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use common::{
combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
comp::{
agent::{Sound, SoundKind},
aura::EnteredAuras,
Alignment, Beam, Body, Buffs, CharacterState, Combo, Energy, Group, Health, Inventory,
Mass, Ori, Player, Pos, Scale, Stats,
},
event::{self, EmitExt, EventBus},
event_emitters,
outcome::Outcome,
resources::{DeltaTime, Time},
terrain::TerrainGrid,
uid::{IdMaps, Uid},
vol::ReadVol,
GroupTarget,
};
use common_ecs::{Job, Origin, ParMode, Phase, System};
use rand::Rng;
use rayon::iter::ParallelIterator;
use specs::{
shred, Entities, LendJoin, ParJoin, Read, ReadExpect, ReadStorage, SystemData, WriteStorage,
};
use vek::*;
event_emitters! {
struct ReadAttackEvents[AttackEmitters] {
health_change: event::HealthChangeEvent,
energy_change: event::EnergyChangeEvent,
poise_change: event::PoiseChangeEvent,
sound: event::SoundEvent,
parry_hook: event::ParryHookEvent,
kockback: event::KnockbackEvent,
entity_attack_hoow: event::EntityAttackedHookEvent,
combo_change: event::ComboChangeEvent,
buff: event::BuffEvent,
}
}
#[derive(SystemData)]
pub struct ReadData<'a> {
entities: Entities<'a>,
players: ReadStorage<'a, Player>,
time: Read<'a, Time>,
dt: Read<'a, DeltaTime>,
terrain: ReadExpect<'a, TerrainGrid>,
id_maps: Read<'a, IdMaps>,
cached_spatial_grid: Read<'a, common::CachedSpatialGrid>,
uids: ReadStorage<'a, Uid>,
positions: ReadStorage<'a, Pos>,
orientations: ReadStorage<'a, Ori>,
alignments: ReadStorage<'a, Alignment>,
scales: ReadStorage<'a, Scale>,
bodies: ReadStorage<'a, Body>,
healths: ReadStorage<'a, Health>,
inventories: ReadStorage<'a, Inventory>,
groups: ReadStorage<'a, Group>,
energies: ReadStorage<'a, Energy>,
stats: ReadStorage<'a, Stats>,
combos: ReadStorage<'a, Combo>,
character_states: ReadStorage<'a, CharacterState>,
buffs: ReadStorage<'a, Buffs>,
entered_auras: ReadStorage<'a, EnteredAuras>,
outcomes: Read<'a, EventBus<Outcome>>,
events: ReadAttackEvents<'a>,
masses: ReadStorage<'a, Mass>,
}
/// This system is responsible for handling beams that heal or do damage
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (ReadData<'a>, WriteStorage<'a, Beam>);
const NAME: &'static str = "beam";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
fn run(job: &mut Job<Self>, (read_data, mut beams): Self::SystemData) {
let mut outcomes_emitter = read_data.outcomes.emitter();
(
&read_data.positions,
&read_data.orientations,
&read_data.character_states,
&mut beams,
)
.lend_join()
.for_each(|(pos, ori, char_state, mut beam)| {
// Clear hit entities list if list should be cleared
if read_data.time.0 % beam.tick_dur.0 < read_data.dt.0 as f64 {
let (hit_entities, hit_durations) = beam.hit_entities_and_durations();
hit_durations.retain(|e, _| hit_entities.contains(e));
for entity in hit_entities {
*hit_durations.entry(*entity).or_insert(0) += 1;
}
beam.hit_entities.clear();
}
// Update start, end, and control positions of beam bezier
let (offset, target_dir) = if let CharacterState::BasicBeam(c) = char_state {
(c.beam_offset, c.aim_dir)
} else {
(Vec3::zero(), ori.look_dir())
};
beam.bezier.start = pos.0 + offset;
const REL_CTRL_DIST: f32 = 0.3;
let target_ctrl = beam.bezier.start + *target_dir * beam.range * REL_CTRL_DIST;
let ctrl_translate = (target_ctrl - beam.bezier.ctrl) * read_data.dt.0
/ (beam.duration.0 as f32 * REL_CTRL_DIST);
beam.bezier.ctrl += ctrl_translate;
let target_end = beam.bezier.start + *target_dir * beam.range;
let end_translate =
(target_end - beam.bezier.end) * read_data.dt.0 / beam.duration.0 as f32;
beam.bezier.end += end_translate;
});
job.cpu_stats.measure(ParMode::Rayon);
// Beams
// Emitters will append their events when dropped.
let (_emitters, add_hit_entities, new_outcomes) = (
&read_data.entities,
&read_data.positions,
&read_data.orientations,
&read_data.uids,
&beams,
)
.par_join()
.fold(
|| (read_data.events.get_emitters(), Vec::new(), Vec::new()),
|(mut emitters, mut add_hit_entities, mut outcomes),
(entity, pos, ori, uid, beam)| {
// Note: rayon makes it difficult to hold onto a thread-local RNG, if grabbing
// this becomes a bottleneck we can look into alternatives.
let mut rng = rand::thread_rng();
if rng.gen_bool(0.005) {
emitters.emit(event::SoundEvent {
sound: Sound::new(SoundKind::Beam, pos.0, 13.0, read_data.time.0),
});
}
outcomes.push(Outcome::Beam {
pos: pos.0,
specifier: beam.specifier,
});
// Group to ignore collisions with
// Might make this more nuanced if beams are used for non damage effects
let group = read_data.groups.get(entity);
// Go through all affectable entities by querying the spatial grid
let target_iter = read_data
.cached_spatial_grid
.0
.in_circle_aabr(beam.bezier.start.xy(), beam.range)
.filter_map(|target| {
read_data
.positions
.get(target)
.and_then(|l| read_data.healths.get(target).map(|r| (l, r)))
.and_then(|l| read_data.uids.get(target).map(|r| (l, r)))
.and_then(|l| read_data.bodies.get(target).map(|r| (l, r)))
.map(|(((pos_b, health_b), uid_b), body_b)| {
(target, uid_b, pos_b, health_b, body_b)
})
});
target_iter.for_each(|(target, uid_b, pos_b, health_b, body_b)| {
// Check to see if entity has already been hit recently
if beam.hit_entities.iter().any(|&e| e == target) {
return;
}
// Scales
let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
let rad_b = body_b.max_radius() * scale_b;
let height_b = body_b.height() * scale_b;
// Check if it is a hit
// TODO: use Capsule Prism instead of cylinder
let hit = entity != target
&& !health_b.is_dead
&& conical_bezier_cylinder_collision(
beam.bezier,
beam.end_radius,
beam.range,
pos_b.0,
rad_b,
height_b,
);
// Finally, ensure that a hit has actually occurred by performing a raycast.
// We do this last because it's likely to be the
// most expensive operation.
let tgt_dist = beam.bezier.start.distance(pos_b.0);
let beam_dir = (beam.bezier.ctrl - beam.bezier.start)
/ beam.bezier.start.distance(beam.bezier.ctrl).max(0.01);
let hit = hit
&& read_data
.terrain
.ray(
beam.bezier.start,
beam.bezier.start + beam_dir * (tgt_dist + 1.0),
)
.until(|b| b.is_filled())
.cast()
.0
>= tgt_dist;
if hit {
let allow_friendly_fire = combat::allow_friendly_fire(
&read_data.entered_auras,
entity,
target,
);
// See if entities are in the same group
let same_group = group
.map(|group_a| Some(group_a) == read_data.groups.get(target))
.unwrap_or(false);
let target_group = if same_group {
GroupTarget::InGroup
} else {
GroupTarget::OutOfGroup
};
let attacker_info = Some(AttackerInfo {
entity,
uid: *uid,
group: read_data.groups.get(entity),
energy: read_data.energies.get(entity),
combo: read_data.combos.get(entity),
inventory: read_data.inventories.get(entity),
stats: read_data.stats.get(entity),
mass: read_data.masses.get(entity),
});
let target_info = TargetInfo {
entity: target,
uid: *uid_b,
inventory: read_data.inventories.get(target),
stats: read_data.stats.get(target),
health: read_data.healths.get(target),
pos: pos_b.0,
ori: read_data.orientations.get(target),
char_state: read_data.character_states.get(target),
energy: read_data.energies.get(target),
buffs: read_data.buffs.get(target),
mass: read_data.masses.get(target),
};
let target_dodging = read_data
.character_states
.get(target)
.and_then(|cs| cs.roll_attack_immunities())
.map_or(false, |i| i.beams);
// PvP check
let permit_pvp = combat::permit_pvp(
&read_data.alignments,
&read_data.players,
&read_data.entered_auras,
&read_data.id_maps,
Some(entity),
target,
);
let precision_from_flank = combat::precision_mult_from_flank(
beam.bezier.ctrl - beam.bezier.start,
target_info.ori,
Default::default(),
false,
);
let precision_from_time = {
if let Some(ticks) = beam.hit_durations.get(&target) {
let dur = *ticks as f32 * beam.tick_dur.0 as f32;
let mult =
(dur / combat::BEAM_DURATION_PRECISION).clamp(0.0, 1.0);
Some(combat::MAX_BEAM_DUR_PRECISION * mult)
} else {
None
}
};
let precision_mult = match (precision_from_flank, precision_from_time) {
(Some(a), Some(b)) => Some(a.max(b)),
(Some(a), None) | (None, Some(a)) => Some(a),
(None, None) => None,
};
let attack_options = AttackOptions {
target_dodging,
permit_pvp,
allow_friendly_fire,
target_group,
precision_mult,
};
beam.attack.apply_attack(
attacker_info,
&target_info,
ori.look_dir(),
attack_options,
1.0,
AttackSource::Beam,
*read_data.time,
&mut emitters,
|o| outcomes.push(o),
&mut rng,
0,
);
add_hit_entities.push((entity, target));
}
});
(emitters, add_hit_entities, outcomes)
},
)
.reduce(
|| (read_data.events.get_emitters(), Vec::new(), Vec::new()),
|(mut events_a, mut hit_entities_a, mut outcomes_a),
(events_b, mut hit_entities_b, mut outcomes_b)| {
events_a.append(events_b);
hit_entities_a.append(&mut hit_entities_b);
outcomes_a.append(&mut outcomes_b);
(events_a, hit_entities_a, outcomes_a)
},
);
job.cpu_stats.measure(ParMode::Single);
outcomes_emitter.emit_many(new_outcomes);
for (entity, hit_entity) in add_hit_entities {
if let Some(ref mut beam) = beams.get_mut(entity) {
beam.hit_entities.push(hit_entity);
}
}
}
}
/// Assumes upright cylinder
fn conical_bezier_cylinder_collision(
// Values for spherical wedge
bezier: QuadraticBezier3<f32>,
max_rad: f32, // Radius at end_pos (radius is 0 at start_pos)
range: f32, // Used to decide number of steps in bezier function
// Values for cylinder
bottom_pos_b: Vec3<f32>, // Position of bottom of cylinder
rad_b: f32,
length_b: f32,
) -> bool {
// This algorithm first determines the nearest point on the bezier to the point
// in the middle of the cylinder. It then checks that the bezier cone's radius
// at this point could allow it to be in the z bounds of the cylinder and within
// the cylinder's radius.
let center_pos_b = bottom_pos_b.with_z(bottom_pos_b.z + length_b / 2.0);
let (t, closest_pos) =
bezier.binary_search_point_by_steps(center_pos_b, (range * 5.0) as u16, 0.1);
let bezier_rad = t * max_rad;
let z_check = {
let dist = (closest_pos.z - center_pos_b.z).abs();
dist < bezier_rad + length_b / 2.0
};
let rad_check = {
let dist_sqrd = closest_pos.xy().distance_squared(center_pos_b.xy());
dist_sqrd < (bezier_rad + rad_b).powi(2)
};
z_check && rad_check
}