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 {
105 continue;
106 }
107 emitters.emit(event::SoundEvent {
108 sound: Sound::new(SoundKind::Melee, pos.0, 2.0, read_data.time.0),
109 });
110 melee_attack.applied = true;
111
112 let eye_pos = pos.0 + Vec3::unit_z() * body.eye_height(scale.map_or(1.0, |s| s.0));
114 let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0);
115 let height = body.height() * scale;
116 let rad = body.max_radius() * scale;
118
119 let melee_z = pos.0.z + 0.5 * body.height();
120 let melee_z_range = (melee_z - melee_attack.range)..(melee_z + melee_attack.range);
121
122 if let Some((block_pos, tool)) = melee_attack.break_block {
124 if eye_pos.distance_squared(block_pos.map(|e| e as f32 + 0.5))
126 < (rad + scale * melee_attack.range).powi(2)
127 {
128 emitters.emit(event::MineBlockEvent {
129 entity: attacker,
130 pos: block_pos,
131 tool,
132 });
133 }
134 }
135
136 for (target, pos_b, health_b, body_b, uid_b) in (
138 &read_data.entities,
139 &read_data.positions,
140 &read_data.healths,
141 &read_data.bodies,
142 &read_data.uids,
143 )
144 .join()
145 .sorted_by_key(|(_, pos_b, _, _, _)| pos_b.0.distance_squared(pos.0) as u32)
146 {
147 if melee_attack.multi_target.is_none() && melee_attack.hit_count > 0 {
150 break;
151 }
152
153 let look_dir = *ori.look_dir();
154
155 let pos2 = Vec2::from(pos.0);
157 let pos_b2 = Vec2::<f32>::from(pos_b.0);
158 let ori2 = Vec2::from(look_dir);
159
160 let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
162 let height_b = body_b.height() * scale_b;
163 let rad_b = body_b.max_radius() * scale_b;
164
165 let target_dodging = match melee_attack.dodgeable {
167 Dodgeable::Roll => read_data
168 .char_states
169 .get(target)
170 .and_then(|cs| cs.roll_attack_immunities())
171 .is_some_and(|i| i.melee),
172 Dodgeable::Jump => read_data
173 .physic_states
174 .get(target)
175 .is_some_and(|ps| ps.on_ground.is_none()),
176 Dodgeable::No => false,
177 };
178
179 let hit = attacker != target
181 && !health_b.is_dead
182 && pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
184 && (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))
185 && ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan();
186
187 let attacker_cylinder = Cylinder {
189 center: pos.0 + (0.5 * height * Vec3::unit_z()),
190 radius: rad,
191 height,
192 };
193 let target_cylinder = Cylinder {
194 center: pos_b.0 + (0.5 * height_b * Vec3::unit_z()),
195 radius: rad_b,
196 height: height_b,
197 };
198 let hit = hit
199 && !is_blocked_by_wall(&read_data.terrain, attacker_cylinder, target_cylinder);
200
201 if hit {
202 let allow_friendly_fire =
203 combat::allow_friendly_fire(&read_data.entered_auras, attacker, target);
204 let same_group = read_data
206 .groups
207 .get(attacker)
208 .map(|group_a| Some(group_a) == read_data.groups.get(target))
209 .unwrap_or(false);
210
211 let target_group = if same_group {
212 GroupTarget::InGroup
213 } else {
214 GroupTarget::OutOfGroup
215 };
216
217 let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(look_dir));
218
219 let attacker_info = Some(AttackerInfo {
220 entity: attacker,
221 uid: *uid,
222 group: read_data.groups.get(attacker),
223 energy: read_data.energies.get(attacker),
224 combo: read_data.combos.get(attacker),
225 inventory: read_data.inventories.get(attacker),
226 stats: read_data.stats.get(attacker),
227 mass: read_data.masses.get(attacker),
228 pos: Some(pos.0),
229 });
230
231 let target_ori = read_data.orientations.get(target);
232 let target_char_state = read_data.char_states.get(target);
233 let target_info = TargetInfo {
234 entity: target,
235 uid: *uid_b,
236 inventory: read_data.inventories.get(target),
237 stats: read_data.stats.get(target),
238 health: read_data.healths.get(target),
239 pos: pos_b.0,
240 ori: target_ori,
241 char_state: target_char_state,
242 energy: read_data.energies.get(target),
243 buffs: read_data.buffs.get(target),
244 mass: read_data.masses.get(target),
245 player: read_data.players.get(target),
246 };
247
248 let permit_pvp = combat::permit_pvp(
250 &read_data.alignments,
251 &read_data.players,
252 &read_data.entered_auras,
253 &read_data.id_maps,
254 Some(attacker),
255 target,
256 );
257
258 let precision_from_flank = combat::precision_mult_from_flank(
261 (pos_b.0 - pos.0)
262 .with_z(0.0)
263 .try_normalized()
264 .unwrap_or(ori.look_vec()),
265 target_ori,
266 melee_attack.precision_flank_multipliers,
267 melee_attack.precision_flank_invert,
268 );
269
270 let precision_from_poise = {
271 if let Some(CharacterState::Stunned(data)) = target_char_state {
272 Some(
273 combat::MAX_MELEE_POISE_PRECISION
274 * data.static_data.poise_state.damage_multiplier(),
275 )
276 } else {
277 None
278 }
279 };
280
281 let precision_mult = match (precision_from_flank, precision_from_poise) {
282 (Some(a), Some(b)) => Some(a.max(b)),
283 (Some(a), None) | (None, Some(a)) => Some(a),
284 (None, None) => None,
285 };
286
287 let attack_options = AttackOptions {
288 target_dodging,
289 permit_pvp,
290 allow_friendly_fire,
291 target_group,
292 precision_mult,
293 };
294
295 let strength =
296 if let Some(MultiTarget::Scaling(scaling)) = melee_attack.multi_target {
297 1.0 + melee_attack.hit_count as f32 * scaling
298 } else {
299 1.0
300 };
301
302 let mut is_applied = false;
303 for offset in 0..melee_attack.simultaneous_hits {
304 is_applied = melee_attack.attack.apply_attack(
305 attacker_info,
306 &target_info,
307 dir,
308 attack_options,
309 strength,
310 AttackSource::Melee,
311 *read_data.time,
312 &mut emitters,
313 |o| outcomes_emitter.emit(o),
314 &mut rng,
315 offset as u64,
316 ) || is_applied;
317 }
318
319 if is_applied {
320 melee_attack.hit_count += melee_attack.simultaneous_hits;
321 }
322 }
323 }
324 }
325 }
326}
327
328fn is_blocked_by_wall(terrain: &TerrainGrid, attacker: Cylinder, target: Cylinder) -> bool {
332 let attacker_v = Vec3::new(
333 attacker.radius / f32::sqrt(2.),
334 attacker.radius / f32::sqrt(2.),
335 attacker.height / 2.0,
336 );
337 let attacker_aabb = Aabb {
338 min: attacker.center - attacker_v,
339 max: attacker.center + attacker_v,
340 };
341
342 let target_v = Vec3::new(
343 target.radius / f32::sqrt(2.),
344 target.radius / f32::sqrt(2.),
345 target.height / 2.0,
346 );
347 let target_aabb = Aabb {
348 min: target.center - target_v,
349 max: target.center + target_v,
350 };
351
352 let mut segments = Vec::with_capacity(9);
353 segments.push(LineSegment3 {
354 start: attacker.center,
355 end: target.center,
356 });
357 for i in 0..2 {
358 for j in 0..2 {
359 for l in 0..2 {
360 let (x1, x2) = if i == 0 {
361 (attacker_aabb.min.x, target_aabb.min.x)
362 } else {
363 (attacker_aabb.max.x, target_aabb.max.x)
364 };
365
366 let (y1, y2) = if j == 0 {
367 (attacker_aabb.min.y, target_aabb.min.y)
368 } else {
369 (attacker_aabb.max.y, target_aabb.max.y)
370 };
371
372 let (z1, z2) = if l == 0 {
373 (attacker_aabb.min.z, target_aabb.min.z)
374 } else {
375 (attacker_aabb.max.z, target_aabb.max.z)
376 };
377
378 segments.push(LineSegment3 {
379 start: Vec3::new(x1, y1, z1),
380 end: Vec3::new(x2, y2, z2),
381 });
382 }
383 }
384 }
385
386 for &segment in segments.iter() {
387 let ray_dist = terrain
388 .ray(segment.start, segment.end)
389 .until(|b| b.is_filled())
390 .cast()
391 .0;
392 if let Some(ray_direction) = (segment.end - segment.start).try_normalized() {
393 let ray_end = segment.start + ray_dist * ray_direction;
394 let ray = LineSegment3 {
395 start: segment.start,
396 end: ray_end,
397 };
398 let proj = ray.projected_point(target_aabb.center());
399
400 if target_aabb.contains_point(proj) {
401 return false;
402 }
403 } else {
404 return false;
405 }
406 }
407 true
408}