veloren/common/systems/src/projectile.rs
2021-08-12 15:28:58 +03:00

348 lines
12 KiB
Rust

use common::{
combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
comp::{
agent::{Sound, SoundKind},
projectile, Body, CharacterState, Combo, Energy, Group, Health, HealthSource, 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, Write, 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>,
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>,
Write<'a, Vec<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, mut outcomes): Self::SystemData,
) {
let mut server_emitter = read_data.server_bus.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, 2.0, 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,
&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::Destroy {
entity,
cause: HealthSource::World,
});
projectile_vanished = true;
},
_ => {},
}
}
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::Destroy {
entity,
cause: HealthSource::World,
});
}
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: &mut Vec<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,
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),
};
// TODO: Is it possible to have projectile without body??
if let Some(&body) = read_data.bodies.get(projectile_entity) {
outcomes.push(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(),
});
}
let may_harm = combat::may_harm(
owner.and_then(|owner| read_data.players.get(owner)),
read_data.players.get(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,
|e| server_emitter.emit(e),
|o| outcomes.push(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::Vanish => {
let entity = projectile_info.entity;
server_emitter.emit(ServerEvent::Destroy {
entity,
cause: HealthSource::World,
});
*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 => {},
}
}