mirror of
https://gitlab.com/veloren/veloren.git
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51c0bd765f
Nonfunctional xp floaters, squash when working. more icons, lock visuals
171 lines
4.3 KiB
Rust
171 lines
4.3 KiB
Rust
use crate::{character::CharacterId, comp, rtsim::RtSimEntity, uid::Uid, util::Dir, Explosion};
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use comp::{
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item::{Item, Reagent},
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Ori, Pos,
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};
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use specs::Entity as EcsEntity;
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use std::{collections::VecDeque, ops::DerefMut, sync::Mutex};
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use vek::*;
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pub enum LocalEvent {
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/// Applies upward force to entity's `Vel`
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Jump(EcsEntity),
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/// Applies the `impulse` to `entity`'s `Vel`
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ApplyImpulse {
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entity: EcsEntity,
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impulse: Vec3<f32>,
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},
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/// Applies leaping force to `entity`'s `Vel` away from `wall_dir` direction
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WallLeap {
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entity: EcsEntity,
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wall_dir: Vec3<f32>,
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},
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/// Applies `vel` velocity to `entity`
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Boost { entity: EcsEntity, vel: Vec3<f32> },
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}
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#[allow(clippy::large_enum_variant)] // TODO: Pending review in #587
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pub enum ServerEvent {
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Explosion {
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pos: Vec3<f32>,
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explosion: Explosion,
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owner: Option<Uid>,
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reagent: Option<Reagent>,
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},
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Damage {
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entity: EcsEntity,
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change: comp::HealthChange,
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},
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Delete(EcsEntity),
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Destroy {
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entity: EcsEntity,
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cause: comp::HealthSource,
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},
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InventoryManip(EcsEntity, comp::InventoryManip),
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GroupManip(EcsEntity, comp::GroupManip),
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Respawn(EcsEntity),
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Shoot {
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entity: EcsEntity,
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dir: Dir,
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body: comp::Body,
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light: Option<comp::LightEmitter>,
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projectile: comp::Projectile,
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gravity: Option<comp::Gravity>,
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speed: f32,
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},
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Shockwave {
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properties: comp::shockwave::Properties,
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pos: Pos,
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ori: Ori,
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},
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Knockback {
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entity: EcsEntity,
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impulse: Vec3<f32>,
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},
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BeamSegment {
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properties: comp::beam::Properties,
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pos: Pos,
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ori: Ori,
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},
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LandOnGround {
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entity: EcsEntity,
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vel: Vec3<f32>,
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},
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EnableLantern(EcsEntity),
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DisableLantern(EcsEntity),
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Mount(EcsEntity, EcsEntity),
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Unmount(EcsEntity),
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Possess(Uid, Uid),
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/// Inserts default components for a character when loading into the game
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InitCharacterData {
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entity: EcsEntity,
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character_id: CharacterId,
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},
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UpdateCharacterData {
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entity: EcsEntity,
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components: (
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comp::Body,
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comp::Stats,
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comp::Inventory,
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Option<comp::Waypoint>,
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),
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},
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ExitIngame {
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entity: EcsEntity,
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},
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// TODO: to avoid breakage when adding new fields, perhaps have an `NpcBuilder` type?
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CreateNpc {
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pos: comp::Pos,
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stats: comp::Stats,
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health: comp::Health,
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loadout: comp::inventory::loadout::Loadout,
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body: comp::Body,
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agent: Option<comp::Agent>,
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alignment: comp::Alignment,
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scale: comp::Scale,
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home_chunk: Option<comp::HomeChunk>,
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drop_item: Option<Item>,
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rtsim_entity: Option<RtSimEntity>,
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},
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CreateWaypoint(Vec3<f32>),
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ClientDisconnect(EcsEntity),
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ChunkRequest(EcsEntity, Vec2<i32>),
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ChatCmd(EcsEntity, String),
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/// Send a chat message to the player from an npc or other player
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Chat(comp::UnresolvedChatMsg),
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Aura {
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entity: EcsEntity,
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aura_change: comp::AuraChange,
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},
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Buff {
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entity: EcsEntity,
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buff_change: comp::BuffChange,
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},
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EnergyChange {
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entity: EcsEntity,
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change: comp::EnergyChange,
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},
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}
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pub struct EventBus<E> {
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queue: Mutex<VecDeque<E>>,
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}
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impl<E> Default for EventBus<E> {
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fn default() -> Self {
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Self {
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queue: Mutex::new(VecDeque::new()),
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}
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}
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}
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impl<E> EventBus<E> {
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pub fn emitter(&self) -> Emitter<E> {
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Emitter {
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bus: self,
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events: VecDeque::new(),
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}
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}
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pub fn emit_now(&self, event: E) { self.queue.lock().unwrap().push_back(event); }
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pub fn recv_all(&self) -> impl ExactSizeIterator<Item = E> {
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std::mem::replace(self.queue.lock().unwrap().deref_mut(), VecDeque::new()).into_iter()
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}
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}
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pub struct Emitter<'a, E> {
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bus: &'a EventBus<E>,
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events: VecDeque<E>,
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}
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impl<'a, E> Emitter<'a, E> {
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pub fn emit(&mut self, event: E) { self.events.push_back(event); }
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pub fn append(&mut self, other: &mut VecDeque<E>) { self.events.append(other) }
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}
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impl<'a, E> Drop for Emitter<'a, E> {
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fn drop(&mut self) { self.bus.queue.lock().unwrap().append(&mut self.events); }
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}
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