veloren/server/src/events/mod.rs
juliancoffee d5b927602a Loadout Udpate: NpcData part
Actually implement creating npc with new EntitytInfo by chaning
CreateNpc.loadout to CreateNpc.inventory and cleaning code in
NpcData::from_entity_info.
2022-01-28 00:02:34 +02:00

270 lines
10 KiB
Rust

use crate::{
events::interaction::handle_tame_pet, persistence::PersistedComponents, state_ext::StateExt,
Server,
};
use common::event::{EventBus, ServerEvent};
use common_base::span;
use entity_creation::{
handle_beam, handle_create_npc, handle_create_ship, handle_create_waypoint,
handle_initialize_character, handle_loaded_character_data, handle_shockwave, handle_shoot,
};
use entity_manipulation::{
handle_aura, handle_bonk, handle_buff, handle_change_ability, handle_combo_change,
handle_delete, handle_destroy, handle_energy_change, handle_entity_attacked_hook,
handle_explosion, handle_health_change, handle_knockback, handle_land_on_ground, handle_parry,
handle_poise, handle_respawn, handle_teleport_to,
};
use group_manip::handle_group;
use information::handle_site_info;
use interaction::{
handle_create_sprite, handle_lantern, handle_mine_block, handle_mount, handle_npc_interaction,
handle_possess, handle_sound, handle_unmount,
};
use inventory_manip::handle_inventory;
use invite::{handle_invite, handle_invite_response};
use player::{handle_client_disconnect, handle_exit_ingame};
use specs::{Builder, Entity as EcsEntity, WorldExt};
use trade::{cancel_trade_for, handle_process_trade_action};
mod entity_creation;
mod entity_manipulation;
mod group_manip;
mod information;
mod interaction;
mod inventory_manip;
mod invite;
mod player;
mod trade;
pub enum Event {
ClientConnected {
entity: EcsEntity,
},
ClientDisconnected {
entity: EcsEntity,
},
Chat {
entity: Option<EcsEntity>,
msg: String,
},
}
impl Server {
pub fn handle_events(&mut self) -> Vec<Event> {
span!(_guard, "handle_events", "Server::handle_events");
let mut frontend_events = Vec::new();
let mut commands = Vec::new();
let mut chat_messages = Vec::new();
let events = self
.state
.ecs()
.read_resource::<EventBus<ServerEvent>>()
.recv_all();
for event in events {
match event {
ServerEvent::Explosion {
pos,
explosion,
owner,
} => handle_explosion(self, pos, explosion, owner),
ServerEvent::Bonk { pos, owner, target } => handle_bonk(self, pos, owner, target),
ServerEvent::Shoot {
entity,
pos,
dir,
body,
light,
projectile,
speed,
object,
} => handle_shoot(
self, entity, pos, dir, body, light, projectile, speed, object,
),
ServerEvent::Shockwave {
properties,
pos,
ori,
} => handle_shockwave(self, properties, pos, ori),
ServerEvent::BeamSegment {
properties,
pos,
ori,
} => handle_beam(self, properties, pos, ori),
ServerEvent::Knockback { entity, impulse } => {
handle_knockback(self, entity, impulse)
},
ServerEvent::HealthChange { entity, change } => {
handle_health_change(self, entity, change)
},
ServerEvent::PoiseChange { entity, change } => handle_poise(self, entity, change),
ServerEvent::Delete(entity) => handle_delete(self, entity),
ServerEvent::Destroy { entity, cause } => handle_destroy(self, entity, cause),
ServerEvent::InventoryManip(entity, manip) => handle_inventory(self, entity, manip),
ServerEvent::GroupManip(entity, manip) => handle_group(self, entity, manip),
ServerEvent::Respawn(entity) => handle_respawn(self, entity),
ServerEvent::LandOnGround { entity, vel } => {
handle_land_on_ground(self, entity, vel)
},
ServerEvent::EnableLantern(entity) => handle_lantern(self, entity, true),
ServerEvent::DisableLantern(entity) => handle_lantern(self, entity, false),
ServerEvent::NpcInteract(interactor, target) => {
handle_npc_interaction(self, interactor, target)
},
ServerEvent::InitiateInvite(interactor, target, kind) => {
handle_invite(self, interactor, target, kind)
},
ServerEvent::InviteResponse(entity, response) => {
handle_invite_response(self, entity, response)
},
ServerEvent::ProcessTradeAction(entity, trade_id, action) => {
handle_process_trade_action(self, entity, trade_id, action);
},
ServerEvent::Mount(mounter, mountee) => handle_mount(self, mounter, mountee),
ServerEvent::Unmount(mounter) => handle_unmount(self, mounter),
ServerEvent::Possess(possessor_uid, possesse_uid) => {
handle_possess(self, possessor_uid, possesse_uid)
},
ServerEvent::InitCharacterData {
entity,
character_id,
} => handle_initialize_character(self, entity, character_id),
ServerEvent::UpdateCharacterData { entity, components } => {
let (body, stats, skill_set, inventory, waypoint, pets, active_abilities) =
components;
let components = PersistedComponents {
body,
stats,
skill_set,
inventory,
waypoint,
pets,
active_abilities,
};
handle_loaded_character_data(self, entity, components);
},
ServerEvent::ExitIngame { entity } => {
cancel_trade_for(self, entity);
handle_exit_ingame(self, entity);
},
ServerEvent::CreateNpc {
pos,
stats,
skill_set,
health,
poise,
inventory,
body,
agent,
alignment,
scale,
anchor: home_chunk,
loot,
rtsim_entity,
projectile,
} => handle_create_npc(
self,
pos,
stats,
skill_set,
health,
poise,
inventory,
body,
agent,
alignment,
scale,
loot,
home_chunk,
rtsim_entity,
projectile,
),
ServerEvent::CreateShip {
pos,
ship,
mountable,
agent,
rtsim_entity,
} => handle_create_ship(self, pos, ship, mountable, agent, rtsim_entity),
ServerEvent::CreateWaypoint(pos) => handle_create_waypoint(self, pos),
ServerEvent::ClientDisconnect(entity, reason) => {
frontend_events.push(handle_client_disconnect(self, entity, reason, false))
},
ServerEvent::ClientDisconnectWithoutPersistence(entity) => {
frontend_events.push(handle_client_disconnect(
self,
entity,
common::comp::DisconnectReason::Kicked,
true,
))
},
ServerEvent::Command(entity, name, args) => {
commands.push((entity, name, args));
},
ServerEvent::Chat(msg) => {
chat_messages.push(msg);
},
ServerEvent::Aura {
entity,
aura_change,
} => handle_aura(self, entity, aura_change),
ServerEvent::Buff {
entity,
buff_change,
} => handle_buff(self, entity, buff_change),
ServerEvent::EnergyChange { entity, change } => {
handle_energy_change(self, entity, change)
},
ServerEvent::ComboChange { entity, change } => {
handle_combo_change(self, entity, change)
},
ServerEvent::Parry {
entity,
energy_cost,
} => handle_parry(self, entity, energy_cost),
ServerEvent::RequestSiteInfo { entity, id } => handle_site_info(self, entity, id),
ServerEvent::MineBlock { entity, pos, tool } => {
handle_mine_block(self, entity, pos, tool)
},
ServerEvent::TeleportTo {
entity,
target,
max_range,
} => handle_teleport_to(self, entity, target, max_range),
ServerEvent::CreateSafezone { range, pos } => {
self.state.create_safezone(range, pos).build();
},
ServerEvent::Sound { sound } => handle_sound(self, &sound),
ServerEvent::CreateSprite { pos, sprite } => {
handle_create_sprite(self, pos, sprite)
},
ServerEvent::TamePet {
pet_entity,
owner_entity,
} => handle_tame_pet(self, pet_entity, owner_entity),
ServerEvent::EntityAttackedHook { entity } => {
handle_entity_attacked_hook(self, entity)
},
ServerEvent::ChangeAbility {
entity,
slot,
auxiliary_key,
new_ability,
} => handle_change_ability(self, entity, slot, auxiliary_key, new_ability),
}
}
for (entity, name, args) in commands {
self.process_command(entity, name, args);
}
for msg in chat_messages {
self.state.send_chat(msg);
}
frontend_events
}
}