mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
365 lines
13 KiB
Rust
365 lines
13 KiB
Rust
use common::{
|
|
combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
|
|
comp::{
|
|
agent::{Sound, SoundKind},
|
|
projectile, Alignment, Body, CharacterState, Combo, Energy, Group, Health, Inventory, Ori,
|
|
PhysicsState, Player, Pos, Projectile, Stats, Vel,
|
|
},
|
|
event::{Emitter, EventBus, ServerEvent},
|
|
outcome::Outcome,
|
|
resources::{DeltaTime, Time},
|
|
uid::{Uid, UidAllocator},
|
|
util::Dir,
|
|
GroupTarget,
|
|
};
|
|
use common_ecs::{Job, Origin, Phase, System};
|
|
use rand::{thread_rng, Rng};
|
|
use specs::{
|
|
saveload::MarkerAllocator, shred::ResourceId, Entities, Entity as EcsEntity, Join, Read,
|
|
ReadStorage, SystemData, World, WriteStorage,
|
|
};
|
|
use std::time::Duration;
|
|
use vek::*;
|
|
|
|
#[derive(SystemData)]
|
|
pub struct ReadData<'a> {
|
|
time: Read<'a, Time>,
|
|
entities: Entities<'a>,
|
|
players: ReadStorage<'a, Player>,
|
|
dt: Read<'a, DeltaTime>,
|
|
uid_allocator: Read<'a, UidAllocator>,
|
|
server_bus: Read<'a, EventBus<ServerEvent>>,
|
|
uids: ReadStorage<'a, Uid>,
|
|
positions: ReadStorage<'a, Pos>,
|
|
alignments: ReadStorage<'a, Alignment>,
|
|
physics_states: ReadStorage<'a, PhysicsState>,
|
|
velocities: ReadStorage<'a, Vel>,
|
|
inventories: ReadStorage<'a, Inventory>,
|
|
groups: ReadStorage<'a, Group>,
|
|
energies: ReadStorage<'a, Energy>,
|
|
stats: ReadStorage<'a, Stats>,
|
|
combos: ReadStorage<'a, Combo>,
|
|
healths: ReadStorage<'a, Health>,
|
|
bodies: ReadStorage<'a, Body>,
|
|
character_states: ReadStorage<'a, CharacterState>,
|
|
}
|
|
|
|
/// This system is responsible for handling projectile effect triggers
|
|
#[derive(Default)]
|
|
pub struct Sys;
|
|
impl<'a> System<'a> for Sys {
|
|
type SystemData = (
|
|
ReadData<'a>,
|
|
WriteStorage<'a, Ori>,
|
|
WriteStorage<'a, Projectile>,
|
|
Read<'a, EventBus<Outcome>>,
|
|
);
|
|
|
|
const NAME: &'static str = "projectile";
|
|
const ORIGIN: Origin = Origin::Common;
|
|
const PHASE: Phase = Phase::Create;
|
|
|
|
fn run(
|
|
_job: &mut Job<Self>,
|
|
(read_data, mut orientations, mut projectiles, outcomes): Self::SystemData,
|
|
) {
|
|
let mut server_emitter = read_data.server_bus.emitter();
|
|
let mut outcomes_emitter = outcomes.emitter();
|
|
|
|
// Attacks
|
|
'projectile_loop: for (entity, pos, physics, vel, mut projectile) in (
|
|
&read_data.entities,
|
|
&read_data.positions,
|
|
&read_data.physics_states,
|
|
&read_data.velocities,
|
|
&mut projectiles,
|
|
)
|
|
.join()
|
|
{
|
|
let projectile_owner = projectile
|
|
.owner
|
|
.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
|
|
|
|
let mut rng = thread_rng();
|
|
if physics.on_surface().is_none() && rng.gen_bool(0.05) {
|
|
server_emitter.emit(ServerEvent::Sound {
|
|
sound: Sound::new(SoundKind::Projectile, pos.0, 4.0, read_data.time.0),
|
|
});
|
|
}
|
|
|
|
let mut projectile_vanished: bool = false;
|
|
|
|
// Hit entity
|
|
for other in physics.touch_entities.iter().copied() {
|
|
let same_group = projectile_owner
|
|
// Note: somewhat inefficient since we do the lookup for every touching
|
|
// entity, but if we pull this out of the loop we would want to do it only
|
|
// if there is at least one touching entity
|
|
.and_then(|e| read_data.groups.get(e))
|
|
.map_or(false, |owner_group|
|
|
Some(owner_group) == read_data.uid_allocator
|
|
.retrieve_entity_internal(other.into())
|
|
.and_then(|e| read_data.groups.get(e))
|
|
);
|
|
|
|
// Skip if in the same group
|
|
let target_group = if same_group {
|
|
GroupTarget::InGroup
|
|
} else {
|
|
GroupTarget::OutOfGroup
|
|
};
|
|
|
|
if projectile.ignore_group && same_group {
|
|
continue;
|
|
}
|
|
|
|
if projectile.owner == Some(other) {
|
|
continue;
|
|
}
|
|
|
|
let projectile = &mut *projectile;
|
|
|
|
let entity_of =
|
|
|uid: Uid| read_data.uid_allocator.retrieve_entity_internal(uid.into());
|
|
for effect in projectile.hit_entity.drain(..) {
|
|
let owner = projectile.owner.and_then(entity_of);
|
|
let projectile_info = ProjectileInfo {
|
|
entity,
|
|
effect,
|
|
owner_uid: projectile.owner,
|
|
owner,
|
|
ori: orientations.get(entity),
|
|
pos,
|
|
};
|
|
|
|
let target = entity_of(other);
|
|
let projectile_target_info = ProjectileTargetInfo {
|
|
uid: other,
|
|
entity: target,
|
|
target_group,
|
|
ori: target.and_then(|target| orientations.get(target)),
|
|
};
|
|
|
|
dispatch_hit(
|
|
projectile_info,
|
|
projectile_target_info,
|
|
&read_data,
|
|
&mut projectile_vanished,
|
|
&mut outcomes_emitter,
|
|
&mut server_emitter,
|
|
);
|
|
}
|
|
|
|
if projectile_vanished {
|
|
continue 'projectile_loop;
|
|
}
|
|
}
|
|
|
|
if physics.on_surface().is_some() {
|
|
let projectile = &mut *projectile;
|
|
for effect in projectile.hit_solid.drain(..) {
|
|
match effect {
|
|
projectile::Effect::Explode(e) => {
|
|
// We offset position a little back on the way,
|
|
// so if we hit non-exploadable block
|
|
// we still can affect blocks around it.
|
|
//
|
|
// TODO: orientation of fallen projectile is
|
|
// fragile heuristic for direction, find more
|
|
// robust method.
|
|
let projectile_direction = orientations
|
|
.get(entity)
|
|
.map_or_else(Vec3::zero, |ori| ori.look_vec());
|
|
let offset = -0.2 * projectile_direction;
|
|
server_emitter.emit(ServerEvent::Explosion {
|
|
pos: pos.0 + offset,
|
|
explosion: e,
|
|
owner: projectile.owner,
|
|
});
|
|
},
|
|
projectile::Effect::Vanish => {
|
|
server_emitter.emit(ServerEvent::Delete(entity));
|
|
projectile_vanished = true;
|
|
},
|
|
projectile::Effect::Bonk => {
|
|
server_emitter.emit(ServerEvent::Bonk {
|
|
pos: pos.0,
|
|
owner: projectile.owner,
|
|
target: None,
|
|
});
|
|
},
|
|
_ => {},
|
|
}
|
|
}
|
|
|
|
if projectile_vanished {
|
|
continue 'projectile_loop;
|
|
}
|
|
} else if let Some(ori) = orientations.get_mut(entity) {
|
|
if let Some(dir) = Dir::from_unnormalized(vel.0) {
|
|
*ori = dir.into();
|
|
}
|
|
}
|
|
|
|
if projectile.time_left == Duration::default() {
|
|
server_emitter.emit(ServerEvent::Delete(entity));
|
|
}
|
|
projectile.time_left = projectile
|
|
.time_left
|
|
.checked_sub(Duration::from_secs_f32(read_data.dt.0))
|
|
.unwrap_or_default();
|
|
}
|
|
}
|
|
}
|
|
|
|
struct ProjectileInfo<'a> {
|
|
entity: EcsEntity,
|
|
effect: projectile::Effect,
|
|
owner_uid: Option<Uid>,
|
|
owner: Option<EcsEntity>,
|
|
ori: Option<&'a Ori>,
|
|
pos: &'a Pos,
|
|
}
|
|
|
|
struct ProjectileTargetInfo<'a> {
|
|
uid: Uid,
|
|
entity: Option<EcsEntity>,
|
|
target_group: GroupTarget,
|
|
ori: Option<&'a Ori>,
|
|
}
|
|
|
|
fn dispatch_hit(
|
|
projectile_info: ProjectileInfo,
|
|
projectile_target_info: ProjectileTargetInfo,
|
|
read_data: &ReadData,
|
|
projectile_vanished: &mut bool,
|
|
outcomes_emitter: &mut Emitter<Outcome>,
|
|
server_emitter: &mut Emitter<ServerEvent>,
|
|
) {
|
|
match projectile_info.effect {
|
|
projectile::Effect::Attack(attack) => {
|
|
let target_uid = projectile_target_info.uid;
|
|
let target = if let Some(entity) = projectile_target_info.entity {
|
|
entity
|
|
} else {
|
|
return;
|
|
};
|
|
|
|
let (target_pos, projectile_dir) = {
|
|
let target_pos = read_data.positions.get(target);
|
|
let projectile_ori = projectile_info.ori;
|
|
match target_pos.zip(projectile_ori) {
|
|
Some((tgt_pos, proj_ori)) => {
|
|
let Pos(tgt_pos) = tgt_pos;
|
|
(*tgt_pos, proj_ori.look_dir())
|
|
},
|
|
None => return,
|
|
}
|
|
};
|
|
|
|
let owner = projectile_info.owner;
|
|
let projectile_entity = projectile_info.entity;
|
|
|
|
let attacker_info =
|
|
owner
|
|
.zip(projectile_info.owner_uid)
|
|
.map(|(entity, uid)| AttackerInfo {
|
|
entity,
|
|
uid,
|
|
group: read_data.groups.get(entity),
|
|
energy: read_data.energies.get(entity),
|
|
combo: read_data.combos.get(entity),
|
|
inventory: read_data.inventories.get(entity),
|
|
});
|
|
|
|
let target_info = TargetInfo {
|
|
entity: target,
|
|
uid: target_uid,
|
|
inventory: read_data.inventories.get(target),
|
|
stats: read_data.stats.get(target),
|
|
health: read_data.healths.get(target),
|
|
pos: target_pos,
|
|
ori: projectile_target_info.ori,
|
|
char_state: read_data.character_states.get(target),
|
|
energy: read_data.energies.get(target),
|
|
};
|
|
|
|
// TODO: Is it possible to have projectile without body??
|
|
if let Some(&body) = read_data.bodies.get(projectile_entity) {
|
|
outcomes_emitter.emit(Outcome::ProjectileHit {
|
|
pos: target_pos,
|
|
body,
|
|
vel: read_data
|
|
.velocities
|
|
.get(projectile_entity)
|
|
.map_or(Vec3::zero(), |v| v.0),
|
|
source: projectile_info.owner_uid,
|
|
target: read_data.uids.get(target).copied(),
|
|
});
|
|
}
|
|
|
|
// PvP check
|
|
let may_harm = combat::may_harm(
|
|
&read_data.alignments,
|
|
&read_data.players,
|
|
&read_data.uid_allocator,
|
|
owner,
|
|
target,
|
|
);
|
|
|
|
let attack_options = AttackOptions {
|
|
// They say witchers can dodge arrows,
|
|
// but we don't have witchers
|
|
target_dodging: false,
|
|
may_harm,
|
|
target_group: projectile_target_info.target_group,
|
|
};
|
|
|
|
attack.apply_attack(
|
|
attacker_info,
|
|
target_info,
|
|
projectile_dir,
|
|
attack_options,
|
|
1.0,
|
|
AttackSource::Projectile,
|
|
*read_data.time,
|
|
|e| server_emitter.emit(e),
|
|
|o| outcomes_emitter.emit(o),
|
|
);
|
|
},
|
|
projectile::Effect::Explode(e) => {
|
|
let Pos(pos) = *projectile_info.pos;
|
|
let owner_uid = projectile_info.owner_uid;
|
|
server_emitter.emit(ServerEvent::Explosion {
|
|
pos,
|
|
explosion: e,
|
|
owner: owner_uid,
|
|
});
|
|
},
|
|
projectile::Effect::Bonk => {
|
|
let Pos(pos) = *projectile_info.pos;
|
|
let owner_uid = projectile_info.owner_uid;
|
|
server_emitter.emit(ServerEvent::Bonk {
|
|
pos,
|
|
owner: owner_uid,
|
|
target: Some(projectile_target_info.uid),
|
|
});
|
|
},
|
|
projectile::Effect::Vanish => {
|
|
let entity = projectile_info.entity;
|
|
server_emitter.emit(ServerEvent::Delete(entity));
|
|
*projectile_vanished = true;
|
|
},
|
|
projectile::Effect::Possess => {
|
|
let target_uid = projectile_target_info.uid;
|
|
let owner_uid = projectile_info.owner_uid;
|
|
if let Some(owner_uid) = owner_uid {
|
|
if target_uid != owner_uid {
|
|
server_emitter.emit(ServerEvent::Possess(owner_uid, target_uid));
|
|
}
|
|
}
|
|
},
|
|
projectile::Effect::Stick => {},
|
|
}
|
|
}
|