veloren/common/src/sys/combat.rs

153 lines
4.7 KiB
Rust

use crate::{
comp::{
Agent, Attacking, Body, CharacterState, HealthChange, HealthSource, Ori, Pos, Scale, Stats,
},
event::{EventBus, LocalEvent, ServerEvent},
sync::Uid,
};
use specs::{Entities, Join, Read, ReadStorage, System, WriteStorage};
use vek::*;
const BLOCK_EFFICIENCY: f32 = 0.9;
const BLOCK_ANGLE: f32 = 180.0;
/// This system is responsible for handling accepted inputs like moving or
/// attacking
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
Entities<'a>,
Read<'a, EventBus<ServerEvent>>,
Read<'a, EventBus<LocalEvent>>,
ReadStorage<'a, Uid>,
ReadStorage<'a, Pos>,
ReadStorage<'a, Ori>,
ReadStorage<'a, Scale>,
ReadStorage<'a, Agent>,
ReadStorage<'a, Body>,
ReadStorage<'a, Stats>,
WriteStorage<'a, Attacking>,
WriteStorage<'a, CharacterState>,
);
fn run(
&mut self,
(
entities,
server_bus,
local_bus,
uids,
positions,
orientations,
scales,
agents,
bodies,
stats,
mut attacking_storage,
character_states,
): Self::SystemData,
) {
let mut server_emitter = server_bus.emitter();
let mut local_emitter = local_bus.emitter();
// Attacks
for (entity, uid, pos, ori, scale_maybe, attack) in (
&entities,
&uids,
&positions,
&orientations,
scales.maybe(),
&mut attacking_storage,
)
.join()
{
if attack.applied {
continue;
}
attack.applied = true;
// Go through all other entities
for (
b,
uid_b,
pos_b,
ori_b,
scale_b_maybe,
agent_b_maybe,
character_b,
stats_b,
body_b,
) in (
&entities,
&uids,
&positions,
&orientations,
scales.maybe(),
agents.maybe(),
&character_states,
&stats,
&bodies,
)
.join()
{
// 2D versions
let pos2 = Vec2::from(pos.0);
let pos_b2 = Vec2::<f32>::from(pos_b.0);
let ori2 = Vec2::from(ori.0);
// Scales
let scale = scale_maybe.map_or(1.0, |s| s.0);
let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
let rad_b = body_b.radius() * scale_b;
// Check if it is a hit
if entity != b
&& !stats_b.is_dead
// Spherical wedge shaped attack field
&& pos.0.distance_squared(pos_b.0) < (rad_b + scale * attack.range).powi(2)
&& ori2.angle_between(pos_b2 - pos2) < attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
{
// Weapon gives base damage
let mut healthchange = attack.base_healthchange as f32;
//// NPCs do less damage:
//if agent_maybe.is_some() {
// healthchange = (healthchange / 1.5).min(-1.0);
//}
// Don't heal npc's hp
if agent_b_maybe.is_some() && healthchange > 0.0 {
healthchange = 0.0;
}
if rand::random() {
healthchange = healthchange * 1.2;
}
// Block
if character_b.is_block()
&& ori_b.0.angle_between(pos.0 - pos_b.0) < BLOCK_ANGLE.to_radians() / 2.0
{
healthchange = healthchange * (1.0 - BLOCK_EFFICIENCY)
}
server_emitter.emit(ServerEvent::Damage {
uid: *uid_b,
change: HealthChange {
amount: healthchange as i32,
cause: HealthSource::Attack { by: *uid },
},
});
if attack.knockback != 0.0 {
local_emitter.emit(LocalEvent::ApplyForce {
entity: b,
dir: Vec3::slerp(ori.0, Vec3::new(0.0, 0.0, 1.0), 0.5),
force: attack.knockback,
});
}
attack.hit_count += 1;
}
}
}
}
}