mirror of
https://gitlab.com/veloren/veloren.git
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176 lines
6.4 KiB
Rust
176 lines
6.4 KiB
Rust
use common::{
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comp::{
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buff, group, Attacking, Body, CharacterState, Health, Inventory, Ori, Poise, Pos, Scale,
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},
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event::{EventBus, LocalEvent, ServerEvent},
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metrics::SysMetrics,
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span,
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uid::Uid,
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util::Dir,
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GroupTarget,
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};
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use rand::{thread_rng, Rng};
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use specs::{Entities, Join, Read, ReadExpect, ReadStorage, System, WriteStorage};
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use std::time::Duration;
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use vek::*;
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/// This system is responsible for handling accepted inputs like moving or
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/// attacking
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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#[allow(clippy::type_complexity)]
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type SystemData = (
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Entities<'a>,
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Read<'a, EventBus<ServerEvent>>,
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Read<'a, EventBus<LocalEvent>>,
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ReadExpect<'a, SysMetrics>,
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ReadStorage<'a, Uid>,
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ReadStorage<'a, Pos>,
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ReadStorage<'a, Ori>,
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ReadStorage<'a, Scale>,
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ReadStorage<'a, Body>,
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ReadStorage<'a, Health>,
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ReadStorage<'a, Inventory>,
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ReadStorage<'a, group::Group>,
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WriteStorage<'a, Attacking>,
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ReadStorage<'a, CharacterState>,
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);
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fn run(
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&mut self,
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(
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entities,
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server_bus,
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local_bus,
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sys_metrics,
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uids,
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positions,
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orientations,
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scales,
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bodies,
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healths,
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inventories,
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groups,
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mut attacking_storage,
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char_states,
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): Self::SystemData,
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) {
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let start_time = std::time::Instant::now();
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span!(_guard, "run", "melee::Sys::run");
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let mut server_emitter = server_bus.emitter();
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let _local_emitter = local_bus.emitter();
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// Attacks
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for (entity, uid, pos, ori, scale_maybe, attack, body) in (
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&entities,
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&uids,
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&positions,
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&orientations,
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scales.maybe(),
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&mut attacking_storage,
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&bodies,
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)
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.join()
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{
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if attack.applied {
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continue;
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}
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attack.applied = true;
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// Go through all other entities
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for (b, pos_b, scale_b_maybe, health_b, body_b, char_state_b_maybe) in (
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&entities,
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&positions,
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scales.maybe(),
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&healths,
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&bodies,
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char_states.maybe(),
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)
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.join()
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{
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// 2D versions
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let pos2 = Vec2::from(pos.0);
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let pos_b2 = Vec2::<f32>::from(pos_b.0);
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let ori2 = Vec2::from(*ori.0);
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// Scales
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let scale = scale_maybe.map_or(1.0, |s| s.0);
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let scale_b = scale_b_maybe.map_or(1.0, |s| s.0);
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let rad = body.radius() * scale;
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let rad_b = body_b.radius() * scale_b;
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// Check if entity is dodging
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let is_dodge = char_state_b_maybe.map_or(false, |c_s| c_s.is_melee_dodge());
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// Check if it is a hit
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if entity != b
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&& !health_b.is_dead
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// Spherical wedge shaped attack field
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&& pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * attack.range).powi(2)
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&& ori2.angle_between(pos_b2 - pos2) < attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan()
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{
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// See if entities are in the same group
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let same_group = groups
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.get(entity)
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.map(|group_a| Some(group_a) == groups.get(b))
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.unwrap_or(false);
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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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for (target, damage, poise_change) in attack.effects.iter() {
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if let Some(target) = target {
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if *target != target_group
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|| (!matches!(target, GroupTarget::InGroup) && is_dodge)
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{
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continue;
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}
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}
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let change = damage.modify_damage(inventories.get(b), Some(*uid));
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//let poise_change =
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// poise_change.modify_poise_damage(loadouts.get(b), Some(*uid));
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println!("poise_change in melee: {:?}", poise_change);
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server_emitter.emit(ServerEvent::Damage { entity: b, change });
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server_emitter.emit(ServerEvent::PoiseChange {
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entity: b,
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change: *poise_change,
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});
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// Apply bleeding buff on melee hits with 10% chance
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// TODO: Don't have buff uniformly applied on all melee attacks
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if change.amount < 0 && thread_rng().gen::<f32>() < 0.1 {
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use buff::*;
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server_emitter.emit(ServerEvent::Buff {
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entity: b,
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buff_change: BuffChange::Add(Buff::new(
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BuffKind::Bleeding,
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BuffData {
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strength: -change.amount as f32 / 10.0,
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duration: Some(Duration::from_secs(10)),
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},
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vec![BuffCategory::Physical],
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BuffSource::Character { by: *uid },
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)),
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});
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}
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let kb_dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(*ori.0));
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let impulse = attack.knockback.calculate_impulse(kb_dir);
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if !impulse.is_approx_zero() {
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server_emitter.emit(ServerEvent::Knockback { entity: b, impulse });
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}
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attack.hit_count += 1;
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}
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}
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}
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}
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sys_metrics.melee_ns.store(
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start_time.elapsed().as_nanos() as u64,
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std::sync::atomic::Ordering::Relaxed,
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);
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}
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}
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