veloren/server/src/events/entity_manipulation.rs

323 lines
11 KiB
Rust

use crate::{client::Client, Server, SpawnPoint, StateExt};
use common::{
assets,
comp::{self, item::lottery::Lottery, object, Body, HealthChange, HealthSource, Player, Stats},
msg::{PlayerListUpdate, ServerMsg},
state::BlockChange,
sync::{Uid, WorldSyncExt},
sys::combat::{BLOCK_ANGLE, BLOCK_EFFICIENCY},
terrain::{Block, TerrainGrid},
vol::{ReadVol, Vox},
};
use specs::{join::Join, Entity as EcsEntity, WorldExt};
use tracing::error;
use vek::Vec3;
pub fn handle_damage(server: &Server, uid: Uid, change: HealthChange) {
let state = &server.state;
let ecs = state.ecs();
if let Some(entity) = ecs.entity_from_uid(uid.into()) {
if let Some(stats) = ecs.write_storage::<Stats>().get_mut(entity) {
stats.health.change_by(change);
}
}
}
/// Handle an entity dying. If it is a player, it will send a message to all
/// other players. If the entity that killed it had stats, then give it exp for
/// the kill. Experience given is equal to the level of the entity that was
/// killed times 10.
pub fn handle_destroy(server: &mut Server, entity: EcsEntity, cause: HealthSource) {
let state = server.state_mut();
// Chat message
if let Some(player) = state.ecs().read_storage::<Player>().get(entity) {
let msg = if let HealthSource::Attack { by }
| HealthSource::Projectile { owner: Some(by) } = cause
{
state.ecs().entity_from_uid(by.into()).and_then(|attacker| {
state
.ecs()
.read_storage::<Player>()
.get(attacker)
.map(|attacker_alias| {
format!("{} was killed by {}", &player.alias, &attacker_alias.alias)
})
})
} else {
None
}
.unwrap_or(format!("{} died", &player.alias));
state.notify_registered_clients(comp::ChatType::Kill.server_msg(msg));
}
{
// Give EXP to the killer if entity had stats
let mut stats = state.ecs().write_storage::<Stats>();
if let Some(entity_stats) = stats.get(entity).cloned() {
if let HealthSource::Attack { by } | HealthSource::Projectile { owner: Some(by) } =
cause
{
state.ecs().entity_from_uid(by.into()).map(|attacker| {
if let Some(attacker_stats) = stats.get_mut(attacker) {
// TODO: Discuss whether we should give EXP by Player
// Killing or not.
attacker_stats.exp.change_by(
(entity_stats.body_type.base_exp()
+ entity_stats.level.level()
* entity_stats.body_type.base_exp_increase())
as i64,
);
}
});
}
}
}
if state
.ecs()
.write_storage::<Client>()
.get_mut(entity)
.is_some()
{
state
.ecs()
.write_storage()
.insert(entity, comp::Vel(Vec3::zero()))
.err()
.map(|e| error!(?e, ?entity, "Failed to set zero vel on dead client"));
state
.ecs()
.write_storage()
.insert(entity, comp::ForceUpdate)
.err()
.map(|e| error!(?e, ?entity, "Failed to insert ForceUpdate on dead client"));
state
.ecs()
.write_storage::<comp::LightEmitter>()
.remove(entity);
state
.ecs()
.write_storage::<comp::Energy>()
.get_mut(entity)
.map(|energy| energy.set_to(energy.maximum(), comp::EnergySource::Revive));
let _ = state
.ecs()
.write_storage::<comp::CharacterState>()
.insert(entity, comp::CharacterState::default());
} else if state.ecs().read_storage::<comp::Agent>().contains(entity) {
// Replace npc with loot
let _ = state
.ecs()
.write_storage()
.insert(entity, Body::Object(object::Body::Pouch));
let mut item_drops = state.ecs().write_storage::<comp::ItemDrop>();
let item = if let Some(item_drop) = item_drops.get(entity).cloned() {
item_drops.remove(entity);
item_drop.0
} else {
let chosen = assets::load_expect::<Lottery<_>>("common.loot_table");
let chosen = chosen.choose();
assets::load_expect_cloned(chosen)
};
let _ = state.ecs().write_storage().insert(entity, item);
state.ecs().write_storage::<comp::Stats>().remove(entity);
state.ecs().write_storage::<comp::Agent>().remove(entity);
state
.ecs()
.write_storage::<comp::LightEmitter>()
.remove(entity);
state
.ecs()
.write_storage::<comp::CharacterState>()
.remove(entity);
state
.ecs()
.write_storage::<comp::Controller>()
.remove(entity);
} else {
let _ = state
.delete_entity_recorded(entity)
.map_err(|e| error!(?e, ?entity, "Failed to delete destroyed entity"));
}
// TODO: Add Delete(time_left: Duration) component
/*
// If not a player delete the entity
if let Err(err) = state.delete_entity_recorded(entity) {
error!(?e, "Failed to delete destroyed entity");
}
*/
}
pub fn handle_land_on_ground(server: &Server, entity: EcsEntity, vel: Vec3<f32>) {
let state = &server.state;
if vel.z <= -30.0 {
if let Some(stats) = state.ecs().write_storage::<comp::Stats>().get_mut(entity) {
let falldmg = vel.z.powi(2) as i32 / 20 - 40;
stats.health.change_by(comp::HealthChange {
amount: -falldmg,
cause: comp::HealthSource::World,
});
}
}
}
pub fn handle_respawn(server: &Server, entity: EcsEntity) {
let state = &server.state;
// Only clients can respawn
if state
.ecs()
.write_storage::<Client>()
.get_mut(entity)
.is_some()
{
let respawn_point = state
.read_component_cloned::<comp::Waypoint>(entity)
.map(|wp| wp.get_pos())
.unwrap_or(state.ecs().read_resource::<SpawnPoint>().0);
state
.ecs()
.write_storage::<comp::Stats>()
.get_mut(entity)
.map(|stats| stats.revive());
state
.ecs()
.write_storage::<comp::Pos>()
.get_mut(entity)
.map(|pos| pos.0 = respawn_point);
state
.ecs()
.write_storage()
.insert(entity, comp::ForceUpdate)
.err()
.map(|e| {
error!(
?e,
"Error inserting ForceUpdate component when respawning client"
)
});
}
}
pub fn handle_explosion(server: &Server, pos: Vec3<f32>, power: f32, owner: Option<Uid>) {
// Go through all other entities
let hit_range = 3.0 * power;
let ecs = &server.state.ecs();
for (pos_b, ori_b, character_b, stats_b) in (
&ecs.read_storage::<comp::Pos>(),
&ecs.read_storage::<comp::Ori>(),
ecs.read_storage::<comp::CharacterState>().maybe(),
&mut ecs.write_storage::<comp::Stats>(),
)
.join()
{
let distance_squared = pos.distance_squared(pos_b.0);
// Check if it is a hit
if !stats_b.is_dead
// Spherical wedge shaped attack field
// RADIUS
&& distance_squared < hit_range.powi(2)
{
// Weapon gives base damage
let mut dmg = ((1.0 - distance_squared / hit_range.powi(2)) * power * 10.0) as u32;
if rand::random() {
dmg += 1;
}
// Block
if character_b.map(|c_b| c_b.is_block()).unwrap_or(false)
&& ori_b.0.angle_between(pos - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0
{
dmg = (dmg as f32 * (1.0 - BLOCK_EFFICIENCY)) as u32
}
stats_b.health.change_by(HealthChange {
amount: -(dmg as i32),
cause: HealthSource::Projectile { owner },
});
}
}
const RAYS: usize = 500;
// Color terrain
let mut touched_blocks = Vec::new();
let color_range = power * 2.7;
for _ in 0..RAYS {
let dir = Vec3::new(
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
)
.normalized();
let _ = ecs
.read_resource::<TerrainGrid>()
.ray(pos, pos + dir * color_range)
.until(|_| rand::random::<f32>() < 0.05)
.for_each(|_: &Block, pos| touched_blocks.push(pos))
.cast();
}
let terrain = ecs.read_resource::<TerrainGrid>();
let mut block_change = ecs.write_resource::<BlockChange>();
for block_pos in touched_blocks {
if let Ok(block) = terrain.get(block_pos) {
let diff2 = block_pos.map(|b| b as f32).distance_squared(pos);
let fade = (1.0 - diff2 / color_range.powi(2)).max(0.0);
if let Some(mut color) = block.get_color() {
let r = color[0] as f32 + (fade * (color[0] as f32 * 0.5 - color[0] as f32));
let g = color[1] as f32 + (fade * (color[1] as f32 * 0.3 - color[1] as f32));
let b = color[2] as f32 + (fade * (color[2] as f32 * 0.3 - color[2] as f32));
color[0] = r as u8;
color[1] = g as u8;
color[2] = b as u8;
block_change.set(block_pos, Block::new(block.kind(), color));
}
}
}
// Destroy terrain
for _ in 0..RAYS {
let dir = Vec3::new(
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.5,
rand::random::<f32>() - 0.15,
)
.normalized();
let terrain = ecs.read_resource::<TerrainGrid>();
let _ = terrain
.ray(pos, pos + dir * power)
.until(|block| block.is_fluid() || rand::random::<f32>() < 0.05)
.for_each(|block: &Block, pos| {
if block.is_explodable() {
block_change.set(pos, Block::empty());
}
})
.cast();
}
}
pub fn handle_level_up(server: &mut Server, entity: EcsEntity, new_level: u32) {
let uids = server.state.ecs().read_storage::<Uid>();
let uid = uids
.get(entity)
.expect("Failed to fetch uid component for entity.");
server
.state
.notify_registered_clients(ServerMsg::PlayerListUpdate(PlayerListUpdate::LevelChange(
*uid, new_level,
)));
}