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532 lines
20 KiB
Rust
532 lines
20 KiB
Rust
use common::{
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combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
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comp::{
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agent::{Sound, SoundKind},
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aura::EnteredAuras,
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projectile, Alignment, Body, Buffs, CharacterState, Combo, Energy, Group, Health,
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Inventory, Mass, Ori, PhysicsState, Player, Pos, Projectile, Stats, Vel,
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},
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event::{
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BonkEvent, BuffEvent, ComboChangeEvent, DeleteEvent, EmitExt, Emitter, EnergyChangeEvent,
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EntityAttackedHookEvent, EventBus, ExplosionEvent, HealthChangeEvent, KnockbackEvent,
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ParryHookEvent, PoiseChangeEvent, PossessEvent, SoundEvent,
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},
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event_emitters,
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outcome::Outcome,
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resources::{DeltaTime, Time},
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uid::{IdMaps, Uid},
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util::Dir,
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GroupTarget,
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};
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use common::vol::ReadVol;
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use common_ecs::{Job, Origin, Phase, System};
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use rand::Rng;
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use specs::{
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shred, Entities, Entity as EcsEntity, Join, Read, ReadExpect, ReadStorage, SystemData,
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WriteStorage,
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};
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use std::time::Duration;
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use vek::*;
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use common::terrain::TerrainGrid;
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event_emitters! {
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struct Events[Emitters] {
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sound: SoundEvent,
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delete: DeleteEvent,
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explosion: ExplosionEvent,
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health_change: HealthChangeEvent,
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energy_change: EnergyChangeEvent,
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poise_change: PoiseChangeEvent,
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parry_hook: ParryHookEvent,
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kockback: KnockbackEvent,
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entity_attack_hoow: EntityAttackedHookEvent,
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combo_change: ComboChangeEvent,
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buff: BuffEvent,
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bonk: BonkEvent,
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possess: PossessEvent,
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}
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}
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#[derive(SystemData)]
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pub struct ReadData<'a> {
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time: Read<'a, Time>,
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entities: Entities<'a>,
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players: ReadStorage<'a, Player>,
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dt: Read<'a, DeltaTime>,
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id_maps: Read<'a, IdMaps>,
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events: Events<'a>,
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uids: ReadStorage<'a, Uid>,
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positions: ReadStorage<'a, Pos>,
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alignments: ReadStorage<'a, Alignment>,
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physics_states: ReadStorage<'a, PhysicsState>,
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velocities: ReadStorage<'a, Vel>,
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inventories: ReadStorage<'a, Inventory>,
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groups: ReadStorage<'a, Group>,
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energies: ReadStorage<'a, Energy>,
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stats: ReadStorage<'a, Stats>,
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combos: ReadStorage<'a, Combo>,
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healths: ReadStorage<'a, Health>,
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bodies: ReadStorage<'a, Body>,
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character_states: ReadStorage<'a, CharacterState>,
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terrain: ReadExpect<'a, TerrainGrid>,
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buffs: ReadStorage<'a, Buffs>,
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entered_auras: ReadStorage<'a, EnteredAuras>,
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masses: ReadStorage<'a, Mass>,
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}
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/// This system is responsible for handling projectile effect triggers
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#[derive(Default)]
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pub struct Sys;
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impl<'a> System<'a> for Sys {
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type SystemData = (
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ReadData<'a>,
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WriteStorage<'a, Ori>,
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WriteStorage<'a, Projectile>,
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Read<'a, EventBus<Outcome>>,
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);
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const NAME: &'static str = "projectile";
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const ORIGIN: Origin = Origin::Common;
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const PHASE: Phase = Phase::Create;
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fn run(
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_job: &mut Job<Self>,
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(read_data, mut orientations, mut projectiles, outcomes): Self::SystemData,
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) {
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let mut emitters = read_data.events.get_emitters();
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let mut outcomes_emitter = outcomes.emitter();
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let mut rng = rand::thread_rng();
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// Attacks
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'projectile_loop: for (entity, pos, physics, vel, projectile) in (
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&read_data.entities,
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&read_data.positions,
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&read_data.physics_states,
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&read_data.velocities,
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&mut projectiles,
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)
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.join()
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{
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let projectile_owner = projectile
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.owner
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.and_then(|uid| read_data.id_maps.uid_entity(uid));
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if physics.on_surface().is_none() && rng.gen_bool(0.05) {
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emitters.emit(SoundEvent {
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sound: Sound::new(SoundKind::Projectile, pos.0, 4.0, read_data.time.0),
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});
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}
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let mut projectile_vanished: bool = false;
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// Hit entity
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for (&other, &pos_hit_other) in physics.touch_entities.iter() {
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let same_group = projectile_owner
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// Note: somewhat inefficient since we do the lookup for every touching
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// entity, but if we pull this out of the loop we would want to do it only
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// if there is at least one touching entity
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.and_then(|e| read_data.groups.get(e))
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.map_or(false, |owner_group|
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Some(owner_group) == read_data.id_maps
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.uid_entity(other)
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.and_then(|e| read_data.groups.get(e))
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);
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// Skip if in the same group
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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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if projectile.ignore_group
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&& same_group
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&& projectile
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.owner
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.and_then(|owner| {
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read_data
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.id_maps
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.uid_entity(owner)
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.zip(read_data.id_maps.uid_entity(other))
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})
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.map_or(true, |(owner, other)| {
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!combat::allow_friendly_fire(&read_data.entered_auras, owner, other)
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})
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{
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continue;
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}
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if projectile.owner == Some(other) {
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continue;
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}
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let projectile = &mut *projectile;
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let entity_of = |uid: Uid| read_data.id_maps.uid_entity(uid);
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// Don't hit if there is terrain between the projectile and where the entity was
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// supposed to be hit by it.
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if physics.on_surface().is_some() {
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let projectile_direction = orientations
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.get(entity)
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.map_or_else(Vec3::zero, |ori| ori.look_vec());
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let pos_wall = pos.0 - 0.2 * projectile_direction;
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if !matches!(
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read_data
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.terrain
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.ray(pos_wall, pos_hit_other)
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.until(|b| b.is_filled())
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.cast()
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.1,
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Ok(None)
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) {
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continue;
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}
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}
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for effect in projectile.hit_entity.drain(..) {
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let owner = projectile.owner.and_then(entity_of);
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let projectile_info = ProjectileInfo {
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entity,
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effect,
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owner_uid: projectile.owner,
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owner,
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ori: orientations.get(entity),
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pos,
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vel,
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};
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let target = entity_of(other);
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let projectile_target_info = ProjectileTargetInfo {
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uid: other,
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entity: target,
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target_group,
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ori: target.and_then(|target| orientations.get(target)),
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};
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dispatch_hit(
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projectile_info,
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projectile_target_info,
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&read_data,
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&mut projectile_vanished,
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&mut outcomes_emitter,
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&mut emitters,
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&mut rng,
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);
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}
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if projectile_vanished {
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continue 'projectile_loop;
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}
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}
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if physics.on_surface().is_some() {
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let projectile = &mut *projectile;
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for effect in projectile.hit_solid.drain(..) {
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match effect {
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projectile::Effect::Explode(e) => {
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// We offset position a little back on the way,
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// so if we hit non-exploadable block
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// we still can affect blocks around it.
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//
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// TODO: orientation of fallen projectile is
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// fragile heuristic for direction, find more
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// robust method.
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let projectile_direction = orientations
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.get(entity)
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.map_or_else(Vec3::zero, |ori| ori.look_vec());
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let offset = -0.2 * projectile_direction;
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emitters.emit(ExplosionEvent {
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pos: pos.0 + offset,
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explosion: e,
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owner: projectile.owner,
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});
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},
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projectile::Effect::Vanish => {
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emitters.emit(DeleteEvent(entity));
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projectile_vanished = true;
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},
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projectile::Effect::Bonk => {
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emitters.emit(BonkEvent {
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pos: pos.0,
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owner: projectile.owner,
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target: None,
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});
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},
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_ => {},
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}
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}
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if projectile_vanished {
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continue 'projectile_loop;
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}
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} else if let Some(ori) = orientations.get_mut(entity) {
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if let Some(dir) = Dir::from_unnormalized(vel.0) {
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*ori = dir.into();
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}
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}
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if projectile.time_left == Duration::default() {
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emitters.emit(DeleteEvent(entity));
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}
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projectile.time_left = projectile
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.time_left
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.checked_sub(Duration::from_secs_f32(read_data.dt.0))
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.unwrap_or_default();
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}
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}
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}
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struct ProjectileInfo<'a> {
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entity: EcsEntity,
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effect: projectile::Effect,
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owner_uid: Option<Uid>,
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owner: Option<EcsEntity>,
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ori: Option<&'a Ori>,
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pos: &'a Pos,
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vel: &'a Vel,
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}
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struct ProjectileTargetInfo<'a> {
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uid: Uid,
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entity: Option<EcsEntity>,
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target_group: GroupTarget,
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ori: Option<&'a Ori>,
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}
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fn dispatch_hit(
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projectile_info: ProjectileInfo,
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projectile_target_info: ProjectileTargetInfo,
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read_data: &ReadData,
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projectile_vanished: &mut bool,
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outcomes_emitter: &mut Emitter<Outcome>,
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emitters: &mut Emitters,
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rng: &mut rand::rngs::ThreadRng,
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) {
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match projectile_info.effect {
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projectile::Effect::Attack(attack) => {
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let target_uid = projectile_target_info.uid;
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let target = if let Some(entity) = projectile_target_info.entity {
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entity
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} else {
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return;
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};
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let (target_pos, projectile_dir) = {
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let target_pos = read_data.positions.get(target);
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let projectile_ori = projectile_info.ori;
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match target_pos.zip(projectile_ori) {
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Some((tgt_pos, proj_ori)) => {
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let Pos(tgt_pos) = tgt_pos;
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(*tgt_pos, proj_ori.look_dir())
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},
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None => return,
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}
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};
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let owner = projectile_info.owner;
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let projectile_entity = projectile_info.entity;
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let attacker_info =
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owner
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.zip(projectile_info.owner_uid)
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.map(|(entity, uid)| AttackerInfo {
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entity,
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uid,
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group: read_data.groups.get(entity),
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energy: read_data.energies.get(entity),
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combo: read_data.combos.get(entity),
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inventory: read_data.inventories.get(entity),
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stats: read_data.stats.get(entity),
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mass: read_data.masses.get(entity),
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});
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let target_info = TargetInfo {
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entity: target,
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uid: target_uid,
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inventory: read_data.inventories.get(target),
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stats: read_data.stats.get(target),
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health: read_data.healths.get(target),
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pos: target_pos,
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ori: projectile_target_info.ori,
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char_state: read_data.character_states.get(target),
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energy: read_data.energies.get(target),
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buffs: read_data.buffs.get(target),
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mass: read_data.masses.get(target),
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};
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// TODO: Is it possible to have projectile without body??
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if let Some(&body) = read_data.bodies.get(projectile_entity) {
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outcomes_emitter.emit(Outcome::ProjectileHit {
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pos: target_pos,
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body,
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vel: read_data
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.velocities
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.get(projectile_entity)
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.map_or(Vec3::zero(), |v| v.0),
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source: projectile_info.owner_uid,
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target: read_data.uids.get(target).copied(),
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});
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}
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let allow_friendly_fire = owner.is_some_and(|owner| {
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combat::allow_friendly_fire(&read_data.entered_auras, owner, target)
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});
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// PvP check
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let permit_pvp = combat::permit_pvp(
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&read_data.alignments,
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&read_data.players,
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&read_data.entered_auras,
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&read_data.id_maps,
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owner,
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target,
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);
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let target_dodging = read_data
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.character_states
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.get(target)
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.and_then(|cs| cs.attack_immunities())
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.map_or(false, |i| i.projectiles);
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let precision_from_flank = combat::precision_mult_from_flank(
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*projectile_dir,
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target_info.ori,
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Default::default(),
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false,
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);
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let precision_from_head = {
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// This performs a cylinder and line segment intersection check. The cylinder is
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// the upper 10% of an entity's dimensions. The line segment is from the
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// projectile's positions on the current and previous tick.
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let curr_pos = projectile_info.pos.0;
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let last_pos = projectile_info.pos.0 - projectile_info.vel.0 * read_data.dt.0;
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let vel = projectile_info.vel.0;
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let (target_height, target_radius) = read_data
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.bodies
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.get(target)
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.map_or((0.0, 0.0), |b| (b.height(), b.max_radius()));
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let head_top_pos = target_pos.with_z(target_pos.z + target_height);
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let head_bottom_pos = head_top_pos.with_z(
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head_top_pos.z - target_height * combat::PROJECTILE_HEADSHOT_PROPORTION,
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);
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if (curr_pos.z < head_bottom_pos.z && last_pos.z < head_bottom_pos.z)
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|| (curr_pos.z > head_top_pos.z && last_pos.z > head_top_pos.z)
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{
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None
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} else if curr_pos.z > head_top_pos.z
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|| curr_pos.z < head_bottom_pos.z
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|| last_pos.z > head_top_pos.z
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|| last_pos.z < head_bottom_pos.z
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{
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let proj_top_intersection = {
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let t = (head_top_pos.z - last_pos.z) / vel.z;
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last_pos + vel * t
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};
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let proj_bottom_intersection = {
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let t = (head_bottom_pos.z - last_pos.z) / vel.z;
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last_pos + vel * t
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};
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let intersected_bottom = head_bottom_pos
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.distance_squared(proj_bottom_intersection)
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< target_radius.powi(2);
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let intersected_top = head_top_pos.distance_squared(proj_top_intersection)
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< target_radius.powi(2);
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let hit_head = intersected_bottom || intersected_top;
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let hit_from_bottom = last_pos.z < head_bottom_pos.z && intersected_bottom;
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let hit_from_top = last_pos.z > head_top_pos.z && intersected_top;
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// If projectile from bottom, do not award precision damage because it trivial
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// to get from up close If projectile from top, reduce
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// precision damage to mitigate cheesing benefits
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if !hit_head || hit_from_bottom {
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None
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} else if hit_from_top {
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Some(combat::MAX_TOP_HEADSHOT_PRECISION)
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} else {
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Some(combat::MAX_HEADSHOT_PRECISION)
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}
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} else {
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let trajectory = LineSegment3 {
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start: last_pos,
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end: curr_pos,
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};
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let head_middle_pos = head_bottom_pos.with_z(
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head_bottom_pos.z
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+ target_height * combat::PROJECTILE_HEADSHOT_PROPORTION * 0.5,
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);
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if trajectory.distance_to_point(head_middle_pos) < target_radius {
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Some(combat::MAX_HEADSHOT_PRECISION)
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} else {
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None
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}
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}
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};
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let precision_mult = match (precision_from_flank, precision_from_head) {
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(Some(a), Some(b)) => Some(a.max(b)),
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(Some(a), None) | (None, Some(a)) => Some(a),
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(None, None) => None,
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};
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let attack_options = AttackOptions {
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target_dodging,
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permit_pvp,
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allow_friendly_fire,
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target_group: projectile_target_info.target_group,
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precision_mult,
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};
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attack.apply_attack(
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attacker_info,
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&target_info,
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projectile_dir,
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attack_options,
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1.0,
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AttackSource::Projectile,
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*read_data.time,
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emitters,
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|o| outcomes_emitter.emit(o),
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rng,
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0,
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);
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},
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projectile::Effect::Explode(e) => {
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let Pos(pos) = *projectile_info.pos;
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let owner_uid = projectile_info.owner_uid;
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emitters.emit(ExplosionEvent {
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pos,
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explosion: e,
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owner: owner_uid,
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});
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},
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projectile::Effect::Bonk => {
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let Pos(pos) = *projectile_info.pos;
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let owner_uid = projectile_info.owner_uid;
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emitters.emit(BonkEvent {
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pos,
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owner: owner_uid,
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target: Some(projectile_target_info.uid),
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});
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},
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projectile::Effect::Vanish => {
|
|
let entity = projectile_info.entity;
|
|
emitters.emit(DeleteEvent(entity));
|
|
*projectile_vanished = true;
|
|
},
|
|
projectile::Effect::Possess => {
|
|
let target_uid = projectile_target_info.uid;
|
|
let owner_uid = projectile_info.owner_uid;
|
|
if let Some(owner_uid) = owner_uid {
|
|
if target_uid != owner_uid {
|
|
emitters.emit(PossessEvent(owner_uid, target_uid));
|
|
}
|
|
}
|
|
},
|
|
projectile::Effect::Stick => {},
|
|
}
|
|
}
|