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4766450258
* disallow_harm -> allow_harm to avoid negative reasoning since it mostly requires double negation in code * allow_harm -> may_harm to specify side-effect free
357 lines
13 KiB
Rust
357 lines
13 KiB
Rust
use common::{
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combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
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comp::{
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agent::{Sound, SoundKind},
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Body, CharacterState, Combo, Energy, Group, Health, HealthSource, Inventory, Ori,
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PhysicsState, Player, Pos, Scale, Shockwave, ShockwaveHitEntities, Stats,
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},
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event::{EventBus, ServerEvent},
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outcome::Outcome,
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resources::{DeltaTime, Time},
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uid::{Uid, UidAllocator},
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util::Dir,
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GroupTarget,
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};
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use common_ecs::{Job, Origin, Phase, System};
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use rand::{thread_rng, Rng};
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use specs::{
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saveload::MarkerAllocator, shred::ResourceId, Entities, Join, Read, ReadStorage, SystemData,
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World, Write, WriteStorage,
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};
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use vek::*;
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#[derive(SystemData)]
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pub struct ReadData<'a> {
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entities: Entities<'a>,
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server_bus: Read<'a, EventBus<ServerEvent>>,
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time: Read<'a, Time>,
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players: ReadStorage<'a, Player>,
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dt: Read<'a, DeltaTime>,
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uid_allocator: Read<'a, UidAllocator>,
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uids: ReadStorage<'a, Uid>,
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positions: ReadStorage<'a, Pos>,
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orientations: ReadStorage<'a, Ori>,
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scales: ReadStorage<'a, Scale>,
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bodies: ReadStorage<'a, Body>,
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healths: ReadStorage<'a, Health>,
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inventories: ReadStorage<'a, Inventory>,
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groups: ReadStorage<'a, Group>,
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physics_states: ReadStorage<'a, PhysicsState>,
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energies: ReadStorage<'a, Energy>,
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stats: ReadStorage<'a, Stats>,
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combos: ReadStorage<'a, Combo>,
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character_states: ReadStorage<'a, CharacterState>,
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}
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/// This system is responsible for handling accepted inputs like moving or
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/// attacking
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#[derive(Default)]
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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ReadData<'a>,
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WriteStorage<'a, Shockwave>,
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WriteStorage<'a, ShockwaveHitEntities>,
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Write<'a, Vec<Outcome>>,
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);
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const NAME: &'static str = "shockwave";
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const ORIGIN: Origin = Origin::Common;
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const PHASE: Phase = Phase::Create;
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fn run(
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_job: &mut Job<Self>,
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(read_data, mut shockwaves, mut shockwave_hit_lists, mut outcomes): Self::SystemData,
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) {
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let mut server_emitter = read_data.server_bus.emitter();
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let time = read_data.time.0;
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let dt = read_data.dt.0;
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// Shockwaves
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for (entity, pos, ori, shockwave, shockwave_hit_list) in (
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&read_data.entities,
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&read_data.positions,
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&read_data.orientations,
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&shockwaves,
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&mut shockwave_hit_lists,
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)
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.join()
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{
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let creation_time = match shockwave.creation {
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Some(time) => time,
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// Skip newly created shockwaves
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None => continue,
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};
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let end_time = creation_time + shockwave.duration.as_secs_f64();
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let shockwave_owner = shockwave
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.owner
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.and_then(|uid| read_data.uid_allocator.retrieve_entity_internal(uid.into()));
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let mut rng = thread_rng();
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if rng.gen_bool(0.05) {
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server_emitter.emit(ServerEvent::Sound {
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sound: Sound::new(SoundKind::Shockwave, pos.0, 16.0, time),
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});
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}
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// If shockwave is out of time emit destroy event but still continue since it
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// may have traveled and produced effects a bit before reaching it's end point
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if time > end_time {
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server_emitter.emit(ServerEvent::Destroy {
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entity,
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cause: HealthSource::World,
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});
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continue;
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}
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// Determine area that was covered by the shockwave in the last tick
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let time_since_creation = (time - creation_time) as f32;
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let frame_start_dist = (shockwave.speed * (time_since_creation - dt)).max(0.0);
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let frame_end_dist = (shockwave.speed * time_since_creation).max(frame_start_dist);
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let pos2 = Vec2::from(pos.0);
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let look_dir = ori.look_dir();
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// From one frame to the next a shockwave travels over a strip of an arc
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// This is used for collision detection
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let arc_strip = ArcStrip {
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origin: pos2,
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// TODO: make sure this is not Vec2::new(0.0, 0.0)
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dir: look_dir.xy(),
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angle: shockwave.angle,
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start: frame_start_dist,
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end: frame_end_dist,
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};
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// Group to ignore collisions with
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// Might make this more nuanced if shockwaves are used for non damage effects
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let group = shockwave_owner.and_then(|e| read_data.groups.get(e));
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// Go through all other effectable entities
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for (target, uid_b, pos_b, health_b, body_b, physics_state_b) in (
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&read_data.entities,
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&read_data.uids,
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&read_data.positions,
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&read_data.healths,
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&read_data.bodies,
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&read_data.physics_states,
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)
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.join()
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{
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// Check to see if entity has already been hit
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if shockwave_hit_list
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.hit_entities
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.iter()
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.any(|&uid| uid == *uid_b)
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{
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continue;
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}
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// 2D versions
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let pos_b2 = pos_b.0.xy();
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// Scales
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let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
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let rad_b = body_b.radius() * scale_b;
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// Angle checks
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let pos_b_ground = Vec3::new(pos_b.0.x, pos_b.0.y, pos.0.z);
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let max_angle = shockwave.vertical_angle.to_radians();
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// See if entities are in the same group
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let same_group = group
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.map(|group_a| Some(group_a) == read_data.groups.get(target))
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.unwrap_or(Some(*uid_b) == shockwave.owner);
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let target_group = if same_group {
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GroupTarget::InGroup
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} else {
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GroupTarget::OutOfGroup
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};
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// Check if it is a hit
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let hit = entity != target
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&& !health_b.is_dead
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&& (pos_b.0 - pos.0).magnitude() < frame_end_dist + rad_b
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// Collision shapes
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&& {
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// TODO: write code to collide rect with the arc strip so that we can do
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// more complete collision detection for rapidly moving entities
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arc_strip.collides_with_circle(Disk::new(pos_b2, rad_b))
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}
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&& (pos_b_ground - pos.0).angle_between(pos_b.0 - pos.0) < max_angle
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&& (!shockwave.requires_ground || physics_state_b.on_ground.is_some());
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if hit {
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let dir = Dir::from_unnormalized(pos_b.0 - pos.0).unwrap_or(look_dir);
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let attacker_info =
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shockwave_owner
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.zip(shockwave.owner)
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.map(|(entity, uid)| AttackerInfo {
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entity,
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uid,
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energy: read_data.energies.get(entity),
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combo: read_data.combos.get(entity),
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inventory: read_data.inventories.get(entity),
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});
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let target_info = TargetInfo {
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entity: target,
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uid: *uid_b,
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inventory: read_data.inventories.get(target),
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stats: read_data.stats.get(target),
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health: read_data.healths.get(target),
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pos: pos_b.0,
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ori: read_data.orientations.get(target),
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char_state: read_data.character_states.get(target),
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};
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let may_harm = combat::may_harm(
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shockwave_owner.and_then(|owner| read_data.players.get(owner)),
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read_data.players.get(target),
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);
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let attack_options = AttackOptions {
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// Trying roll during earthquake isn't the best idea
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target_dodging: false,
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may_harm,
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target_group,
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};
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shockwave.properties.attack.apply_attack(
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attacker_info,
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target_info,
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dir,
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attack_options,
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1.0,
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AttackSource::Shockwave,
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|e| server_emitter.emit(e),
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|o| outcomes.push(o),
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);
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shockwave_hit_list.hit_entities.push(*uid_b);
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}
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}
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}
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// Set start time on new shockwaves
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// This change doesn't need to be recorded as it is not sent to the client
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shockwaves.set_event_emission(false);
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(&mut shockwaves).join().for_each(|mut shockwave| {
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if shockwave.creation.is_none() {
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shockwave.creation = Some(time);
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}
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});
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shockwaves.set_event_emission(true);
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}
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}
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#[derive(Clone, Copy)]
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struct ArcStrip {
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origin: Vec2<f32>,
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/// Normalizable direction
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dir: Vec2<f32>,
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/// Angle in degrees
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angle: f32,
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/// Start radius
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start: f32,
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/// End radius
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end: f32,
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}
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impl ArcStrip {
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fn collides_with_circle(self, d: Disk<f32, f32>) -> bool {
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// Quit if aabb's don't collide
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if (self.origin.x - d.center.x).abs() > self.end + d.radius
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|| (self.origin.y - d.center.y).abs() > self.end + d.radius
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{
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return false;
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}
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let dist = self.origin.distance(d.center);
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let half_angle = self.angle.to_radians() / 2.0;
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if dist > self.end + d.radius || dist + d.radius < self.start {
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// Completely inside or outside full ring
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return false;
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}
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let inside_edge = Disk::new(self.origin, self.start);
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let outside_edge = Disk::new(self.origin, self.end);
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let inner_corner_in_circle = || {
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let midpoint = self.dir.normalized() * self.start;
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d.contains_point(midpoint.rotated_z(half_angle) + self.origin)
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|| d.contains_point(midpoint.rotated_z(-half_angle) + self.origin)
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};
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let arc_segment_in_circle = || {
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let midpoint = self.dir.normalized();
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let segment_in_circle = |angle| {
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let dir = midpoint.rotated_z(angle);
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let side = LineSegment2 {
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start: dir * self.start + self.origin,
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end: dir * self.end + self.origin,
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};
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d.contains_point(side.projected_point(d.center))
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};
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segment_in_circle(half_angle) || segment_in_circle(-half_angle)
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};
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if dist > self.end {
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// Circle center is outside ring
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// Check intersection with line segments
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arc_segment_in_circle() || {
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// Check angle of intersection points on outside edge of ring
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let (p1, p2) = intersection_points(outside_edge, d, dist);
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self.dir.angle_between(p1 - self.origin) < half_angle
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|| self.dir.angle_between(p2 - self.origin) < half_angle
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}
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} else if dist < self.start {
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// Circle center is inside ring
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// Check angle of intersection points on inside edge of ring
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// Check if circle contains one of the inner points of the arc
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inner_corner_in_circle()
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|| (
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// Check that the circles aren't identical
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inside_edge != d && {
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let (p1, p2) = intersection_points(inside_edge, d, dist);
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self.dir.angle_between(p1 - self.origin) < half_angle
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|| self.dir.angle_between(p2 - self.origin) < half_angle
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}
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)
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} else if d.radius > dist {
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// Circle center inside ring
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// but center of ring is inside the circle so we can't calculate the angle
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inner_corner_in_circle()
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} else {
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// Circle center inside ring
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// Calculate extra angle to account for circle radius
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let extra_angle = (d.radius / dist).asin();
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self.dir.angle_between(d.center - self.origin) < half_angle + extra_angle
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}
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}
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}
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// Assumes an intersection is occuring at 2 points
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// Uses precalculated distance
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// https://www.xarg.org/2016/07/calculate-the-intersection-points-of-two-circles/
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fn intersection_points(
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disk1: Disk<f32, f32>,
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disk2: Disk<f32, f32>,
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dist: f32,
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) -> (Vec2<f32>, Vec2<f32>) {
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let e = (disk2.center - disk1.center) / dist;
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let x = (disk1.radius.powi(2) - disk2.radius.powi(2) + dist.powi(2)) / (2.0 * dist);
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let y = (disk1.radius.powi(2) - x.powi(2)).sqrt();
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let pxe = disk1.center + x * e;
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let eyx = e.yx();
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let p1 = pxe + Vec2::new(-y, y) * eyx;
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let p2 = pxe + Vec2::new(y, -y) * eyx;
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(p1, p2)
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}
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