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::RngExt;
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_hook: event::EntityAttackedHookEvent,
38 combo_change: event::ComboChangeEvent,
39 buff: event::BuffEvent,
40 transform: event::TransformEvent,
41 }
42}
43
44#[derive(SystemData)]
45pub struct ReadData<'a> {
46 entities: Entities<'a>,
47 players: ReadStorage<'a, Player>,
48 time: Read<'a, Time>,
49 dt: Read<'a, DeltaTime>,
50 terrain: ReadExpect<'a, TerrainGrid>,
51 id_maps: Read<'a, IdMaps>,
52 cached_spatial_grid: Read<'a, common::CachedSpatialGrid>,
53 uids: ReadStorage<'a, Uid>,
54 positions: ReadStorage<'a, Pos>,
55 orientations: ReadStorage<'a, Ori>,
56 alignments: ReadStorage<'a, Alignment>,
57 scales: ReadStorage<'a, Scale>,
58 bodies: ReadStorage<'a, Body>,
59 healths: ReadStorage<'a, Health>,
60 inventories: ReadStorage<'a, Inventory>,
61 groups: ReadStorage<'a, Group>,
62 energies: ReadStorage<'a, Energy>,
63 stats: ReadStorage<'a, Stats>,
64 combos: ReadStorage<'a, Combo>,
65 character_states: ReadStorage<'a, CharacterState>,
66 physics_states: ReadStorage<'a, PhysicsState>,
67 buffs: ReadStorage<'a, Buffs>,
68 entered_auras: ReadStorage<'a, EnteredAuras>,
69 outcomes: Read<'a, EventBus<Outcome>>,
70 events: ReadAttackEvents<'a>,
71 masses: ReadStorage<'a, Mass>,
72}
73
74#[derive(Default)]
76pub struct Sys;
77impl<'a> System<'a> for Sys {
78 type SystemData = (ReadData<'a>, WriteStorage<'a, Beam>);
79
80 const NAME: &'static str = "beam";
81 const ORIGIN: Origin = Origin::Common;
82 const PHASE: Phase = Phase::Create;
83
84 fn run(job: &mut Job<Self>, (read_data, mut beams): Self::SystemData) {
85 let mut outcomes_emitter = read_data.outcomes.emitter();
86
87 (
88 &read_data.positions,
89 &read_data.orientations,
90 read_data.character_states.maybe(),
91 &mut beams,
92 )
93 .lend_join()
94 .for_each(|(pos, ori, char_state, mut beam)| {
95 if read_data.time.0 % beam.tick_dur.0 < read_data.dt.0 as f64 {
97 let (hit_entities, hit_durations) = beam.hit_entities_and_durations();
98 hit_durations.retain(|e, _| hit_entities.contains(e));
99 for entity in hit_entities {
100 *hit_durations.entry(*entity).or_insert(0) += 1;
101 }
102 beam.hit_entities.clear();
103 }
104 let (offset, target_dir) = char_state
106 .and_then(|char_state| {
107 if let CharacterState::BasicBeam(data) = char_state {
108 Some(data)
109 } else {
110 None
111 }
112 })
113 .map_or((Vec3::zero(), ori.look_dir()), |data| {
114 (data.beam_offset, data.aim_dir)
115 });
116 beam.bezier.start = pos.0 + offset;
117 const REL_CTRL_DIST: f32 = 0.3;
118 let target_ctrl = beam.bezier.start + *target_dir * beam.range * REL_CTRL_DIST;
119 let ctrl_translate = (target_ctrl - beam.bezier.ctrl) * read_data.dt.0
120 / (beam.duration.0 as f32 * REL_CTRL_DIST);
121 beam.bezier.ctrl += ctrl_translate;
122 let target_end = beam.bezier.start + *target_dir * beam.range;
123 let end_translate =
124 (target_end - beam.bezier.end) * read_data.dt.0 / beam.duration.0 as f32;
125 beam.bezier.end += end_translate;
126 });
127
128 job.cpu_stats.measure(ParMode::Rayon);
129
130 let (_emitters, add_hit_entities, new_outcomes) = (
133 &read_data.entities,
134 &read_data.positions,
135 &read_data.orientations,
136 &read_data.uids,
137 &beams,
138 )
139 .par_join()
140 .fold(
141 || (read_data.events.get_emitters(), Vec::new(), Vec::new()),
142 |(mut emitters, mut add_hit_entities, mut outcomes),
143 (entity, pos, ori, uid, beam)| {
144 let mut rng = rand::rng();
147 if rng.random_bool(0.005) {
148 emitters.emit(event::SoundEvent {
149 sound: Sound::new(SoundKind::Beam, pos.0, 13.0, read_data.time.0),
150 });
151 }
152 outcomes.push(Outcome::Beam {
153 pos: pos.0,
154 specifier: beam.specifier,
155 });
156
157 let group = read_data.groups.get(entity);
160
161 let target_iter = read_data
163 .cached_spatial_grid
164 .0
165 .in_circle_aabr(beam.bezier.start.xy(), beam.range)
166 .filter_map(|target| {
167 let health_b = read_data.healths.get(target)?;
168 let body_b = read_data.bodies.get(target)?;
169 let pos_b = read_data.positions.get(target)?;
170 let uid_b = read_data.uids.get(target)?;
171 Some((target, uid_b, pos_b, health_b, body_b))
172 });
173 target_iter.for_each(|(target, uid_b, pos_b, health_b, body_b)| {
174 if beam.hit_entities.contains(&target) {
176 return;
177 }
178
179 let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
181 let rad_b = body_b.max_radius() * scale_b;
182 let height_b = body_b.height() * scale_b;
183
184 let hit = entity != target
187 && !health_b.is_dead
188 && conical_bezier_cylinder_collision(
189 beam.bezier,
190 beam.start_radius,
191 beam.end_radius,
192 beam.range,
193 pos_b.0,
194 rad_b,
195 height_b,
196 );
197
198 let tgt_dist = beam.bezier.start.distance(pos_b.0);
202 let beam_dir = (beam.bezier.ctrl - beam.bezier.start)
203 / beam.bezier.start.distance(beam.bezier.ctrl).max(0.01);
204 let hit = hit
205 && read_data
206 .terrain
207 .ray(
208 beam.bezier.start,
209 beam.bezier.start + beam_dir * (tgt_dist + 1.0),
210 )
211 .until(|b| b.is_filled())
212 .cast()
213 .0
214 >= tgt_dist;
215
216 if hit {
217 let allow_friendly_fire = combat::allow_friendly_fire(
218 &read_data.entered_auras,
219 entity,
220 target,
221 );
222
223 let same_group = group
225 .map(|group_a| Some(group_a) == read_data.groups.get(target))
226 .unwrap_or(false);
227
228 let target_group = if same_group {
229 GroupTarget::InGroup
230 } else {
231 GroupTarget::OutOfGroup
232 };
233
234 let attacker_info = Some(AttackerInfo {
235 entity,
236 uid: *uid,
237 group: read_data.groups.get(entity),
238 energy: read_data.energies.get(entity),
239 combo: read_data.combos.get(entity),
240 inventory: read_data.inventories.get(entity),
241 stats: read_data.stats.get(entity),
242 mass: read_data.masses.get(entity),
243 pos: Some(pos.0),
244 });
245
246 let target_info = TargetInfo {
247 entity: target,
248 uid: *uid_b,
249 inventory: read_data.inventories.get(target),
250 stats: read_data.stats.get(target),
251 health: read_data.healths.get(target),
252 pos: pos_b.0,
253 ori: read_data.orientations.get(target),
254 char_state: read_data.character_states.get(target),
255 energy: read_data.energies.get(target),
256 buffs: read_data.buffs.get(target),
257 mass: read_data.masses.get(target),
258 player: read_data.players.get(target),
259 };
260
261 let target_dodging = match beam.dodgeable {
262 Dodgeable::Roll => read_data
263 .character_states
264 .get(target)
265 .and_then(|cs| cs.roll_attack_immunities())
266 .is_some_and(|i| i.beams),
267 Dodgeable::Jump => read_data
268 .physics_states
269 .get(target)
270 .is_some_and(|ps| ps.on_ground.is_none()),
271 Dodgeable::No => false,
272 };
273 let permit_pvp = combat::permit_pvp(
275 &read_data.alignments,
276 &read_data.players,
277 &read_data.entered_auras,
278 &read_data.id_maps,
279 Some(entity),
280 target,
281 );
282
283 let precision_from_flank = combat::precision_mult_from_flank(
284 beam.bezier.ctrl - beam.bezier.start,
285 target_info.ori,
286 Default::default(),
287 false,
288 );
289
290 let precision_from_time = {
291 if let Some(ticks) = beam.hit_durations.get(&target) {
292 let dur = *ticks as f32 * beam.tick_dur.0 as f32;
293 let mult =
294 (dur / combat::BEAM_DURATION_PRECISION).clamp(0.0, 1.0);
295 Some(combat::MAX_BEAM_DUR_PRECISION * mult)
296 } else {
297 None
298 }
299 };
300
301 let precision_mult = match (precision_from_flank, precision_from_time) {
302 (Some(a), Some(b)) => Some(a.max(b)),
303 (Some(a), None) | (None, Some(a)) => Some(a),
304 (None, None) => None,
305 };
306
307 let attack_options = AttackOptions {
308 target_dodging,
309 permit_pvp,
310 allow_friendly_fire,
311 target_group,
312 precision_mult,
313 };
314
315 beam.attack.apply_attack(
316 attacker_info,
317 &target_info,
318 ori.look_dir(),
319 attack_options,
320 1.0,
321 AttackSource::Beam,
322 *read_data.time,
323 &mut emitters,
324 |o| outcomes.push(o),
325 &mut rng,
326 0,
327 );
328
329 add_hit_entities.push((entity, target));
330 }
331 });
332 (emitters, add_hit_entities, outcomes)
333 },
334 )
335 .reduce(
336 || (read_data.events.get_emitters(), Vec::new(), Vec::new()),
337 |(mut events_a, mut hit_entities_a, mut outcomes_a),
338 (events_b, mut hit_entities_b, mut outcomes_b)| {
339 events_a.append(events_b);
340 hit_entities_a.append(&mut hit_entities_b);
341 outcomes_a.append(&mut outcomes_b);
342 (events_a, hit_entities_a, outcomes_a)
343 },
344 );
345 job.cpu_stats.measure(ParMode::Single);
346
347 outcomes_emitter.emit_many(new_outcomes);
348
349 for (entity, hit_entity) in add_hit_entities {
350 if let Some(ref mut beam) = beams.get_mut(entity) {
351 beam.hit_entities.push(hit_entity);
352 }
353 }
354 }
355}
356
357fn conical_bezier_cylinder_collision(
359 bezier: QuadraticBezier3<f32>,
361 start_rad: f32, end_rad: f32, range: f32, bottom_pos_b: Vec3<f32>, rad_b: f32,
367 length_b: f32,
368) -> bool {
369 let center_pos_b = bottom_pos_b.with_z(bottom_pos_b.z + length_b / 2.0);
374 let (t, closest_pos) =
375 bezier.binary_search_point_by_steps(center_pos_b, (range * 5.0) as u16, 0.1);
376 let bezier_rad = start_rad + t * (end_rad - start_rad);
377 let z_check = {
378 let dist = (closest_pos.z - center_pos_b.z).abs();
379 dist < bezier_rad + length_b / 2.0
380 };
381 let rad_check = {
382 let dist_sqrd = closest_pos.xy().distance_squared(center_pos_b.xy());
383 dist_sqrd < (bezier_rad + rad_b).powi(2)
384 };
385 let endpoints_check = {
386 let tangent = bezier.evaluate_derivative(t);
387 let dir = center_pos_b - closest_pos;
388 tangent.angle_between(dir) >= 0.45 * PI
391 };
392
393 z_check && rad_check && endpoints_check
394}