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#[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 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 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 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 if let Some((block_pos, tool)) = melee_attack.break_block {
123 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 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 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 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 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 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 let hit = attacker != target
180 && !health_b.is_dead
181 && 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 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 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 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 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
325fn 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}