veloren_common_systems/
melee.rs

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/// This system is responsible for handling accepted inputs like moving or
72/// attacking
73#[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        // Attacks
93        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            // Scales
114            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            // TODO: use Capsule Prisms instead of Cylinders
118            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            // Mine blocks broken by the attack
124            if let Some((block_pos, tool)) = melee_attack.break_block {
125                // Check distance to block
126                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            // Go through all other entities
138            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                // Unless the melee attack can hit multiple targets, stop after first hit
149                if melee_attack.multi_target.is_none()
150                    && !melee_attack.sustained
151                    && !melee_attack.hit_entities.is_empty()
152                {
153                    break;
154                }
155
156                // Skip already-hit entities to prevent duplicate hits
157                if melee_attack.hit_entities.contains(uid_b) {
158                    continue;
159                }
160
161                let look_dir = *ori.look_dir();
162
163                // 2D versions
164                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                // Scales
169                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                // Check if entity is dodging
174                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                // Check if it is a hit
188                let hit = attacker != target
189                    && !health_b.is_dead
190                    // Spherical wedge shaped attack field
191                    && 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                //Check if target is behind a wall
196                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                    // See if entities are in the same group
213                    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                    // PvP check
257                    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                    // Note: Don't use ori.look_vec() here, it leads to incorrect results for wide
267                    // angle melee attacks
268                    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
336// Cast rays from the corners of an Axis Aligned Box centered at the attacker to
337// one centered at the target. We use multiple rays to ensure that target is at
338// least almost completly behind a wall.
339fn 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}