1use common::{
2 GroupTarget,
3 combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
4 comp::{
5 Alignment, Body, Buffs, CharacterState, Combo, Energy, Group, Health, Inventory, Mass,
6 Melee, Ori, PhysicsState, Player, Pos, Scale, Stats,
7 ability::Dodgeable,
8 agent::{Sound, SoundKind},
9 aura::EnteredAuras,
10 melee::MultiTarget,
11 },
12 event::{self, EmitExt, EventBus},
13 event_emitters,
14 outcome::Outcome,
15 resources::Time,
16 terrain::TerrainGrid,
17 uid::{IdMaps, Uid},
18 util::{Dir, find_dist::Cylinder},
19 vol::ReadVol,
20};
21use common_ecs::{Job, Origin, Phase, System};
22use itertools::Itertools;
23use specs::{
24 Entities, Join, LendJoin, Read, ReadExpect, ReadStorage, SystemData, WriteStorage, shred,
25};
26use vek::*;
27
28event_emitters! {
29 struct ReadAttackEvents[AttackEmitters] {
30 health_change: event::HealthChangeEvent,
31 energy_change: event::EnergyChangeEvent,
32 poise_change: event::PoiseChangeEvent,
33 sound: event::SoundEvent,
34 mine_block: event::MineBlockEvent,
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 time: Read<'a, Time>,
47 terrain: ReadExpect<'a, TerrainGrid>,
48 id_maps: Read<'a, IdMaps>,
49 entities: Entities<'a>,
50 players: ReadStorage<'a, Player>,
51 uids: ReadStorage<'a, Uid>,
52 positions: ReadStorage<'a, Pos>,
53 orientations: ReadStorage<'a, Ori>,
54 alignments: ReadStorage<'a, Alignment>,
55 scales: ReadStorage<'a, Scale>,
56 bodies: ReadStorage<'a, Body>,
57 healths: ReadStorage<'a, Health>,
58 energies: ReadStorage<'a, Energy>,
59 inventories: ReadStorage<'a, Inventory>,
60 groups: ReadStorage<'a, Group>,
61 char_states: ReadStorage<'a, CharacterState>,
62 physic_states: ReadStorage<'a, PhysicsState>,
63 stats: ReadStorage<'a, Stats>,
64 combos: ReadStorage<'a, Combo>,
65 buffs: ReadStorage<'a, Buffs>,
66 entered_auras: ReadStorage<'a, EnteredAuras>,
67 events: ReadAttackEvents<'a>,
68 masses: ReadStorage<'a, Mass>,
69}
70
71#[derive(Default)]
74pub struct Sys;
75
76impl<'a> System<'a> for Sys {
77 type SystemData = (
78 ReadData<'a>,
79 WriteStorage<'a, Melee>,
80 Read<'a, EventBus<Outcome>>,
81 );
82
83 const NAME: &'static str = "melee";
84 const ORIGIN: Origin = Origin::Common;
85 const PHASE: Phase = Phase::Create;
86
87 fn run(_job: &mut Job<Self>, (read_data, mut melee_attacks, outcomes): Self::SystemData) {
88 let mut emitters = read_data.events.get_emitters();
89 let mut outcomes_emitter = outcomes.emitter();
90 let mut rng = rand::rng();
91
92 for (attacker, uid, pos, ori, melee_attack, body, scale) in (
94 &read_data.entities,
95 &read_data.uids,
96 &read_data.positions,
97 &read_data.orientations,
98 &mut melee_attacks,
99 &read_data.bodies,
100 read_data.scales.maybe(),
101 )
102 .join()
103 {
104 if melee_attack.applied && !melee_attack.sustained {
105 continue;
106 }
107 emitters.emit(event::SoundEvent {
108 sound: Sound::new(SoundKind::Melee, pos.0, 2.0, read_data.time.0),
109 });
110
111 melee_attack.applied = true;
112
113 let eye_pos = pos.0 + Vec3::unit_z() * body.eye_height(scale.map_or(1.0, |s| s.0));
115 let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0);
116 let height = body.height() * scale;
117 let rad = body.max_radius() * scale;
119
120 let melee_z = pos.0.z + 0.5 * body.height();
121 let melee_z_range = (melee_z - melee_attack.range)..(melee_z + melee_attack.range);
122
123 if let Some((block_pos, tool)) = melee_attack.break_block {
125 if eye_pos.distance_squared(block_pos.map(|e| e as f32 + 0.5))
127 < (rad + scale * melee_attack.range).powi(2)
128 {
129 emitters.emit(event::MineBlockEvent {
130 entity: attacker,
131 pos: block_pos,
132 tool,
133 });
134 }
135 }
136
137 for (target, pos_b, health_b, body_b, uid_b) in (
139 &read_data.entities,
140 &read_data.positions,
141 &read_data.healths,
142 &read_data.bodies,
143 &read_data.uids,
144 )
145 .join()
146 .sorted_by_key(|(_, pos_b, _, _, _)| pos_b.0.distance_squared(pos.0) as u32)
147 {
148 if melee_attack.multi_target.is_none()
150 && !melee_attack.sustained
151 && !melee_attack.hit_entities.is_empty()
152 {
153 break;
154 }
155
156 if melee_attack.hit_entities.contains(uid_b) {
158 continue;
159 }
160
161 let look_dir = *ori.look_dir();
162
163 let pos2 = Vec2::from(pos.0);
165 let pos_b2 = Vec2::<f32>::from(pos_b.0);
166 let ori2 = Vec2::from(look_dir);
167
168 let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
170 let height_b = body_b.height() * scale_b;
171 let rad_b = body_b.max_radius() * scale_b;
172
173 let target_dodging = match melee_attack.dodgeable {
175 Dodgeable::Roll => read_data
176 .char_states
177 .get(target)
178 .and_then(|cs| cs.roll_attack_immunities())
179 .is_some_and(|i| i.melee),
180 Dodgeable::Jump => read_data
181 .physic_states
182 .get(target)
183 .is_some_and(|ps| ps.on_ground.is_none()),
184 Dodgeable::No => false,
185 };
186
187 let hit = attacker != target
189 && !health_b.is_dead
190 && pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
192 && (melee_z_range.contains(&pos_b.0.z) || melee_z_range.contains(&(pos_b.0.z + body_b.height())) || (pos_b.0.z..(pos_b.0.z + body_b.height())).contains(&melee_z))
193 && ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan();
194
195 let attacker_cylinder = Cylinder {
197 center: pos.0 + (0.5 * height * Vec3::unit_z()),
198 radius: rad,
199 height,
200 };
201 let target_cylinder = Cylinder {
202 center: pos_b.0 + (0.5 * height_b * Vec3::unit_z()),
203 radius: rad_b,
204 height: height_b,
205 };
206 let hit = hit
207 && !is_blocked_by_wall(&read_data.terrain, attacker_cylinder, target_cylinder);
208
209 if hit {
210 let allow_friendly_fire =
211 combat::allow_friendly_fire(&read_data.entered_auras, attacker, target);
212 let same_group = read_data
214 .groups
215 .get(attacker)
216 .map(|group_a| Some(group_a) == read_data.groups.get(target))
217 .unwrap_or(false);
218
219 let target_group = if same_group {
220 GroupTarget::InGroup
221 } else {
222 GroupTarget::OutOfGroup
223 };
224
225 let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(look_dir));
226
227 let attacker_info = Some(AttackerInfo {
228 entity: attacker,
229 uid: *uid,
230 group: read_data.groups.get(attacker),
231 energy: read_data.energies.get(attacker),
232 combo: read_data.combos.get(attacker),
233 inventory: read_data.inventories.get(attacker),
234 stats: read_data.stats.get(attacker),
235 mass: read_data.masses.get(attacker),
236 pos: Some(pos.0),
237 });
238
239 let target_ori = read_data.orientations.get(target);
240 let target_char_state = read_data.char_states.get(target);
241 let target_info = TargetInfo {
242 entity: target,
243 uid: *uid_b,
244 inventory: read_data.inventories.get(target),
245 stats: read_data.stats.get(target),
246 health: read_data.healths.get(target),
247 pos: pos_b.0,
248 ori: target_ori,
249 char_state: target_char_state,
250 energy: read_data.energies.get(target),
251 buffs: read_data.buffs.get(target),
252 mass: read_data.masses.get(target),
253 player: read_data.players.get(target),
254 };
255
256 let permit_pvp = combat::permit_pvp(
258 &read_data.alignments,
259 &read_data.players,
260 &read_data.entered_auras,
261 &read_data.id_maps,
262 Some(attacker),
263 target,
264 );
265
266 let precision_from_flank = combat::precision_mult_from_flank(
269 (pos_b.0 - pos.0)
270 .with_z(0.0)
271 .try_normalized()
272 .unwrap_or(ori.look_vec()),
273 target_ori,
274 melee_attack.precision_flank_multipliers,
275 melee_attack.precision_flank_invert,
276 );
277
278 let precision_from_poise = {
279 if let Some(CharacterState::Stunned(data)) = target_char_state {
280 Some(
281 combat::MAX_MELEE_POISE_PRECISION
282 * data.static_data.poise_state.damage_multiplier(),
283 )
284 } else {
285 None
286 }
287 };
288
289 let precision_mult = match (precision_from_flank, precision_from_poise) {
290 (Some(a), Some(b)) => Some(a.max(b)),
291 (Some(a), None) | (None, Some(a)) => Some(a),
292 (None, None) => None,
293 };
294
295 let attack_options = AttackOptions {
296 target_dodging,
297 permit_pvp,
298 allow_friendly_fire,
299 target_group,
300 precision_mult,
301 };
302
303 let strength =
304 if let Some(MultiTarget::Scaling(scaling)) = melee_attack.multi_target {
305 1.0 + melee_attack.hit_entities.len() as f32 * scaling
306 } else {
307 1.0
308 };
309
310 let mut is_applied = false;
311 for offset in 0..melee_attack.simultaneous_hits {
312 is_applied = melee_attack.attack.apply_attack(
313 attacker_info,
314 &target_info,
315 dir,
316 attack_options,
317 strength,
318 AttackSource::Melee,
319 *read_data.time,
320 &mut emitters,
321 |o| outcomes_emitter.emit(o),
322 &mut rng,
323 offset as u64,
324 ) || is_applied;
325 }
326
327 if is_applied {
328 melee_attack.hit_entities.push(*uid_b);
329 }
330 }
331 }
332 }
333 }
334}
335
336fn is_blocked_by_wall(terrain: &TerrainGrid, attacker: Cylinder, target: Cylinder) -> bool {
340 let attacker_v = Vec3::new(
341 attacker.radius / f32::sqrt(2.),
342 attacker.radius / f32::sqrt(2.),
343 attacker.height / 2.0,
344 );
345 let attacker_aabb = Aabb {
346 min: attacker.center - attacker_v,
347 max: attacker.center + attacker_v,
348 };
349
350 let target_v = Vec3::new(
351 target.radius / f32::sqrt(2.),
352 target.radius / f32::sqrt(2.),
353 target.height / 2.0,
354 );
355 let target_aabb = Aabb {
356 min: target.center - target_v,
357 max: target.center + target_v,
358 };
359
360 let mut segments = Vec::with_capacity(9);
361 segments.push(LineSegment3 {
362 start: attacker.center,
363 end: target.center,
364 });
365 for i in 0..2 {
366 for j in 0..2 {
367 for l in 0..2 {
368 let (x1, x2) = if i == 0 {
369 (attacker_aabb.min.x, target_aabb.min.x)
370 } else {
371 (attacker_aabb.max.x, target_aabb.max.x)
372 };
373
374 let (y1, y2) = if j == 0 {
375 (attacker_aabb.min.y, target_aabb.min.y)
376 } else {
377 (attacker_aabb.max.y, target_aabb.max.y)
378 };
379
380 let (z1, z2) = if l == 0 {
381 (attacker_aabb.min.z, target_aabb.min.z)
382 } else {
383 (attacker_aabb.max.z, target_aabb.max.z)
384 };
385
386 segments.push(LineSegment3 {
387 start: Vec3::new(x1, y1, z1),
388 end: Vec3::new(x2, y2, z2),
389 });
390 }
391 }
392 }
393
394 for &segment in segments.iter() {
395 let ray_dist = terrain
396 .ray(segment.start, segment.end)
397 .until(|b| b.is_filled())
398 .cast()
399 .0;
400 if let Some(ray_direction) = (segment.end - segment.start).try_normalized() {
401 let ray_end = segment.start + ray_dist * ray_direction;
402 let ray = LineSegment3 {
403 start: segment.start,
404 end: ray_end,
405 };
406 let proj = ray.projected_point(target_aabb.center());
407
408 if target_aabb.contains_point(proj) {
409 return false;
410 }
411 } else {
412 return false;
413 }
414 }
415 true
416}