mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
255 lines
7.0 KiB
Rust
255 lines
7.0 KiB
Rust
use crate::{client::Client, sys, Server, StateExt};
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use common::{
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character::CharacterId,
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comp::{
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self,
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aura::{Aura, AuraKind, AuraTarget},
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beam,
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buff::{BuffCategory, BuffData, BuffKind, BuffSource},
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inventory::loadout::Loadout,
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shockwave, Agent, Alignment, Body, Gravity, Health, HomeChunk, Inventory, Item, ItemDrop,
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LightEmitter, Object, Ori, Poise, Pos, Projectile, Scale, Stats, Vel, WaypointArea,
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},
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outcome::Outcome,
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rtsim::RtSimEntity,
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uid::Uid,
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util::Dir,
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};
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use common_net::{msg::ServerGeneral, sync::WorldSyncExt};
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use specs::{Builder, Entity as EcsEntity, WorldExt};
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use std::time::Duration;
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use vek::{Rgb, Vec3};
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pub fn handle_initialize_character(
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server: &mut Server,
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entity: EcsEntity,
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character_id: CharacterId,
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) {
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server.state.initialize_character_data(entity, character_id);
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}
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pub fn handle_loaded_character_data(
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server: &mut Server,
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entity: EcsEntity,
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loaded_components: (
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comp::Body,
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comp::Stats,
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comp::Inventory,
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Option<comp::Waypoint>,
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),
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) {
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server
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.state
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.update_character_data(entity, loaded_components);
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sys::subscription::initialize_region_subscription(server.state.ecs(), entity);
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}
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#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
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pub fn handle_create_npc(
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server: &mut Server,
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pos: Pos,
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stats: Stats,
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health: Health,
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poise: Poise,
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loadout: Loadout,
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body: Body,
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agent: impl Into<Option<Agent>>,
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alignment: Alignment,
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scale: Scale,
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drop_item: Option<Item>,
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home_chunk: Option<HomeChunk>,
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rtsim_entity: Option<RtSimEntity>,
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) {
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let inventory = Inventory::new_with_loadout(loadout);
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let entity = server
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.state
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.create_npc(pos, stats, health, poise, inventory, body)
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.with(scale)
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.with(alignment);
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let entity = if let Some(agent) = agent.into() {
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entity.with(agent)
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} else {
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entity
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};
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let entity = if let Some(drop_item) = drop_item {
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entity.with(ItemDrop(drop_item))
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} else {
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entity
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};
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let entity = if let Some(home_chunk) = home_chunk {
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entity.with(home_chunk)
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} else {
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entity
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};
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let entity = if let Some(rtsim_entity) = rtsim_entity {
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entity.with(rtsim_entity)
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} else {
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entity
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};
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let new_entity = entity.build();
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// Add to group system if a pet
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if let comp::Alignment::Owned(owner_uid) = alignment {
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let state = server.state();
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let clients = state.ecs().read_storage::<Client>();
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let uids = state.ecs().read_storage::<Uid>();
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let mut group_manager = state.ecs().write_resource::<comp::group::GroupManager>();
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if let Some(owner) = state.ecs().entity_from_uid(owner_uid.into()) {
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group_manager.new_pet(
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new_entity,
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owner,
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&mut state.ecs().write_storage(),
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&state.ecs().entities(),
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&state.ecs().read_storage(),
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&uids,
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&mut |entity, group_change| {
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clients
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.get(entity)
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.and_then(|c| {
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group_change
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.try_map(|e| uids.get(e).copied())
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.map(|g| (g, c))
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})
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.map(|(g, c)| {
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c.send_fallible(ServerGeneral::GroupUpdate(g));
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});
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},
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);
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}
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} else if let Some(group) = match alignment {
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comp::Alignment::Wild => None,
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comp::Alignment::Passive => None,
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comp::Alignment::Enemy => Some(comp::group::ENEMY),
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comp::Alignment::Npc | comp::Alignment::Tame => Some(comp::group::NPC),
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comp::Alignment::Owned(_) => unreachable!(),
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} {
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let _ = server.state.ecs().write_storage().insert(new_entity, group);
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}
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}
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#[allow(clippy::too_many_arguments)]
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pub fn handle_create_ship(
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server: &mut Server,
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pos: comp::Pos,
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ship: comp::ship::Body,
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mountable: bool,
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agent: Option<Agent>,
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rtsim_entity: Option<RtSimEntity>,
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) {
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let mut entity = server.state.create_ship(pos, ship, mountable);
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if let Some(agent) = agent {
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entity = entity.with(agent);
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}
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if let Some(rtsim_entity) = rtsim_entity {
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entity = entity.with(rtsim_entity);
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}
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entity.build();
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}
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#[allow(clippy::too_many_arguments)]
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pub fn handle_shoot(
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server: &mut Server,
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entity: EcsEntity,
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dir: Dir,
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body: Body,
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light: Option<LightEmitter>,
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projectile: Projectile,
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gravity: Option<Gravity>,
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speed: f32,
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object: Option<Object>,
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) {
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let state = server.state_mut();
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let mut pos = if let Some(pos) = state.ecs().read_storage::<Pos>().get(entity) {
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pos.0
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} else {
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return;
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};
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let vel = *dir * speed
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+ state
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.ecs()
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.read_storage::<Vel>()
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.get(entity)
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.map_or(Vec3::zero(), |v| v.0);
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// Add an outcome
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state
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.ecs()
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.write_resource::<Vec<Outcome>>()
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.push(Outcome::ProjectileShot { pos, body, vel });
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let eye_height = state
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.ecs()
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.read_storage::<comp::Body>()
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.get(entity)
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.map_or(0.0, |b| b.eye_height());
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pos.z += eye_height;
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let mut builder = state.create_projectile(Pos(pos), Vel(vel), body, projectile);
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if let Some(light) = light {
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builder = builder.with(light)
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}
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if let Some(gravity) = gravity {
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builder = builder.with(gravity)
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}
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if let Some(object) = object {
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builder = builder.with(object)
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}
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builder.build();
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}
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pub fn handle_shockwave(
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server: &mut Server,
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properties: shockwave::Properties,
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pos: Pos,
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ori: Ori,
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) {
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let state = server.state_mut();
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state.create_shockwave(properties, pos, ori).build();
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}
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pub fn handle_beam(server: &mut Server, properties: beam::Properties, pos: Pos, ori: Ori) {
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let state = server.state_mut();
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let ecs = state.ecs();
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ecs.write_resource::<Vec<Outcome>>().push(Outcome::Beam {
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pos: pos.0,
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specifier: properties.specifier,
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});
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state.create_beam(properties, pos, ori).build();
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}
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pub fn handle_create_waypoint(server: &mut Server, pos: Vec3<f32>) {
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server
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.state
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.create_object(Pos(pos), comp::object::Body::CampfireLit)
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.with(LightEmitter {
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col: Rgb::new(1.0, 0.3, 0.1),
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strength: 5.0,
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flicker: 1.0,
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animated: true,
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})
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.with(WaypointArea::default())
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.with(comp::Mass(10_f32.powi(10)))
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.with(comp::Auras::new(vec![Aura::new(
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AuraKind::Buff {
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kind: BuffKind::CampfireHeal,
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data: BuffData::new(0.02, Some(Duration::from_secs(1))),
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category: BuffCategory::Natural,
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source: BuffSource::World,
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},
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5.0,
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None,
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AuraTarget::All,
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)]))
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.build();
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}
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