mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
225 lines
9.5 KiB
Rust
225 lines
9.5 KiB
Rust
use specs::{Entities, Join, LazyUpdate, Read, ReadExpect, ReadStorage, System, WriteStorage};
|
|
|
|
use common::{
|
|
comp::{
|
|
inventory::slot::{EquipSlot, Slot},
|
|
Attacking, Beam, Body, CharacterState, Controller, Energy, Health, Inventory, Mounting, Ori,
|
|
PhysicsState, Pos, StateUpdate, Stats, Vel,
|
|
},
|
|
event::{EventBus, LocalEvent, ServerEvent},
|
|
metrics::SysMetrics,
|
|
resources::DeltaTime,
|
|
span,
|
|
states::{
|
|
self,
|
|
behavior::{CharacterBehavior, JoinData, JoinTuple},
|
|
},
|
|
uid::{Uid, UidAllocator},
|
|
};
|
|
|
|
fn incorporate_update(tuple: &mut JoinTuple, state_update: StateUpdate) {
|
|
// TODO: if checking equality is expensive use optional field in StateUpdate
|
|
if tuple.2.get_unchecked() != &state_update.character {
|
|
*tuple.2.get_mut_unchecked() = state_update.character
|
|
};
|
|
*tuple.3 = state_update.pos;
|
|
*tuple.4 = state_update.vel;
|
|
*tuple.5 = state_update.ori;
|
|
// Note: might be changed every tick by timer anyway
|
|
if tuple.6.get_unchecked() != &state_update.energy {
|
|
*tuple.6.get_mut_unchecked() = state_update.energy
|
|
};
|
|
if state_update.swap_loadout {
|
|
let mut inventory = tuple.7.get_mut_unchecked();
|
|
let inventory = &mut *inventory;
|
|
inventory
|
|
.swap(
|
|
Slot::Equip(EquipSlot::Mainhand),
|
|
Slot::Equip(EquipSlot::Offhand),
|
|
)
|
|
.first()
|
|
.unwrap_none(); // Swapping main and offhand never results in leftover items
|
|
}
|
|
}
|
|
|
|
/// ## Character Behavior System
|
|
/// Passes `JoinData` to `CharacterState`'s `behavior` handler fn's. Receives a
|
|
/// `StateUpdate` in return and performs updates to ECS Components from that.
|
|
pub struct Sys;
|
|
|
|
impl<'a> System<'a> for Sys {
|
|
#[allow(clippy::type_complexity)]
|
|
type SystemData = (
|
|
Entities<'a>,
|
|
Read<'a, UidAllocator>,
|
|
Read<'a, EventBus<ServerEvent>>,
|
|
Read<'a, EventBus<LocalEvent>>,
|
|
Read<'a, DeltaTime>,
|
|
Read<'a, LazyUpdate>,
|
|
ReadExpect<'a, SysMetrics>,
|
|
WriteStorage<'a, CharacterState>,
|
|
WriteStorage<'a, Pos>,
|
|
WriteStorage<'a, Vel>,
|
|
WriteStorage<'a, Ori>,
|
|
WriteStorage<'a, Energy>,
|
|
WriteStorage<'a, Inventory>,
|
|
WriteStorage<'a, Controller>,
|
|
ReadStorage<'a, Health>,
|
|
ReadStorage<'a, Body>,
|
|
ReadStorage<'a, PhysicsState>,
|
|
ReadStorage<'a, Attacking>,
|
|
ReadStorage<'a, Beam>,
|
|
ReadStorage<'a, Uid>,
|
|
ReadStorage<'a, Mounting>,
|
|
ReadStorage<'a, Stats>,
|
|
);
|
|
|
|
#[allow(clippy::while_let_on_iterator)] // TODO: Pending review in #587
|
|
fn run(
|
|
&mut self,
|
|
(
|
|
entities,
|
|
_uid_allocator,
|
|
server_bus,
|
|
local_bus,
|
|
dt,
|
|
updater,
|
|
sys_metrics,
|
|
mut character_states,
|
|
mut positions,
|
|
mut velocities,
|
|
mut orientations,
|
|
mut energies,
|
|
mut inventories,
|
|
mut controllers,
|
|
healths,
|
|
bodies,
|
|
physics_states,
|
|
attacking_storage,
|
|
beam_storage,
|
|
uids,
|
|
mountings,
|
|
stats,
|
|
): Self::SystemData,
|
|
) {
|
|
let start_time = std::time::Instant::now();
|
|
span!(_guard, "run", "character_behavior::Sys::run");
|
|
let mut server_emitter = server_bus.emitter();
|
|
let mut local_emitter = local_bus.emitter();
|
|
|
|
for mut tuple in (
|
|
&entities,
|
|
&uids,
|
|
&mut character_states.restrict_mut(),
|
|
&mut positions,
|
|
&mut velocities,
|
|
&mut orientations,
|
|
&mut energies.restrict_mut(),
|
|
&mut inventories.restrict_mut(),
|
|
&mut controllers,
|
|
&healths,
|
|
&bodies,
|
|
&physics_states,
|
|
attacking_storage.maybe(),
|
|
beam_storage.maybe(),
|
|
&stats,
|
|
)
|
|
.join()
|
|
{
|
|
// Being dead overrides all other states
|
|
if tuple.9.is_dead {
|
|
// Do nothing
|
|
continue;
|
|
}
|
|
// If mounted, character state is controlled by mount
|
|
// TODO: Make mounting a state
|
|
if let Some(Mounting(_)) = mountings.get(tuple.0) {
|
|
let sit_state = CharacterState::Sit {};
|
|
if tuple.2.get_unchecked() != &sit_state {
|
|
*tuple.2.get_mut_unchecked() = sit_state;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
let actions = std::mem::replace(&mut tuple.8.actions, Vec::new());
|
|
for action in actions {
|
|
let j = JoinData::new(&tuple, &updater, &dt);
|
|
let mut state_update = match j.character {
|
|
CharacterState::Idle => states::idle::Data.handle_event(&j, action),
|
|
CharacterState::Climb => states::climb::Data.handle_event(&j, action),
|
|
CharacterState::Glide => states::glide::Data.handle_event(&j, action),
|
|
CharacterState::GlideWield => {
|
|
states::glide_wield::Data.handle_event(&j, action)
|
|
},
|
|
CharacterState::Sit => {
|
|
states::sit::Data::handle_event(&states::sit::Data, &j, action)
|
|
},
|
|
CharacterState::Dance => {
|
|
states::dance::Data::handle_event(&states::dance::Data, &j, action)
|
|
},
|
|
CharacterState::Sneak => {
|
|
states::sneak::Data::handle_event(&states::sneak::Data, &j, action)
|
|
},
|
|
CharacterState::BasicBlock => {
|
|
states::basic_block::Data.handle_event(&j, action)
|
|
},
|
|
CharacterState::Roll(data) => data.handle_event(&j, action),
|
|
CharacterState::Wielding => states::wielding::Data.handle_event(&j, action),
|
|
CharacterState::Equipping(data) => data.handle_event(&j, action),
|
|
CharacterState::ComboMelee(data) => data.handle_event(&j, action),
|
|
CharacterState::BasicMelee(data) => data.handle_event(&j, action),
|
|
CharacterState::BasicRanged(data) => data.handle_event(&j, action),
|
|
CharacterState::Boost(data) => data.handle_event(&j, action),
|
|
CharacterState::DashMelee(data) => data.handle_event(&j, action),
|
|
CharacterState::LeapMelee(data) => data.handle_event(&j, action),
|
|
CharacterState::SpinMelee(data) => data.handle_event(&j, action),
|
|
CharacterState::ChargedMelee(data) => data.handle_event(&j, action),
|
|
CharacterState::ChargedRanged(data) => data.handle_event(&j, action),
|
|
CharacterState::RepeaterRanged(data) => data.handle_event(&j, action),
|
|
CharacterState::Shockwave(data) => data.handle_event(&j, action),
|
|
CharacterState::BasicBeam(data) => data.handle_event(&j, action),
|
|
};
|
|
local_emitter.append(&mut state_update.local_events);
|
|
server_emitter.append(&mut state_update.server_events);
|
|
incorporate_update(&mut tuple, state_update);
|
|
}
|
|
|
|
let j = JoinData::new(&tuple, &updater, &dt);
|
|
|
|
let mut state_update = match j.character {
|
|
CharacterState::Idle => states::idle::Data.behavior(&j),
|
|
CharacterState::Climb => states::climb::Data.behavior(&j),
|
|
CharacterState::Glide => states::glide::Data.behavior(&j),
|
|
CharacterState::GlideWield => states::glide_wield::Data.behavior(&j),
|
|
CharacterState::Sit => states::sit::Data::behavior(&states::sit::Data, &j),
|
|
CharacterState::Dance => states::dance::Data::behavior(&states::dance::Data, &j),
|
|
CharacterState::Sneak => states::sneak::Data::behavior(&states::sneak::Data, &j),
|
|
CharacterState::BasicBlock => states::basic_block::Data.behavior(&j),
|
|
CharacterState::Roll(data) => data.behavior(&j),
|
|
CharacterState::Wielding => states::wielding::Data.behavior(&j),
|
|
CharacterState::Equipping(data) => data.behavior(&j),
|
|
CharacterState::ComboMelee(data) => data.behavior(&j),
|
|
CharacterState::BasicMelee(data) => data.behavior(&j),
|
|
CharacterState::BasicRanged(data) => data.behavior(&j),
|
|
CharacterState::Boost(data) => data.behavior(&j),
|
|
CharacterState::DashMelee(data) => data.behavior(&j),
|
|
CharacterState::LeapMelee(data) => data.behavior(&j),
|
|
CharacterState::SpinMelee(data) => data.behavior(&j),
|
|
CharacterState::ChargedMelee(data) => data.behavior(&j),
|
|
CharacterState::ChargedRanged(data) => data.behavior(&j),
|
|
CharacterState::RepeaterRanged(data) => data.behavior(&j),
|
|
CharacterState::Shockwave(data) => data.behavior(&j),
|
|
CharacterState::BasicBeam(data) => data.behavior(&j),
|
|
};
|
|
|
|
local_emitter.append(&mut state_update.local_events);
|
|
server_emitter.append(&mut state_update.server_events);
|
|
incorporate_update(&mut tuple, state_update);
|
|
}
|
|
sys_metrics.character_behavior_ns.store(
|
|
start_time.elapsed().as_nanos() as u64,
|
|
std::sync::atomic::Ordering::Relaxed,
|
|
);
|
|
}
|
|
}
|