub fn is_dead(entity: EcsEntity, read_data: &ReadData) -> bool {
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let health = read_data.healths.get(entity);
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health.map_or(false, |a| a.is_dead)
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}
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// FIXME: The logic that is used in this function and throughout the code
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// shouldn't be used to mean that a character is in a safezone.
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pub fn is_invulnerable(entity: EcsEntity, read_data: &ReadData) -> bool {
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let buffs = read_data.buffs.get(entity);
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buffs.map_or(false, |b| b.kinds.contains_key(&BuffKind::Invulnerability))
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}
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/// Attempts to get alignment of owner if entity has Owned alignment
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pub fn try_owner_alignment<'a>(
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alignment: Option<&'a Alignment>,
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read_data: &'a ReadData,
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) -> Option<&'a Alignment> {
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if let Some(Alignment::Owned(owner_uid)) = alignment {
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if let Some(owner) = get_entity_by_id(owner_uid.id(), read_data) {
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return read_data.alignments.get(owner);
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}
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}
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alignment
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}
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/// Projectile motion: Returns the direction to aim for the projectile to reach
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/// target position. Does not take any forces but gravity into account.
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pub fn aim_projectile(speed: f32, pos: Vec3<f32>, tgt: Vec3<f32>) -> Option<Dir> {
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let mut to_tgt = tgt - pos;
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let dist_sqrd = to_tgt.xy().magnitude_squared();
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let u_sqrd = speed.powi(2);
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to_tgt.z = (u_sqrd
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- (u_sqrd.powi(2) - GRAVITY * (GRAVITY * dist_sqrd + 2.0 * to_tgt.z * u_sqrd))
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.sqrt()
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.max(0.0))
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/ GRAVITY;
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Dir::from_unnormalized(to_tgt)
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}
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pub fn get_entity_by_id(id: u64, read_data: &ReadData) -> Option<EcsEntity> {
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read_data.uid_allocator.retrieve_entity_internal(id)
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}
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