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 {
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            // Scales
113            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            // TODO: use Capsule Prisms instead of Cylinders
117            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            // Mine blocks broken by the attack
123            if let Some((block_pos, tool)) = melee_attack.break_block {
124                // Check distance to block
125                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            // Go through all other entities
137            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                // Unless the melee attack can hit multiple targets, stop the attack if it has
148                // already hit 1 target
149                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                // 2D versions
156                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                // Scales
161                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                // Check if entity is dodging
166                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                // Check if it is a hit
180                let hit = attacker != target
181                    && !health_b.is_dead
182                    // Spherical wedge shaped attack field
183                    && 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                //Check if target is behind a wall
188                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                    // See if entities are in the same group
205                    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                    // PvP check
249                    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                    // Note: Don't use ori.look_vec() here, it leads to incorrect results for wide
259                    // angle melee attacks
260                    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
328// Cast rays from the corners of an Axis Aligned Box centered at the attacker to
329// one centered at the target. We use multiple rays to ensure that target is at
330// least almost completly behind a wall.
331fn 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}