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133 lines
4.4 KiB
Rust
133 lines
4.4 KiB
Rust
#![allow(dead_code)] // TODO: Remove this when rtsim is fleshed out
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use super::*;
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use common::{
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comp,
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comp::inventory::loadout_builder::LoadoutBuilder,
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event::{EventBus, ServerEvent},
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resources::DeltaTime,
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terrain::TerrainGrid,
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};
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use specs::{Join, Read, ReadExpect, ReadStorage, System, WriteExpect, WriteStorage};
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use std::sync::Arc;
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const ENTITY_TICK_PERIOD: u64 = 30;
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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Read<'a, DeltaTime>,
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Read<'a, EventBus<ServerEvent>>,
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WriteExpect<'a, RtSim>,
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ReadExpect<'a, TerrainGrid>,
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ReadExpect<'a, Arc<world::World>>,
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ReadExpect<'a, world::IndexOwned>,
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ReadStorage<'a, comp::Pos>,
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ReadStorage<'a, RtSimEntity>,
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WriteStorage<'a, comp::Agent>,
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);
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fn run(
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&mut self,
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(
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dt,
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server_event_bus,
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mut rtsim,
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terrain,
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world,
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_index,
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positions,
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rtsim_entities,
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mut agents,
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): Self::SystemData,
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) {
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let rtsim = &mut *rtsim;
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rtsim.tick += 1;
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// Update rtsim entities
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// TODO: don't update all of them each tick
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let mut to_reify = Vec::new();
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for (id, entity) in rtsim.entities.iter_mut() {
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if entity.is_loaded {
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// No load-specific behaviour yet
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} else if rtsim
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.chunks
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.chunk_at(entity.pos.xy())
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.map(|c| c.is_loaded)
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.unwrap_or(false)
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{
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to_reify.push(id);
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} else {
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// Simulate behaviour
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if let Some(travel_to) = entity.controller.travel_to {
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// Move towards target at approximate character speed
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entity.pos += Vec3::from(
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(travel_to.xy() - entity.pos.xy())
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.try_normalized()
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.unwrap_or_else(Vec2::zero)
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* entity.get_body().max_speed_approx()
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* entity.controller.speed_factor,
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) * dt.0;
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}
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if let Some(alt) = world
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.sim()
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.get_alt_approx(entity.pos.xy().map(|e| e.floor() as i32))
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{
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entity.pos.z = alt;
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}
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}
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// Tick entity AI
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if entity.last_tick + ENTITY_TICK_PERIOD <= rtsim.tick {
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entity.tick(&terrain, &world);
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entity.last_tick = rtsim.tick;
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}
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}
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let mut server_emitter = server_event_bus.emitter();
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for id in to_reify {
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rtsim.reify_entity(id);
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let entity = &rtsim.entities[id];
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let spawn_pos = terrain
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.find_space(entity.pos.map(|e| e.floor() as i32))
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.map(|e| e as f32)
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+ Vec3::new(0.5, 0.5, 0.0);
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let body = entity.get_body();
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server_emitter.emit(ServerEvent::CreateNpc {
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pos: comp::Pos(spawn_pos),
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stats: comp::Stats::new(entity.get_name(), body).with_level(entity.get_level()),
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health: comp::Health::new(body, 10),
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loadout: match body {
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comp::Body::Humanoid(_) => entity.get_loadout(),
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_ => LoadoutBuilder::new().build(),
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},
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body,
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agent: Some(comp::Agent::new(
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None,
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matches!(body, comp::Body::Humanoid(_)),
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&body,
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false,
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)),
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alignment: match body {
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comp::Body::Humanoid(_) => comp::Alignment::Npc,
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_ => comp::Alignment::Wild,
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},
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scale: comp::Scale(1.0),
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drop_item: None,
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home_chunk: None,
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rtsim_entity: Some(RtSimEntity(id)),
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});
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}
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// Update rtsim with real entity data
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for (pos, rtsim_entity, agent) in (&positions, &rtsim_entities, &mut agents).join() {
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rtsim.entities.get_mut(rtsim_entity.0).map(|entity| {
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entity.pos = pos.0;
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agent.rtsim_controller = entity.controller.clone();
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});
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}
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}
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}
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