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    }
41}
42
43#[derive(SystemData)]
44pub struct ReadData<'a> {
45    time: Read<'a, Time>,
46    terrain: ReadExpect<'a, TerrainGrid>,
47    id_maps: Read<'a, IdMaps>,
48    entities: Entities<'a>,
49    players: ReadStorage<'a, Player>,
50    uids: ReadStorage<'a, Uid>,
51    positions: ReadStorage<'a, Pos>,
52    orientations: ReadStorage<'a, Ori>,
53    alignments: ReadStorage<'a, Alignment>,
54    scales: ReadStorage<'a, Scale>,
55    bodies: ReadStorage<'a, Body>,
56    healths: ReadStorage<'a, Health>,
57    energies: ReadStorage<'a, Energy>,
58    inventories: ReadStorage<'a, Inventory>,
59    groups: ReadStorage<'a, Group>,
60    char_states: ReadStorage<'a, CharacterState>,
61    physic_states: ReadStorage<'a, PhysicsState>,
62    stats: ReadStorage<'a, Stats>,
63    combos: ReadStorage<'a, Combo>,
64    buffs: ReadStorage<'a, Buffs>,
65    entered_auras: ReadStorage<'a, EnteredAuras>,
66    events: ReadAttackEvents<'a>,
67    masses: ReadStorage<'a, Mass>,
68}
69
70/// This system is responsible for handling accepted inputs like moving or
71/// attacking
72#[derive(Default)]
73pub struct Sys;
74
75impl<'a> System<'a> for Sys {
76    type SystemData = (
77        ReadData<'a>,
78        WriteStorage<'a, Melee>,
79        Read<'a, EventBus<Outcome>>,
80    );
81
82    const NAME: &'static str = "melee";
83    const ORIGIN: Origin = Origin::Common;
84    const PHASE: Phase = Phase::Create;
85
86    fn run(_job: &mut Job<Self>, (read_data, mut melee_attacks, outcomes): Self::SystemData) {
87        let mut emitters = read_data.events.get_emitters();
88        let mut outcomes_emitter = outcomes.emitter();
89        let mut rng = rand::thread_rng();
90
91        // Attacks
92        for (attacker, uid, pos, ori, melee_attack, body, scale) in (
93            &read_data.entities,
94            &read_data.uids,
95            &read_data.positions,
96            &read_data.orientations,
97            &mut melee_attacks,
98            &read_data.bodies,
99            read_data.scales.maybe(),
100        )
101            .join()
102        {
103            if melee_attack.applied {
104                continue;
105            }
106            emitters.emit(event::SoundEvent {
107                sound: Sound::new(SoundKind::Melee, pos.0, 2.0, read_data.time.0),
108            });
109            melee_attack.applied = true;
110
111            // Scales
112            let eye_pos = pos.0 + Vec3::unit_z() * body.eye_height(scale.map_or(1.0, |s| s.0));
113            let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0);
114            let height = body.height() * scale;
115            // TODO: use Capsule Prisms instead of Cylinders
116            let rad = body.max_radius() * scale;
117
118            let melee_z = pos.0.z + 0.5 * body.height();
119            let melee_z_range = (melee_z - melee_attack.range)..(melee_z + melee_attack.range);
120
121            // Mine blocks broken by the attack
122            if let Some((block_pos, tool)) = melee_attack.break_block {
123                // Check distance to block
124                if eye_pos.distance_squared(block_pos.map(|e| e as f32 + 0.5))
125                    < (rad + scale * melee_attack.range).powi(2)
126                {
127                    emitters.emit(event::MineBlockEvent {
128                        entity: attacker,
129                        pos: block_pos,
130                        tool,
131                    });
132                }
133            }
134
135            // Go through all other entities
136            for (target, pos_b, health_b, body_b, uid_b) in (
137                &read_data.entities,
138                &read_data.positions,
139                &read_data.healths,
140                &read_data.bodies,
141                &read_data.uids,
142            )
143                .join()
144                .sorted_by_key(|(_, pos_b, _, _, _)| pos_b.0.distance_squared(pos.0) as u32)
145            {
146                // Unless the melee attack can hit multiple targets, stop the attack if it has
147                // already hit 1 target
148                if melee_attack.multi_target.is_none() && melee_attack.hit_count > 0 {
149                    break;
150                }
151
152                let look_dir = *ori.look_dir();
153
154                // 2D versions
155                let pos2 = Vec2::from(pos.0);
156                let pos_b2 = Vec2::<f32>::from(pos_b.0);
157                let ori2 = Vec2::from(look_dir);
158
159                // Scales
160                let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
161                let height_b = body_b.height() * scale_b;
162                let rad_b = body_b.max_radius() * scale_b;
163
164                // Check if entity is dodging
165                let target_dodging = match melee_attack.dodgeable {
166                    Dodgeable::Roll => read_data
167                        .char_states
168                        .get(target)
169                        .and_then(|cs| cs.roll_attack_immunities())
170                        .is_some_and(|i| i.melee),
171                    Dodgeable::Jump => read_data
172                        .physic_states
173                        .get(target)
174                        .is_some_and(|ps| ps.on_ground.is_none()),
175                    Dodgeable::No => false,
176                };
177
178                // Check if it is a hit
179                let hit = attacker != target
180                    && !health_b.is_dead
181                    // Spherical wedge shaped attack field
182                    && pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
183                    && (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))
184                    && ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan();
185
186                //Check if target is behind a wall
187                let attacker_cylinder = Cylinder {
188                    center: pos.0 + (0.5 * height * Vec3::unit_z()),
189                    radius: rad,
190                    height,
191                };
192                let target_cylinder = Cylinder {
193                    center: pos_b.0 + (0.5 * height_b * Vec3::unit_z()),
194                    radius: rad_b,
195                    height: height_b,
196                };
197                let hit = hit
198                    && !is_blocked_by_wall(&read_data.terrain, attacker_cylinder, target_cylinder);
199
200                if hit {
201                    let allow_friendly_fire =
202                        combat::allow_friendly_fire(&read_data.entered_auras, attacker, target);
203                    // See if entities are in the same group
204                    let same_group = read_data
205                        .groups
206                        .get(attacker)
207                        .map(|group_a| Some(group_a) == read_data.groups.get(target))
208                        .unwrap_or(false);
209
210                    let target_group = if same_group {
211                        GroupTarget::InGroup
212                    } else {
213                        GroupTarget::OutOfGroup
214                    };
215
216                    let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(look_dir));
217
218                    let attacker_info = Some(AttackerInfo {
219                        entity: attacker,
220                        uid: *uid,
221                        group: read_data.groups.get(attacker),
222                        energy: read_data.energies.get(attacker),
223                        combo: read_data.combos.get(attacker),
224                        inventory: read_data.inventories.get(attacker),
225                        stats: read_data.stats.get(attacker),
226                        mass: read_data.masses.get(attacker),
227                    });
228
229                    let target_ori = read_data.orientations.get(target);
230                    let target_char_state = read_data.char_states.get(target);
231                    let target_info = TargetInfo {
232                        entity: target,
233                        uid: *uid_b,
234                        inventory: read_data.inventories.get(target),
235                        stats: read_data.stats.get(target),
236                        health: read_data.healths.get(target),
237                        pos: pos_b.0,
238                        ori: target_ori,
239                        char_state: target_char_state,
240                        energy: read_data.energies.get(target),
241                        buffs: read_data.buffs.get(target),
242                        mass: read_data.masses.get(target),
243                    };
244
245                    // PvP check
246                    let permit_pvp = combat::permit_pvp(
247                        &read_data.alignments,
248                        &read_data.players,
249                        &read_data.entered_auras,
250                        &read_data.id_maps,
251                        Some(attacker),
252                        target,
253                    );
254
255                    // Note: Don't use ori.look_vec() here, it leads to incorrect results for wide
256                    // angle melee attacks
257                    let precision_from_flank = combat::precision_mult_from_flank(
258                        (pos_b.0 - pos.0)
259                            .with_z(0.0)
260                            .try_normalized()
261                            .unwrap_or(ori.look_vec()),
262                        target_ori,
263                        melee_attack.precision_flank_multipliers,
264                        melee_attack.precision_flank_invert,
265                    );
266
267                    let precision_from_poise = {
268                        if let Some(CharacterState::Stunned(data)) = target_char_state {
269                            Some(
270                                combat::MAX_MELEE_POISE_PRECISION
271                                    * data.static_data.poise_state.damage_multiplier(),
272                            )
273                        } else {
274                            None
275                        }
276                    };
277
278                    let precision_mult = match (precision_from_flank, precision_from_poise) {
279                        (Some(a), Some(b)) => Some(a.max(b)),
280                        (Some(a), None) | (None, Some(a)) => Some(a),
281                        (None, None) => None,
282                    };
283
284                    let attack_options = AttackOptions {
285                        target_dodging,
286                        permit_pvp,
287                        allow_friendly_fire,
288                        target_group,
289                        precision_mult,
290                    };
291
292                    let strength =
293                        if let Some(MultiTarget::Scaling(scaling)) = melee_attack.multi_target {
294                            1.0 + melee_attack.hit_count as f32 * scaling
295                        } else {
296                            1.0
297                        };
298
299                    let mut is_applied = false;
300                    for offset in 0..melee_attack.simultaneous_hits {
301                        is_applied = melee_attack.attack.apply_attack(
302                            attacker_info,
303                            &target_info,
304                            dir,
305                            attack_options,
306                            strength,
307                            AttackSource::Melee,
308                            *read_data.time,
309                            &mut emitters,
310                            |o| outcomes_emitter.emit(o),
311                            &mut rng,
312                            offset as u64,
313                        ) || is_applied;
314                    }
315
316                    if is_applied {
317                        melee_attack.hit_count += melee_attack.simultaneous_hits;
318                    }
319                }
320            }
321        }
322    }
323}
324
325// Cast rays from the corners of an Axis Aligned Box centered at the attacker to
326// one centered at the target. We use multiple rays to ensure that target is at
327// least almost completly behind a wall.
328fn is_blocked_by_wall(terrain: &TerrainGrid, attacker: Cylinder, target: Cylinder) -> bool {
329    let attacker_v = Vec3::new(
330        attacker.radius / f32::sqrt(2.),
331        attacker.radius / f32::sqrt(2.),
332        attacker.height / 2.0,
333    );
334    let attacker_aabb = Aabb {
335        min: attacker.center - attacker_v,
336        max: attacker.center + attacker_v,
337    };
338
339    let target_v = Vec3::new(
340        target.radius / f32::sqrt(2.),
341        target.radius / f32::sqrt(2.),
342        target.height / 2.0,
343    );
344    let target_aabb = Aabb {
345        min: target.center - target_v,
346        max: target.center + target_v,
347    };
348
349    let mut segments = Vec::with_capacity(9);
350    segments.push(LineSegment3 {
351        start: attacker.center,
352        end: target.center,
353    });
354    for i in 0..2 {
355        for j in 0..2 {
356            for l in 0..2 {
357                let (x1, x2) = if i == 0 {
358                    (attacker_aabb.min.x, target_aabb.min.x)
359                } else {
360                    (attacker_aabb.max.x, target_aabb.max.x)
361                };
362
363                let (y1, y2) = if j == 0 {
364                    (attacker_aabb.min.y, target_aabb.min.y)
365                } else {
366                    (attacker_aabb.max.y, target_aabb.max.y)
367                };
368
369                let (z1, z2) = if l == 0 {
370                    (attacker_aabb.min.z, target_aabb.min.z)
371                } else {
372                    (attacker_aabb.max.z, target_aabb.max.z)
373                };
374
375                segments.push(LineSegment3 {
376                    start: Vec3::new(x1, y1, z1),
377                    end: Vec3::new(x2, y2, z2),
378                });
379            }
380        }
381    }
382
383    for &segment in segments.iter() {
384        let ray_dist = terrain
385            .ray(segment.start, segment.end)
386            .until(|b| b.is_filled())
387            .cast()
388            .0;
389        if let Some(ray_direction) = (segment.end - segment.start).try_normalized() {
390            let ray_end = segment.start + ray_dist * ray_direction;
391            let ray = LineSegment3 {
392                start: segment.start,
393                end: ray_end,
394            };
395            let proj = ray.projected_point(target_aabb.center());
396
397            if target_aabb.contains_point(proj) {
398                return false;
399            }
400        } else {
401            return false;
402        }
403    }
404    true
405}