veloren_common_systems/
beam.rs

1use std::f32::consts::PI;
2
3use common::{
4    GroupTarget,
5    combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
6    comp::{
7        Alignment, Beam, Body, Buffs, CharacterState, Combo, Energy, Group, Health, Inventory,
8        Mass, Ori, PhysicsState, Player, Pos, Scale, Stats,
9        ability::Dodgeable,
10        agent::{Sound, SoundKind},
11        aura::EnteredAuras,
12    },
13    event::{self, EmitExt, EventBus},
14    event_emitters,
15    outcome::Outcome,
16    resources::{DeltaTime, Time},
17    terrain::TerrainGrid,
18    uid::{IdMaps, Uid},
19    vol::ReadVol,
20};
21use common_ecs::{Job, Origin, ParMode, Phase, System};
22use rand::Rng;
23use rayon::iter::ParallelIterator;
24use specs::{
25    Entities, LendJoin, ParJoin, Read, ReadExpect, ReadStorage, SystemData, WriteStorage, shred,
26};
27use vek::*;
28
29event_emitters! {
30    struct ReadAttackEvents[AttackEmitters] {
31        health_change: event::HealthChangeEvent,
32        energy_change: event::EnergyChangeEvent,
33        poise_change: event::PoiseChangeEvent,
34        sound: event::SoundEvent,
35        parry_hook: event::ParryHookEvent,
36        knockback: event::KnockbackEvent,
37        entity_attack_hoow: event::EntityAttackedHookEvent,
38        combo_change: event::ComboChangeEvent,
39        buff: event::BuffEvent,
40    }
41}
42
43#[derive(SystemData)]
44pub struct ReadData<'a> {
45    entities: Entities<'a>,
46    players: ReadStorage<'a, Player>,
47    time: Read<'a, Time>,
48    dt: Read<'a, DeltaTime>,
49    terrain: ReadExpect<'a, TerrainGrid>,
50    id_maps: Read<'a, IdMaps>,
51    cached_spatial_grid: Read<'a, common::CachedSpatialGrid>,
52    uids: ReadStorage<'a, Uid>,
53    positions: ReadStorage<'a, Pos>,
54    orientations: ReadStorage<'a, Ori>,
55    alignments: ReadStorage<'a, Alignment>,
56    scales: ReadStorage<'a, Scale>,
57    bodies: ReadStorage<'a, Body>,
58    healths: ReadStorage<'a, Health>,
59    inventories: ReadStorage<'a, Inventory>,
60    groups: ReadStorage<'a, Group>,
61    energies: ReadStorage<'a, Energy>,
62    stats: ReadStorage<'a, Stats>,
63    combos: ReadStorage<'a, Combo>,
64    character_states: ReadStorage<'a, CharacterState>,
65    physics_states: ReadStorage<'a, PhysicsState>,
66    buffs: ReadStorage<'a, Buffs>,
67    entered_auras: ReadStorage<'a, EnteredAuras>,
68    outcomes: Read<'a, EventBus<Outcome>>,
69    events: ReadAttackEvents<'a>,
70    masses: ReadStorage<'a, Mass>,
71}
72
73/// This system is responsible for handling beams that heal or do damage
74#[derive(Default)]
75pub struct Sys;
76impl<'a> System<'a> for Sys {
77    type SystemData = (ReadData<'a>, WriteStorage<'a, Beam>);
78
79    const NAME: &'static str = "beam";
80    const ORIGIN: Origin = Origin::Common;
81    const PHASE: Phase = Phase::Create;
82
83    fn run(job: &mut Job<Self>, (read_data, mut beams): Self::SystemData) {
84        let mut outcomes_emitter = read_data.outcomes.emitter();
85
86        (
87            &read_data.positions,
88            &read_data.orientations,
89            read_data.character_states.maybe(),
90            &mut beams,
91        )
92            .lend_join()
93            .for_each(|(pos, ori, char_state, mut beam)| {
94                // Clear hit entities list if list should be cleared
95                if read_data.time.0 % beam.tick_dur.0 < read_data.dt.0 as f64 {
96                    let (hit_entities, hit_durations) = beam.hit_entities_and_durations();
97                    hit_durations.retain(|e, _| hit_entities.contains(e));
98                    for entity in hit_entities {
99                        *hit_durations.entry(*entity).or_insert(0) += 1;
100                    }
101                    beam.hit_entities.clear();
102                }
103                // Update start, end, and control positions of beam bezier
104                let (offset, target_dir) = char_state
105                    .and_then(|char_state| {
106                        if let CharacterState::BasicBeam(data) = char_state {
107                            Some(data)
108                        } else {
109                            None
110                        }
111                    })
112                    .map_or((Vec3::zero(), ori.look_dir()), |data| {
113                        (data.beam_offset, data.aim_dir)
114                    });
115                beam.bezier.start = pos.0 + offset;
116                const REL_CTRL_DIST: f32 = 0.3;
117                let target_ctrl = beam.bezier.start + *target_dir * beam.range * REL_CTRL_DIST;
118                let ctrl_translate = (target_ctrl - beam.bezier.ctrl) * read_data.dt.0
119                    / (beam.duration.0 as f32 * REL_CTRL_DIST);
120                beam.bezier.ctrl += ctrl_translate;
121                let target_end = beam.bezier.start + *target_dir * beam.range;
122                let end_translate =
123                    (target_end - beam.bezier.end) * read_data.dt.0 / beam.duration.0 as f32;
124                beam.bezier.end += end_translate;
125            });
126
127        job.cpu_stats.measure(ParMode::Rayon);
128
129        // Beams
130        // Emitters will append their events when dropped.
131        let (_emitters, add_hit_entities, new_outcomes) = (
132            &read_data.entities,
133            &read_data.positions,
134            &read_data.orientations,
135            &read_data.uids,
136            &beams,
137        )
138            .par_join()
139            .fold(
140                || (read_data.events.get_emitters(), Vec::new(), Vec::new()),
141                |(mut emitters, mut add_hit_entities, mut outcomes),
142                 (entity, pos, ori, uid, beam)| {
143                    // Note: rayon makes it difficult to hold onto a thread-local RNG, if grabbing
144                    // this becomes a bottleneck we can look into alternatives.
145                    let mut rng = rand::thread_rng();
146                    if rng.gen_bool(0.005) {
147                        emitters.emit(event::SoundEvent {
148                            sound: Sound::new(SoundKind::Beam, pos.0, 13.0, read_data.time.0),
149                        });
150                    }
151                    outcomes.push(Outcome::Beam {
152                        pos: pos.0,
153                        specifier: beam.specifier,
154                    });
155
156                    // Group to ignore collisions with
157                    // Might make this more nuanced if beams are used for non damage effects
158                    let group = read_data.groups.get(entity);
159
160                    // Go through all affectable entities by querying the spatial grid
161                    let target_iter = read_data
162                        .cached_spatial_grid
163                        .0
164                        .in_circle_aabr(beam.bezier.start.xy(), beam.range)
165                        .filter_map(|target| {
166                            read_data
167                                .positions
168                                .get(target)
169                                .and_then(|l| read_data.healths.get(target).map(|r| (l, r)))
170                                .and_then(|l| read_data.uids.get(target).map(|r| (l, r)))
171                                .and_then(|l| read_data.bodies.get(target).map(|r| (l, r)))
172                                .map(|(((pos_b, health_b), uid_b), body_b)| {
173                                    (target, uid_b, pos_b, health_b, body_b)
174                                })
175                        });
176                    target_iter.for_each(|(target, uid_b, pos_b, health_b, body_b)| {
177                        // Check to see if entity has already been hit recently
178                        if beam.hit_entities.iter().any(|&e| e == target) {
179                            return;
180                        }
181
182                        // Scales
183                        let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
184                        let rad_b = body_b.max_radius() * scale_b;
185                        let height_b = body_b.height() * scale_b;
186
187                        // Check if it is a hit
188                        // TODO: use Capsule Prism instead of cylinder
189                        let hit = entity != target
190                            && !health_b.is_dead
191                            && conical_bezier_cylinder_collision(
192                                beam.bezier,
193                                beam.start_radius,
194                                beam.end_radius,
195                                beam.range,
196                                pos_b.0,
197                                rad_b,
198                                height_b,
199                            );
200
201                        // Finally, ensure that a hit has actually occurred by performing a raycast.
202                        // We do this last because it's likely to be the
203                        // most expensive operation.
204                        let tgt_dist = beam.bezier.start.distance(pos_b.0);
205                        let beam_dir = (beam.bezier.ctrl - beam.bezier.start)
206                            / beam.bezier.start.distance(beam.bezier.ctrl).max(0.01);
207                        let hit = hit
208                            && read_data
209                                .terrain
210                                .ray(
211                                    beam.bezier.start,
212                                    beam.bezier.start + beam_dir * (tgt_dist + 1.0),
213                                )
214                                .until(|b| b.is_filled())
215                                .cast()
216                                .0
217                                >= tgt_dist;
218
219                        if hit {
220                            let allow_friendly_fire = combat::allow_friendly_fire(
221                                &read_data.entered_auras,
222                                entity,
223                                target,
224                            );
225
226                            // See if entities are in the same group
227                            let same_group = group
228                                .map(|group_a| Some(group_a) == read_data.groups.get(target))
229                                .unwrap_or(false);
230
231                            let target_group = if same_group {
232                                GroupTarget::InGroup
233                            } else {
234                                GroupTarget::OutOfGroup
235                            };
236
237                            let attacker_info = Some(AttackerInfo {
238                                entity,
239                                uid: *uid,
240                                group: read_data.groups.get(entity),
241                                energy: read_data.energies.get(entity),
242                                combo: read_data.combos.get(entity),
243                                inventory: read_data.inventories.get(entity),
244                                stats: read_data.stats.get(entity),
245                                mass: read_data.masses.get(entity),
246                            });
247
248                            let target_info = TargetInfo {
249                                entity: target,
250                                uid: *uid_b,
251                                inventory: read_data.inventories.get(target),
252                                stats: read_data.stats.get(target),
253                                health: read_data.healths.get(target),
254                                pos: pos_b.0,
255                                ori: read_data.orientations.get(target),
256                                char_state: read_data.character_states.get(target),
257                                energy: read_data.energies.get(target),
258                                buffs: read_data.buffs.get(target),
259                                mass: read_data.masses.get(target),
260                            };
261
262                            let target_dodging = match beam.dodgeable {
263                                Dodgeable::Roll => read_data
264                                    .character_states
265                                    .get(target)
266                                    .and_then(|cs| cs.roll_attack_immunities())
267                                    .is_some_and(|i| i.beams),
268                                Dodgeable::Jump => read_data
269                                    .physics_states
270                                    .get(target)
271                                    .is_some_and(|ps| ps.on_ground.is_none()),
272                                Dodgeable::No => false,
273                            };
274                            // PvP check
275                            let permit_pvp = combat::permit_pvp(
276                                &read_data.alignments,
277                                &read_data.players,
278                                &read_data.entered_auras,
279                                &read_data.id_maps,
280                                Some(entity),
281                                target,
282                            );
283
284                            let precision_from_flank = combat::precision_mult_from_flank(
285                                beam.bezier.ctrl - beam.bezier.start,
286                                target_info.ori,
287                                Default::default(),
288                                false,
289                            );
290
291                            let precision_from_time = {
292                                if let Some(ticks) = beam.hit_durations.get(&target) {
293                                    let dur = *ticks as f32 * beam.tick_dur.0 as f32;
294                                    let mult =
295                                        (dur / combat::BEAM_DURATION_PRECISION).clamp(0.0, 1.0);
296                                    Some(combat::MAX_BEAM_DUR_PRECISION * mult)
297                                } else {
298                                    None
299                                }
300                            };
301
302                            let precision_mult = match (precision_from_flank, precision_from_time) {
303                                (Some(a), Some(b)) => Some(a.max(b)),
304                                (Some(a), None) | (None, Some(a)) => Some(a),
305                                (None, None) => None,
306                            };
307
308                            let attack_options = AttackOptions {
309                                target_dodging,
310                                permit_pvp,
311                                allow_friendly_fire,
312                                target_group,
313                                precision_mult,
314                            };
315
316                            beam.attack.apply_attack(
317                                attacker_info,
318                                &target_info,
319                                ori.look_dir(),
320                                attack_options,
321                                1.0,
322                                AttackSource::Beam,
323                                *read_data.time,
324                                &mut emitters,
325                                |o| outcomes.push(o),
326                                &mut rng,
327                                0,
328                            );
329
330                            add_hit_entities.push((entity, target));
331                        }
332                    });
333                    (emitters, add_hit_entities, outcomes)
334                },
335            )
336            .reduce(
337                || (read_data.events.get_emitters(), Vec::new(), Vec::new()),
338                |(mut events_a, mut hit_entities_a, mut outcomes_a),
339                 (events_b, mut hit_entities_b, mut outcomes_b)| {
340                    events_a.append(events_b);
341                    hit_entities_a.append(&mut hit_entities_b);
342                    outcomes_a.append(&mut outcomes_b);
343                    (events_a, hit_entities_a, outcomes_a)
344                },
345            );
346        job.cpu_stats.measure(ParMode::Single);
347
348        outcomes_emitter.emit_many(new_outcomes);
349
350        for (entity, hit_entity) in add_hit_entities {
351            if let Some(ref mut beam) = beams.get_mut(entity) {
352                beam.hit_entities.push(hit_entity);
353            }
354        }
355    }
356}
357
358/// Assumes upright cylinder
359fn conical_bezier_cylinder_collision(
360    // Values for spherical wedge
361    bezier: QuadraticBezier3<f32>,
362    start_rad: f32, // Radius at start_pos
363    end_rad: f32,   // Radius at end_pos
364    range: f32,     // Used to decide number of steps in bezier function
365    // Values for cylinder
366    bottom_pos_b: Vec3<f32>, // Position of bottom of cylinder
367    rad_b: f32,
368    length_b: f32,
369) -> bool {
370    // This algorithm first determines the nearest point on the bezier to the point
371    // in the middle of the cylinder. It then checks that the bezier cone's radius
372    // at this point could allow it to be in the z bounds of the cylinder and within
373    // the cylinder's radius.
374    let center_pos_b = bottom_pos_b.with_z(bottom_pos_b.z + length_b / 2.0);
375    let (t, closest_pos) =
376        bezier.binary_search_point_by_steps(center_pos_b, (range * 5.0) as u16, 0.1);
377    let bezier_rad = start_rad + t * (end_rad - start_rad);
378    let z_check = {
379        let dist = (closest_pos.z - center_pos_b.z).abs();
380        dist < bezier_rad + length_b / 2.0
381    };
382    let rad_check = {
383        let dist_sqrd = closest_pos.xy().distance_squared(center_pos_b.xy());
384        dist_sqrd < (bezier_rad + rad_b).powi(2)
385    };
386    let endpoints_check = {
387        let tangent = bezier.evaluate_derivative(t);
388        let dir = center_pos_b - closest_pos;
389        // `rad_check` only makes sense if the angle from the nearest bezier point to
390        // the target is 90 degrees
391        tangent.angle_between(dir) >= 0.45 * PI
392    };
393
394    z_check && rad_check && endpoints_check
395}