mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
1077 lines
42 KiB
Rust
1077 lines
42 KiB
Rust
use crate::{
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automod::AutoMod,
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client::Client,
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events::{self, update_map_markers},
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persistence::PersistedComponents,
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pet::restore_pet,
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presence::{Presence, RepositionOnChunkLoad},
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settings::Settings,
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sys::sentinel::DeletedEntities,
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wiring, BattleModeBuffer, SpawnPoint,
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};
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use common::{
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calendar::Calendar,
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character::CharacterId,
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combat,
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combat::DamageContributor,
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comp::{
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self,
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item::MaterialStatManifest,
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skills::{GeneralSkill, Skill},
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ChatType, Group, Inventory, Item, Player, Poise,
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},
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effect::Effect,
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link::{Link, LinkHandle},
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mounting::Mounting,
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resources::{Time, TimeOfDay},
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slowjob::SlowJobPool,
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uid::{Uid, UidAllocator},
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ViewDistances,
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};
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use common_net::{
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msg::{CharacterInfo, PlayerListUpdate, PresenceKind, ServerGeneral},
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sync::WorldSyncExt,
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};
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use common_state::State;
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use rand::prelude::*;
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use specs::{
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saveload::MarkerAllocator, Builder, Entity as EcsEntity, EntityBuilder as EcsEntityBuilder,
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Join, WorldExt,
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};
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use std::time::{Duration, Instant};
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use tracing::{trace, warn};
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use vek::*;
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pub trait StateExt {
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/// Updates a component associated with the entity based on the `Effect`
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fn apply_effect(&self, entity: EcsEntity, effect: Effect, source: Option<Uid>);
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/// Build a non-player character
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fn create_npc(
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&mut self,
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pos: comp::Pos,
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stats: comp::Stats,
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skill_set: comp::SkillSet,
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health: Option<comp::Health>,
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poise: Poise,
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inventory: Inventory,
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body: comp::Body,
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) -> EcsEntityBuilder;
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/// Build a static object entity
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fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder;
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fn create_item_drop(&mut self, pos: comp::Pos, item: Item) -> EcsEntityBuilder;
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fn create_ship<F: FnOnce(comp::ship::Body) -> comp::Collider>(
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&mut self,
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pos: comp::Pos,
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ship: comp::ship::Body,
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make_collider: F,
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mountable: bool,
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) -> EcsEntityBuilder;
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/// Build a projectile
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fn create_projectile(
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&mut self,
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pos: comp::Pos,
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vel: comp::Vel,
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body: comp::Body,
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projectile: comp::Projectile,
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) -> EcsEntityBuilder;
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/// Build a shockwave entity
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fn create_shockwave(
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&mut self,
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properties: comp::shockwave::Properties,
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pos: comp::Pos,
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ori: comp::Ori,
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) -> EcsEntityBuilder;
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/// Build a beam entity
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fn create_beam(
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&mut self,
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properties: comp::beam::Properties,
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pos: comp::Pos,
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ori: comp::Ori,
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) -> EcsEntityBuilder;
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/// Creates a safezone
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fn create_safezone(&mut self, range: Option<f32>, pos: comp::Pos) -> EcsEntityBuilder;
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fn create_wiring(
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&mut self,
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pos: comp::Pos,
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object: comp::object::Body,
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wiring_element: wiring::WiringElement,
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) -> EcsEntityBuilder;
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// NOTE: currently only used for testing
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/// Queues chunk generation in the view distance of the persister, this
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/// entity must be built before those chunks are received (the builder
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/// borrows the ecs world so that is kind of impossible in practice)
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fn create_persister(
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&mut self,
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pos: comp::Pos,
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view_distance: u32,
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world: &std::sync::Arc<world::World>,
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index: &world::IndexOwned,
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) -> EcsEntityBuilder;
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/// Insert common/default components for a new character joining the server
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fn initialize_character_data(
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&mut self,
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entity: EcsEntity,
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character_id: CharacterId,
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view_distances: ViewDistances,
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);
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/// Insert common/default components for a new spectator joining the server
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fn initialize_spectator_data(&mut self, entity: EcsEntity, view_distances: ViewDistances);
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/// Update the components associated with the entity's current character.
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/// Performed after loading component data from the database
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fn update_character_data(&mut self, entity: EcsEntity, components: PersistedComponents);
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/// Iterates over registered clients and send each `ServerMsg`
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fn validate_chat_msg(
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&self,
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player: EcsEntity,
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chat_type: &comp::ChatType<comp::Group>,
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msg: &str,
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) -> bool;
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fn send_chat(&self, msg: comp::UnresolvedChatMsg);
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fn notify_players(&self, msg: ServerGeneral);
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fn notify_in_game_clients(&self, msg: ServerGeneral);
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/// Create a new link between entities (see [`common::mounting`] for an
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/// example).
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fn link<L: Link>(&mut self, link: L) -> Result<(), L::Error>;
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/// Maintain active links between entities
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fn maintain_links(&mut self);
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/// Delete an entity, recording the deletion in [`DeletedEntities`]
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fn delete_entity_recorded(
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&mut self,
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entity: EcsEntity,
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) -> Result<(), specs::error::WrongGeneration>;
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}
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impl StateExt for State {
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fn apply_effect(&self, entity: EcsEntity, effects: Effect, source: Option<Uid>) {
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let msm = self.ecs().read_resource::<MaterialStatManifest>();
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match effects {
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Effect::Health(change) => {
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self.ecs()
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.write_storage::<comp::Health>()
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.get_mut(entity)
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.map(|mut health| health.change_by(change));
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},
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Effect::Damage(damage) => {
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let inventories = self.ecs().read_storage::<Inventory>();
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let stats = self.ecs().read_storage::<comp::Stats>();
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let groups = self.ecs().read_storage::<Group>();
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let damage_contributor = source.and_then(|uid| {
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self.ecs().entity_from_uid(uid.0).map(|attacker_entity| {
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DamageContributor::new(uid, groups.get(attacker_entity).cloned())
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})
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});
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let time = self.ecs().read_resource::<Time>();
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let change = damage.calculate_health_change(
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combat::Damage::compute_damage_reduction(
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Some(damage),
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inventories.get(entity),
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stats.get(entity),
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&msm,
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),
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damage_contributor,
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false,
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0.0,
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1.0,
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*time,
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random(),
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);
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self.ecs()
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.write_storage::<comp::Health>()
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.get_mut(entity)
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.map(|mut health| health.change_by(change));
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},
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Effect::Poise(poise) => {
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let inventories = self.ecs().read_storage::<Inventory>();
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let change = Poise::apply_poise_reduction(poise, inventories.get(entity), &msm);
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// Check to make sure the entity is not already stunned
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if let Some(character_state) = self
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.ecs()
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.read_storage::<comp::CharacterState>()
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.get(entity)
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{
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if !character_state.is_stunned() {
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let groups = self.ecs().read_storage::<Group>();
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let damage_contributor = source.and_then(|uid| {
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self.ecs().entity_from_uid(uid.0).map(|attacker_entity| {
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DamageContributor::new(uid, groups.get(attacker_entity).cloned())
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})
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});
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let time = self.ecs().read_resource::<Time>();
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let poise_change = comp::PoiseChange {
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amount: change,
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impulse: Vec3::zero(),
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cause: None,
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by: damage_contributor,
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time: *time,
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};
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self.ecs()
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.write_storage::<Poise>()
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.get_mut(entity)
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.map(|mut poise| poise.change(poise_change));
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}
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}
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},
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Effect::Buff(buff) => {
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self.ecs()
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.write_storage::<comp::Buffs>()
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.get_mut(entity)
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.map(|mut buffs| {
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buffs.insert(comp::Buff::new(
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buff.kind,
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buff.data,
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buff.cat_ids,
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comp::BuffSource::Item,
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))
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});
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},
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}
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}
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fn create_npc(
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&mut self,
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pos: comp::Pos,
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stats: comp::Stats,
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skill_set: comp::SkillSet,
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health: Option<comp::Health>,
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poise: Poise,
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inventory: Inventory,
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body: comp::Body,
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) -> EcsEntityBuilder {
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self.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(comp::Vel(Vec3::zero()))
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.with(
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comp::Ori::from_unnormalized_vec(Vec3::new(
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thread_rng().gen_range(-1.0..1.0),
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thread_rng().gen_range(-1.0..1.0),
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0.0,
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))
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.unwrap_or_default(),
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)
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.with(body.mass())
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.with(body.density())
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.with(body.collider())
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.with(comp::Controller::default())
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.with(body)
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.with(comp::Energy::new(
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body,
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skill_set
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.skill_level(Skill::General(GeneralSkill::EnergyIncrease))
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.unwrap_or(0),
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))
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.with(stats)
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.with(comp::ActiveAbilities::default())
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.with(skill_set)
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.maybe_with(health)
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.with(poise)
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.with(comp::Alignment::Npc)
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.with(comp::CharacterState::default())
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.with(inventory)
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.with(comp::Buffs::default())
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.with(comp::Combo::default())
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.with(comp::Auras::default())
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}
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fn create_object(&mut self, pos: comp::Pos, object: comp::object::Body) -> EcsEntityBuilder {
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let body = comp::Body::Object(object);
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self.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(comp::Vel(Vec3::zero()))
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.with(comp::Ori::default())
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.with(body.mass())
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.with(body.density())
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.with(body.collider())
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.with(body)
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}
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fn create_item_drop(&mut self, pos: comp::Pos, item: Item) -> EcsEntityBuilder {
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let item_drop = comp::item_drop::Body::from(&item);
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let body = comp::Body::ItemDrop(item_drop);
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self.ecs_mut()
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.create_entity_synced()
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.with(item)
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.with(pos)
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.with(comp::Vel(Vec3::zero()))
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.with(item_drop.orientation(&mut thread_rng()))
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.with(item_drop.mass())
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.with(item_drop.density())
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.with(body.collider())
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.with(body)
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}
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fn create_ship<F: FnOnce(comp::ship::Body) -> comp::Collider>(
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&mut self,
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pos: comp::Pos,
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ship: comp::ship::Body,
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make_collider: F,
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mountable: bool,
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) -> EcsEntityBuilder {
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let body = comp::Body::Ship(ship);
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let builder = self
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.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(comp::Vel(Vec3::zero()))
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.with(comp::Ori::default())
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.with(body.mass())
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.with(body.density())
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.with(make_collider(ship))
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.with(body)
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.with(comp::Scale(comp::ship::AIRSHIP_SCALE))
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.with(comp::Controller::default())
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.with(Inventory::with_empty())
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.with(comp::CharacterState::default())
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// TODO: some of these are required in order for the character_behavior system to
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// recognize a possesed airship; that system should be refactored to use `.maybe()`
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.with(comp::Energy::new(ship.into(), 0))
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.with(comp::Stats::new("Airship".to_string()))
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.with(comp::SkillSet::default())
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.with(comp::ActiveAbilities::default())
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.with(comp::Combo::default());
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if mountable {
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// TODO: Re-add mounting check
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}
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builder
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}
|
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fn create_projectile(
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&mut self,
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pos: comp::Pos,
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vel: comp::Vel,
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body: comp::Body,
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projectile: comp::Projectile,
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) -> EcsEntityBuilder {
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let mut projectile_base = self
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.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(vel)
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.with(comp::Ori::from_unnormalized_vec(vel.0).unwrap_or_default())
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.with(body.mass())
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.with(body.density());
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if projectile.is_sticky {
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projectile_base = projectile_base.with(comp::Sticky)
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}
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if projectile.is_point {
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projectile_base = projectile_base.with(comp::Collider::Point)
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} else {
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projectile_base = projectile_base.with(body.collider())
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}
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projectile_base.with(projectile).with(body)
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}
|
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fn create_shockwave(
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&mut self,
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properties: comp::shockwave::Properties,
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pos: comp::Pos,
|
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ori: comp::Ori,
|
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) -> EcsEntityBuilder {
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self.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(ori)
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.with(comp::Shockwave {
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properties,
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creation: None,
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})
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.with(comp::ShockwaveHitEntities {
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hit_entities: Vec::<Uid>::new(),
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})
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}
|
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|
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fn create_beam(
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&mut self,
|
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properties: comp::beam::Properties,
|
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pos: comp::Pos,
|
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ori: comp::Ori,
|
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) -> EcsEntityBuilder {
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self.ecs_mut()
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.create_entity_synced()
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.with(pos)
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.with(ori)
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.with(comp::BeamSegment {
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properties,
|
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creation: None,
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})
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}
|
|
|
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fn create_safezone(&mut self, range: Option<f32>, pos: comp::Pos) -> EcsEntityBuilder {
|
|
use comp::{
|
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aura::{Aura, AuraKind, AuraTarget, Auras},
|
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buff::{BuffCategory, BuffData, BuffKind, BuffSource},
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};
|
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self.ecs_mut()
|
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.create_entity_synced()
|
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.with(pos)
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.with(Auras::new(vec![Aura::new(
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AuraKind::Buff {
|
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kind: BuffKind::Invulnerability,
|
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data: BuffData::new(1.0, Some(Duration::from_secs(1))),
|
|
category: BuffCategory::Natural,
|
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source: BuffSource::World,
|
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},
|
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range.unwrap_or(100.0),
|
|
None,
|
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AuraTarget::All,
|
|
)]))
|
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}
|
|
|
|
fn create_wiring(
|
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&mut self,
|
|
pos: comp::Pos,
|
|
object: comp::object::Body,
|
|
wiring_element: wiring::WiringElement,
|
|
) -> EcsEntityBuilder {
|
|
self.ecs_mut()
|
|
.create_entity_synced()
|
|
.with(pos)
|
|
.with(comp::Vel(Vec3::zero()))
|
|
.with(comp::Ori::default())
|
|
.with({
|
|
let body: comp::Body = object.into();
|
|
body.collider()
|
|
})
|
|
.with(comp::Body::Object(object))
|
|
.with(comp::Mass(100.0))
|
|
// .with(comp::Sticky)
|
|
.with(wiring_element)
|
|
.with(comp::LightEmitter {
|
|
col: Rgb::new(0.0, 0.0, 0.0),
|
|
strength: 2.0,
|
|
flicker: 1.0,
|
|
animated: true,
|
|
})
|
|
}
|
|
|
|
// NOTE: currently only used for testing
|
|
/// Queues chunk generation in the view distance of the persister, this
|
|
/// entity must be built before those chunks are received (the builder
|
|
/// borrows the ecs world so that is kind of impossible in practice)
|
|
fn create_persister(
|
|
&mut self,
|
|
pos: comp::Pos,
|
|
view_distance: u32,
|
|
world: &std::sync::Arc<world::World>,
|
|
index: &world::IndexOwned,
|
|
) -> EcsEntityBuilder {
|
|
use common::{terrain::TerrainChunkSize, vol::RectVolSize};
|
|
use std::sync::Arc;
|
|
// Request chunks
|
|
{
|
|
let ecs = self.ecs();
|
|
let slow_jobs = ecs.write_resource::<SlowJobPool>();
|
|
let mut chunk_generator =
|
|
ecs.write_resource::<crate::chunk_generator::ChunkGenerator>();
|
|
let chunk_pos = self.terrain().pos_key(pos.0.map(|e| e as i32));
|
|
(-(view_distance as i32)..view_distance as i32 + 1)
|
|
.flat_map(|x| {
|
|
(-(view_distance as i32)..view_distance as i32 + 1).map(move |y| Vec2::new(x, y))
|
|
})
|
|
.map(|offset| offset + chunk_pos)
|
|
// Filter chunks outside the view distance
|
|
// Note: calculation from client chunk request filtering
|
|
.filter(|chunk_key| {
|
|
pos.0.xy().map(|e| e as f64).distance(
|
|
chunk_key.map(|e| e as f64 + 0.5) * TerrainChunkSize::RECT_SIZE.map(|e| e as f64),
|
|
) < (view_distance as f64 - 1.0 + 2.5 * 2.0_f64.sqrt())
|
|
* TerrainChunkSize::RECT_SIZE.x as f64
|
|
})
|
|
.for_each(|chunk_key| {
|
|
#[cfg(feature = "worldgen")]
|
|
{
|
|
let time = (*ecs.read_resource::<TimeOfDay>(), (*ecs.read_resource::<Calendar>()).clone());
|
|
chunk_generator.generate_chunk(None, chunk_key, &slow_jobs, Arc::clone(world), index.clone(), time);
|
|
}
|
|
});
|
|
}
|
|
|
|
self.ecs_mut()
|
|
.create_entity_synced()
|
|
.with(pos)
|
|
.with(Presence::new(
|
|
ViewDistances {
|
|
terrain: view_distance,
|
|
entity: view_distance,
|
|
},
|
|
PresenceKind::Spectator,
|
|
))
|
|
}
|
|
|
|
fn initialize_character_data(
|
|
&mut self,
|
|
entity: EcsEntity,
|
|
character_id: CharacterId,
|
|
view_distances: ViewDistances,
|
|
) {
|
|
let spawn_point = self.ecs().read_resource::<SpawnPoint>().0;
|
|
|
|
if let Some(player_uid) = self.read_component_copied::<Uid>(entity) {
|
|
// NOTE: By fetching the player_uid, we validated that the entity exists, and we
|
|
// call nothing that can delete it in any of the subsequent
|
|
// commands, so we can assume that all of these calls succeed,
|
|
// justifying ignoring the result of insertion.
|
|
self.write_component_ignore_entity_dead(entity, comp::Controller::default());
|
|
self.write_component_ignore_entity_dead(entity, comp::Pos(spawn_point));
|
|
self.write_component_ignore_entity_dead(entity, comp::Vel(Vec3::zero()));
|
|
self.write_component_ignore_entity_dead(entity, comp::Ori::default());
|
|
self.write_component_ignore_entity_dead(entity, comp::Collider::CapsulePrism {
|
|
p0: Vec2::zero(),
|
|
p1: Vec2::zero(),
|
|
radius: 0.4,
|
|
z_min: 0.0,
|
|
z_max: 1.75,
|
|
});
|
|
self.write_component_ignore_entity_dead(entity, comp::CharacterState::default());
|
|
self.write_component_ignore_entity_dead(entity, comp::Alignment::Owned(player_uid));
|
|
self.write_component_ignore_entity_dead(entity, comp::Buffs::default());
|
|
self.write_component_ignore_entity_dead(entity, comp::Auras::default());
|
|
self.write_component_ignore_entity_dead(entity, comp::Combo::default());
|
|
|
|
// Make sure physics components are updated
|
|
self.write_component_ignore_entity_dead(entity, comp::ForceUpdate::forced());
|
|
|
|
self.write_component_ignore_entity_dead(
|
|
entity,
|
|
Presence::new(view_distances, PresenceKind::Character(character_id)),
|
|
);
|
|
|
|
// Tell the client its request was successful.
|
|
if let Some(client) = self.ecs().read_storage::<Client>().get(entity) {
|
|
client.send_fallible(ServerGeneral::CharacterSuccess);
|
|
}
|
|
}
|
|
}
|
|
|
|
fn initialize_spectator_data(&mut self, entity: EcsEntity, view_distances: ViewDistances) {
|
|
let spawn_point = self.ecs().read_resource::<SpawnPoint>().0;
|
|
|
|
if self.read_component_copied::<Uid>(entity).is_some() {
|
|
// NOTE: By fetching the player_uid, we validated that the entity exists, and we
|
|
// call nothing that can delete it in any of the subsequent
|
|
// commands, so we can assume that all of these calls succeed,
|
|
// justifying ignoring the result of insertion.
|
|
self.write_component_ignore_entity_dead(entity, comp::Pos(spawn_point));
|
|
|
|
// Make sure physics components are updated
|
|
self.write_component_ignore_entity_dead(entity, comp::ForceUpdate::forced());
|
|
|
|
self.write_component_ignore_entity_dead(
|
|
entity,
|
|
Presence::new(view_distances, PresenceKind::Spectator),
|
|
);
|
|
|
|
// Tell the client its request was successful.
|
|
if let Some(client) = self.ecs().read_storage::<Client>().get(entity) {
|
|
client.send_fallible(ServerGeneral::SpectatorSuccess(spawn_point));
|
|
}
|
|
}
|
|
}
|
|
|
|
fn update_character_data(&mut self, entity: EcsEntity, components: PersistedComponents) {
|
|
let PersistedComponents {
|
|
body,
|
|
stats,
|
|
skill_set,
|
|
inventory,
|
|
waypoint,
|
|
pets,
|
|
active_abilities,
|
|
map_marker,
|
|
} = components;
|
|
|
|
if let Some(player_uid) = self.read_component_copied::<Uid>(entity) {
|
|
// Notify clients of a player list update
|
|
self.notify_players(ServerGeneral::PlayerListUpdate(
|
|
PlayerListUpdate::SelectedCharacter(player_uid, CharacterInfo {
|
|
name: String::from(&stats.name),
|
|
}),
|
|
));
|
|
|
|
// NOTE: By fetching the player_uid, we validated that the entity exists,
|
|
// and we call nothing that can delete it in any of the subsequent
|
|
// commands, so we can assume that all of these calls succeed,
|
|
// justifying ignoring the result of insertion.
|
|
self.write_component_ignore_entity_dead(entity, body.collider());
|
|
self.write_component_ignore_entity_dead(entity, body);
|
|
self.write_component_ignore_entity_dead(entity, body.mass());
|
|
self.write_component_ignore_entity_dead(entity, body.density());
|
|
let (health_level, energy_level) = (
|
|
skill_set
|
|
.skill_level(Skill::General(GeneralSkill::HealthIncrease))
|
|
.unwrap_or(0),
|
|
skill_set
|
|
.skill_level(Skill::General(GeneralSkill::EnergyIncrease))
|
|
.unwrap_or(0),
|
|
);
|
|
self.write_component_ignore_entity_dead(entity, comp::Health::new(body, health_level));
|
|
self.write_component_ignore_entity_dead(entity, comp::Energy::new(body, energy_level));
|
|
self.write_component_ignore_entity_dead(entity, Poise::new(body));
|
|
self.write_component_ignore_entity_dead(entity, stats);
|
|
self.write_component_ignore_entity_dead(entity, active_abilities);
|
|
self.write_component_ignore_entity_dead(entity, skill_set);
|
|
self.write_component_ignore_entity_dead(entity, inventory);
|
|
self.write_component_ignore_entity_dead(
|
|
entity,
|
|
comp::InventoryUpdate::new(comp::InventoryUpdateEvent::default()),
|
|
);
|
|
|
|
if let Some(waypoint) = waypoint {
|
|
self.write_component_ignore_entity_dead(entity, RepositionOnChunkLoad);
|
|
self.write_component_ignore_entity_dead(entity, waypoint);
|
|
self.write_component_ignore_entity_dead(entity, comp::Pos(waypoint.get_pos()));
|
|
self.write_component_ignore_entity_dead(entity, comp::Vel(Vec3::zero()));
|
|
self.write_component_ignore_entity_dead(entity, comp::ForceUpdate::forced());
|
|
}
|
|
|
|
if let Some(map_marker) = map_marker {
|
|
self.write_component_ignore_entity_dead(entity, map_marker);
|
|
}
|
|
|
|
let player_pos = self.ecs().read_storage::<comp::Pos>().get(entity).copied();
|
|
if let Some(player_pos) = player_pos {
|
|
trace!(
|
|
"Loading {} pets for player at pos {:?}",
|
|
pets.len(),
|
|
player_pos
|
|
);
|
|
// This is the same as wild creatures naturally spawned in the world
|
|
const DEFAULT_PET_HEALTH_LEVEL: u16 = 0;
|
|
|
|
for (pet, body, stats) in pets {
|
|
let pet_entity = self
|
|
.create_npc(
|
|
player_pos,
|
|
stats,
|
|
comp::SkillSet::default(),
|
|
Some(comp::Health::new(body, DEFAULT_PET_HEALTH_LEVEL)),
|
|
Poise::new(body),
|
|
Inventory::with_empty(),
|
|
body,
|
|
)
|
|
.with(comp::Scale(1.0))
|
|
.with(comp::Vel(Vec3::new(0.0, 0.0, 0.0)))
|
|
.build();
|
|
|
|
restore_pet(self.ecs(), pet_entity, entity, pet);
|
|
}
|
|
} else {
|
|
warn!("Player has no pos, cannot load {} pets", pets.len());
|
|
}
|
|
|
|
let presences = self.ecs().read_storage::<Presence>();
|
|
let presence = presences.get(entity);
|
|
if let Some(Presence {
|
|
kind: PresenceKind::Character(char_id),
|
|
..
|
|
}) = presence
|
|
{
|
|
let battlemode_buffer = self.ecs().fetch::<BattleModeBuffer>();
|
|
let mut players = self.ecs().write_storage::<comp::Player>();
|
|
if let Some((mode, change)) = battlemode_buffer.get(char_id) {
|
|
if let Some(mut player_info) = players.get_mut(entity) {
|
|
player_info.battle_mode = *mode;
|
|
player_info.last_battlemode_change = Some(*change);
|
|
}
|
|
} else {
|
|
// FIXME:
|
|
// ???
|
|
//
|
|
// This probably shouldn't exist,
|
|
// but without this code, character gets battle_mode from
|
|
// another character on this account.
|
|
let settings = self.ecs().read_resource::<Settings>();
|
|
let mode = settings.gameplay.battle_mode.default_mode();
|
|
if let Some(mut player_info) = players.get_mut(entity) {
|
|
player_info.battle_mode = mode;
|
|
player_info.last_battlemode_change = None;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn validate_chat_msg(
|
|
&self,
|
|
entity: EcsEntity,
|
|
chat_type: &comp::ChatType<comp::Group>,
|
|
msg: &str,
|
|
) -> bool {
|
|
let mut automod = self.ecs().write_resource::<AutoMod>();
|
|
let client = self.ecs().read_storage::<Client>();
|
|
let player = self.ecs().read_storage::<Player>();
|
|
let Some(client) = client.get(entity) else { return true };
|
|
let Some(player) = player.get(entity) else { return true };
|
|
|
|
match automod.validate_chat_msg(
|
|
player.uuid(),
|
|
self.ecs()
|
|
.read_storage::<comp::Admin>()
|
|
.get(entity)
|
|
.map(|a| a.0),
|
|
Instant::now(),
|
|
chat_type,
|
|
msg,
|
|
) {
|
|
Ok(note) => {
|
|
if let Some(note) = note {
|
|
let _ = client.send(ServerGeneral::server_msg(
|
|
ChatType::CommandInfo,
|
|
format!("{}", note),
|
|
));
|
|
}
|
|
true
|
|
},
|
|
Err(err) => {
|
|
let _ = client.send(ServerGeneral::server_msg(
|
|
ChatType::CommandError,
|
|
format!("{}", err),
|
|
));
|
|
false
|
|
},
|
|
}
|
|
}
|
|
|
|
/// Send the chat message to the proper players. Say and region are limited
|
|
/// by location. Faction and group are limited by component.
|
|
fn send_chat(&self, msg: comp::UnresolvedChatMsg) {
|
|
let ecs = self.ecs();
|
|
let is_within =
|
|
|target, a: &comp::Pos, b: &comp::Pos| a.0.distance_squared(b.0) < target * target;
|
|
|
|
let group_manager = ecs.read_resource::<comp::group::GroupManager>();
|
|
|
|
let group_info = msg.get_group().and_then(|g| group_manager.group_info(*g));
|
|
|
|
let resolved_msg = msg
|
|
.clone()
|
|
.map_group(|_| group_info.map_or_else(|| "???".to_string(), |i| i.name.clone()));
|
|
|
|
if msg.chat_type.uid().map_or(true, |sender| {
|
|
(*ecs.read_resource::<UidAllocator>())
|
|
.retrieve_entity_internal(sender.0)
|
|
.map_or(false, |e| {
|
|
self.validate_chat_msg(e, &msg.chat_type, &msg.message)
|
|
})
|
|
}) {
|
|
match &msg.chat_type {
|
|
comp::ChatType::Offline(_)
|
|
| comp::ChatType::CommandInfo
|
|
| comp::ChatType::CommandError
|
|
| comp::ChatType::Meta
|
|
| comp::ChatType::World(_) => {
|
|
self.notify_players(ServerGeneral::ChatMsg(resolved_msg))
|
|
},
|
|
comp::ChatType::Online(u) => {
|
|
for (client, uid) in
|
|
(&ecs.read_storage::<Client>(), &ecs.read_storage::<Uid>()).join()
|
|
{
|
|
if uid != u {
|
|
client.send_fallible(ServerGeneral::ChatMsg(resolved_msg.clone()));
|
|
}
|
|
}
|
|
},
|
|
comp::ChatType::Tell(from, to) => {
|
|
for (client, uid) in
|
|
(&ecs.read_storage::<Client>(), &ecs.read_storage::<Uid>()).join()
|
|
{
|
|
if uid == from || uid == to {
|
|
client.send_fallible(ServerGeneral::ChatMsg(resolved_msg.clone()));
|
|
}
|
|
}
|
|
},
|
|
comp::ChatType::Kill(kill_source, uid) => {
|
|
let comp::chat::GenericChatMsg { message, .. } = msg;
|
|
let clients = ecs.read_storage::<Client>();
|
|
let clients_count = clients.count();
|
|
// Avoid chat spam, send kill message only to group or nearby players if a
|
|
// certain amount of clients are online
|
|
if clients_count
|
|
> ecs
|
|
.fetch::<Settings>()
|
|
.max_player_for_kill_broadcast
|
|
.unwrap_or_default()
|
|
{
|
|
// Send kill message to the dead player's group
|
|
let killed_entity =
|
|
(*ecs.read_resource::<UidAllocator>()).retrieve_entity_internal(uid.0);
|
|
let groups = ecs.read_storage::<Group>();
|
|
let killed_group = killed_entity.and_then(|e| groups.get(e));
|
|
if let Some(g) = &killed_group {
|
|
send_to_group(g, ecs, &resolved_msg);
|
|
}
|
|
|
|
// Send kill message to nearby players that aren't part of the deceased's
|
|
// group
|
|
let positions = ecs.read_storage::<comp::Pos>();
|
|
if let Some(died_player_pos) = killed_entity.and_then(|e| positions.get(e))
|
|
{
|
|
for (ent, client, pos) in
|
|
(&*ecs.entities(), &clients, &positions).join()
|
|
{
|
|
let client_group = groups.get(ent);
|
|
let is_different_group =
|
|
!(killed_group == client_group && client_group.is_some());
|
|
if is_within(comp::ChatMsg::SAY_DISTANCE, pos, died_player_pos)
|
|
&& is_different_group
|
|
{
|
|
client.send_fallible(ServerGeneral::ChatMsg(
|
|
resolved_msg.clone(),
|
|
));
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
self.notify_players(ServerGeneral::server_msg(
|
|
comp::ChatType::Kill(kill_source.clone(), *uid),
|
|
message,
|
|
))
|
|
}
|
|
},
|
|
comp::ChatType::Say(uid) => {
|
|
let entity_opt =
|
|
(*ecs.read_resource::<UidAllocator>()).retrieve_entity_internal(uid.0);
|
|
|
|
let positions = ecs.read_storage::<comp::Pos>();
|
|
if let Some(speaker_pos) = entity_opt.and_then(|e| positions.get(e)) {
|
|
for (client, pos) in (&ecs.read_storage::<Client>(), &positions).join() {
|
|
if is_within(comp::ChatMsg::SAY_DISTANCE, pos, speaker_pos) {
|
|
client.send_fallible(ServerGeneral::ChatMsg(resolved_msg.clone()));
|
|
}
|
|
}
|
|
}
|
|
},
|
|
comp::ChatType::Region(uid) => {
|
|
let entity_opt =
|
|
(*ecs.read_resource::<UidAllocator>()).retrieve_entity_internal(uid.0);
|
|
|
|
let positions = ecs.read_storage::<comp::Pos>();
|
|
if let Some(speaker_pos) = entity_opt.and_then(|e| positions.get(e)) {
|
|
for (client, pos) in (&ecs.read_storage::<Client>(), &positions).join() {
|
|
if is_within(comp::ChatMsg::REGION_DISTANCE, pos, speaker_pos) {
|
|
client.send_fallible(ServerGeneral::ChatMsg(resolved_msg.clone()));
|
|
}
|
|
}
|
|
}
|
|
},
|
|
comp::ChatType::Npc(uid, _r) => {
|
|
let entity_opt =
|
|
(*ecs.read_resource::<UidAllocator>()).retrieve_entity_internal(uid.0);
|
|
|
|
let positions = ecs.read_storage::<comp::Pos>();
|
|
if let Some(speaker_pos) = entity_opt.and_then(|e| positions.get(e)) {
|
|
for (client, pos) in (&ecs.read_storage::<Client>(), &positions).join() {
|
|
if is_within(comp::ChatMsg::NPC_DISTANCE, pos, speaker_pos) {
|
|
client.send_fallible(ServerGeneral::ChatMsg(resolved_msg.clone()));
|
|
}
|
|
}
|
|
}
|
|
},
|
|
comp::ChatType::NpcSay(uid, _r) => {
|
|
let entity_opt =
|
|
(*ecs.read_resource::<UidAllocator>()).retrieve_entity_internal(uid.0);
|
|
|
|
let positions = ecs.read_storage::<comp::Pos>();
|
|
if let Some(speaker_pos) = entity_opt.and_then(|e| positions.get(e)) {
|
|
for (client, pos) in (&ecs.read_storage::<Client>(), &positions).join() {
|
|
if is_within(comp::ChatMsg::NPC_SAY_DISTANCE, pos, speaker_pos) {
|
|
client.send_fallible(ServerGeneral::ChatMsg(resolved_msg.clone()));
|
|
}
|
|
}
|
|
}
|
|
},
|
|
comp::ChatType::NpcTell(from, to, _r) => {
|
|
for (client, uid) in
|
|
(&ecs.read_storage::<Client>(), &ecs.read_storage::<Uid>()).join()
|
|
{
|
|
if uid == from || uid == to {
|
|
client.send_fallible(ServerGeneral::ChatMsg(resolved_msg.clone()));
|
|
}
|
|
}
|
|
},
|
|
comp::ChatType::FactionMeta(s) | comp::ChatType::Faction(_, s) => {
|
|
for (client, faction) in (
|
|
&ecs.read_storage::<Client>(),
|
|
&ecs.read_storage::<comp::Faction>(),
|
|
)
|
|
.join()
|
|
{
|
|
if s == &faction.0 {
|
|
client.send_fallible(ServerGeneral::ChatMsg(resolved_msg.clone()));
|
|
}
|
|
}
|
|
},
|
|
comp::ChatType::Group(from, g) => {
|
|
if group_info.is_none() {
|
|
// group not found, reply with command error
|
|
let reply = comp::ChatMsg {
|
|
chat_type: comp::ChatType::CommandError,
|
|
message: "You are using group chat but do not belong to a group. Use \
|
|
/world or /region to change chat."
|
|
.into(),
|
|
};
|
|
|
|
if let Some((client, _)) =
|
|
(&ecs.read_storage::<Client>(), &ecs.read_storage::<Uid>())
|
|
.join()
|
|
.find(|(_, uid)| *uid == from)
|
|
{
|
|
client.send_fallible(ServerGeneral::ChatMsg(reply));
|
|
}
|
|
return;
|
|
}
|
|
send_to_group(g, ecs, &resolved_msg);
|
|
},
|
|
comp::ChatType::GroupMeta(g) => {
|
|
send_to_group(g, ecs, &resolved_msg);
|
|
},
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Sends the message to all connected clients
|
|
fn notify_players(&self, msg: ServerGeneral) {
|
|
let mut msg = Some(msg);
|
|
let mut lazy_msg = None;
|
|
for (client, _) in (
|
|
&self.ecs().read_storage::<Client>(),
|
|
&self.ecs().read_storage::<comp::Player>(),
|
|
)
|
|
.join()
|
|
{
|
|
if let Some(msg) = msg.take() {
|
|
lazy_msg = Some(client.prepare(msg));
|
|
}
|
|
lazy_msg.as_ref().map(|msg| client.send_prepared(msg));
|
|
}
|
|
}
|
|
|
|
/// Sends the message to all clients playing in game
|
|
fn notify_in_game_clients(&self, msg: ServerGeneral) {
|
|
let mut msg = Some(msg);
|
|
let mut lazy_msg = None;
|
|
for (client, _) in (
|
|
&mut self.ecs().write_storage::<Client>(),
|
|
&self.ecs().read_storage::<Presence>(),
|
|
)
|
|
.join()
|
|
{
|
|
if let Some(msg) = msg.take() {
|
|
lazy_msg = Some(client.prepare(msg));
|
|
}
|
|
lazy_msg.as_ref().map(|msg| client.send_prepared(msg));
|
|
}
|
|
}
|
|
|
|
fn link<L: Link>(&mut self, link: L) -> Result<(), L::Error> {
|
|
let linker = LinkHandle::from_link(link);
|
|
|
|
L::create(&linker, self.ecs().system_data())?;
|
|
|
|
self.ecs_mut()
|
|
.entry::<Vec<LinkHandle<L>>>()
|
|
.or_insert_with(Vec::new)
|
|
.push(linker);
|
|
|
|
Ok(())
|
|
}
|
|
|
|
fn maintain_links(&mut self) {
|
|
fn maintain_link<L: Link>(state: &State) {
|
|
if let Some(mut handles) = state.ecs().try_fetch_mut::<Vec<LinkHandle<L>>>() {
|
|
handles.retain(|link| {
|
|
if L::persist(link, state.ecs().system_data()) {
|
|
true
|
|
} else {
|
|
L::delete(link, state.ecs().system_data());
|
|
false
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
maintain_link::<Mounting>(self);
|
|
}
|
|
|
|
fn delete_entity_recorded(
|
|
&mut self,
|
|
entity: EcsEntity,
|
|
) -> Result<(), specs::error::WrongGeneration> {
|
|
// Remove entity from a group if they are in one
|
|
{
|
|
let clients = self.ecs().read_storage::<Client>();
|
|
let uids = self.ecs().read_storage::<Uid>();
|
|
let mut group_manager = self.ecs().write_resource::<comp::group::GroupManager>();
|
|
let map_markers = self.ecs().read_storage::<comp::MapMarker>();
|
|
group_manager.entity_deleted(
|
|
entity,
|
|
&mut self.ecs().write_storage(),
|
|
&self.ecs().read_storage(),
|
|
&uids,
|
|
&self.ecs().entities(),
|
|
&mut |entity, group_change| {
|
|
clients
|
|
.get(entity)
|
|
.and_then(|c| {
|
|
group_change
|
|
.try_map_ref(|e| uids.get(*e).copied())
|
|
.map(|g| (g, c))
|
|
})
|
|
.map(|(g, c)| {
|
|
update_map_markers(&map_markers, &uids, c, &group_change);
|
|
c.send_fallible(ServerGeneral::GroupUpdate(g));
|
|
});
|
|
},
|
|
);
|
|
}
|
|
|
|
// Cancel extant trades
|
|
events::cancel_trades_for(self, entity);
|
|
|
|
let (maybe_uid, maybe_pos) = (
|
|
self.ecs().read_storage::<Uid>().get(entity).copied(),
|
|
self.ecs().read_storage::<comp::Pos>().get(entity).copied(),
|
|
);
|
|
|
|
let res = self.ecs_mut().delete_entity(entity);
|
|
if res.is_ok() {
|
|
if let (Some(uid), Some(pos)) = (maybe_uid, maybe_pos) {
|
|
if let Some(region_key) = self
|
|
.ecs()
|
|
.read_resource::<common::region::RegionMap>()
|
|
.find_region(entity, pos.0)
|
|
{
|
|
self.ecs()
|
|
.write_resource::<DeletedEntities>()
|
|
.record_deleted_entity(uid, region_key);
|
|
} else {
|
|
// Don't panic if the entity wasn't found in a region maybe it was just created
|
|
// and then deleted before the region manager had a chance to assign it a
|
|
// region
|
|
warn!(
|
|
?uid,
|
|
?pos,
|
|
"Failed to find region containing entity during entity deletion, assuming \
|
|
it wasn't sent to any clients and so deletion doesn't need to be \
|
|
recorded for sync purposes"
|
|
);
|
|
}
|
|
}
|
|
}
|
|
res
|
|
}
|
|
}
|
|
|
|
fn send_to_group(g: &Group, ecs: &specs::World, msg: &comp::ChatMsg) {
|
|
for (client, group) in (&ecs.read_storage::<Client>(), &ecs.read_storage::<Group>()).join() {
|
|
if g == group {
|
|
client.send_fallible(ServerGeneral::ChatMsg(msg.clone()));
|
|
}
|
|
}
|
|
}
|