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 consts::MAX_PICKUP_RANGE,
13 event::{self, EmitExt, EventBus},
14 event_emitters,
15 outcome::Outcome,
16 resources::Time,
17 terrain::TerrainGrid,
18 uid::{IdMaps, Uid},
19 util::{Dir, find_dist::Cylinder},
20 vol::ReadVol,
21};
22use common_ecs::{Job, Origin, Phase, System};
23use itertools::Itertools;
24use specs::{
25 Entities, Join, LendJoin, Read, ReadExpect, ReadStorage, SystemData, WriteStorage, shred,
26};
27use vek::*;
28
29event_emitters! {
30 struct ReadAttackEvents[AttackEmitters] {
31 health_change: event::HealthChangeEvent,
32 energy_change: event::EnergyChangeEvent,
33 poise_change: event::PoiseChangeEvent,
34 sound: event::SoundEvent,
35 mine_block: event::MineBlockEvent,
36 parry_hook: event::ParryHookEvent,
37 knockback: event::KnockbackEvent,
38 entity_attack_hook: event::EntityAttackedHookEvent,
39 combo_change: event::ComboChangeEvent,
40 buff: event::BuffEvent,
41 transform: event::TransformEvent,
42 }
43}
44
45#[derive(SystemData)]
46pub struct ReadData<'a> {
47 time: Read<'a, Time>,
48 terrain: ReadExpect<'a, TerrainGrid>,
49 id_maps: Read<'a, IdMaps>,
50 entities: Entities<'a>,
51 players: ReadStorage<'a, Player>,
52 uids: ReadStorage<'a, Uid>,
53 positions: ReadStorage<'a, Pos>,
54 orientations: ReadStorage<'a, Ori>,
55 alignments: ReadStorage<'a, Alignment>,
56 scales: ReadStorage<'a, Scale>,
57 bodies: ReadStorage<'a, Body>,
58 healths: ReadStorage<'a, Health>,
59 energies: ReadStorage<'a, Energy>,
60 inventories: ReadStorage<'a, Inventory>,
61 groups: ReadStorage<'a, Group>,
62 char_states: ReadStorage<'a, CharacterState>,
63 physic_states: ReadStorage<'a, PhysicsState>,
64 stats: ReadStorage<'a, Stats>,
65 combos: ReadStorage<'a, Combo>,
66 buffs: ReadStorage<'a, Buffs>,
67 entered_auras: ReadStorage<'a, EnteredAuras>,
68 events: ReadAttackEvents<'a>,
69 masses: ReadStorage<'a, Mass>,
70}
71
72#[derive(Default)]
75pub struct Sys;
76
77impl<'a> System<'a> for Sys {
78 type SystemData = (
79 ReadData<'a>,
80 WriteStorage<'a, Melee>,
81 Read<'a, EventBus<Outcome>>,
82 );
83
84 const NAME: &'static str = "melee";
85 const ORIGIN: Origin = Origin::Common;
86 const PHASE: Phase = Phase::Create;
87
88 fn run(_job: &mut Job<Self>, (read_data, mut melee_attacks, outcomes): Self::SystemData) {
89 let mut emitters = read_data.events.get_emitters();
90 let mut outcomes_emitter = outcomes.emitter();
91 let mut rng = rand::rng();
92
93 for (attacker, uid, pos, ori, melee_attack, body, scale) in (
95 &read_data.entities,
96 &read_data.uids,
97 &read_data.positions,
98 &read_data.orientations,
99 &mut melee_attacks,
100 &read_data.bodies,
101 read_data.scales.maybe(),
102 )
103 .join()
104 {
105 if melee_attack.applied && !melee_attack.sustained {
106 continue;
107 }
108 emitters.emit(event::SoundEvent {
109 sound: Sound::new(SoundKind::Melee, pos.0, 2.0, read_data.time.0),
110 });
111
112 melee_attack.applied = true;
113
114 let eye_pos = pos.0 + Vec3::unit_z() * body.eye_height(scale.map_or(1.0, |s| s.0));
116 let scale = read_data.scales.get(attacker).map_or(1.0, |s| s.0);
117 let height = body.height() * scale;
118 let rad = body.max_radius() * scale;
120
121 let melee_z = pos.0.z + 0.5 * body.height();
122 let melee_z_range = (melee_z - melee_attack.range)..(melee_z + melee_attack.range);
123
124 if let Some((block_pos, tool)) = melee_attack.break_block {
126 if eye_pos.distance_squared(block_pos.map(|e| e as f32 + 0.5))
130 < MAX_PICKUP_RANGE.powi(2)
131 {
132 emitters.emit(event::MineBlockEvent {
133 entity: attacker,
134 pos: block_pos,
135 tool,
136 });
137 }
138 }
139
140 for (target, pos_b, health_b, body_b, uid_b) in (
142 &read_data.entities,
143 &read_data.positions,
144 &read_data.healths,
145 &read_data.bodies,
146 &read_data.uids,
147 )
148 .join()
149 .sorted_by_key(|(_, pos_b, _, _, _)| pos_b.0.distance_squared(pos.0) as u32)
150 {
151 if melee_attack.multi_target.is_none()
153 && !melee_attack.sustained
154 && !melee_attack.hit_entities.is_empty()
155 {
156 break;
157 }
158
159 if melee_attack.hit_entities.contains(uid_b) {
161 continue;
162 }
163
164 let look_dir = *ori.look_dir();
165
166 let pos2 = Vec2::from(pos.0);
168 let pos_b2 = Vec2::<f32>::from(pos_b.0);
169 let ori2 = Vec2::from(look_dir);
170
171 let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
173 let height_b = body_b.height() * scale_b;
174 let rad_b = body_b.max_radius() * scale_b;
175
176 let target_dodging = match melee_attack.dodgeable {
178 Dodgeable::Roll => read_data
179 .char_states
180 .get(target)
181 .and_then(|cs| cs.roll_attack_immunities())
182 .is_some_and(|i| i.melee),
183 Dodgeable::Jump => read_data
184 .physic_states
185 .get(target)
186 .is_some_and(|ps| ps.on_ground.is_none()),
187 Dodgeable::No => false,
188 };
189
190 let hit = attacker != target
192 && !health_b.is_dead
193 && pos.0.distance_squared(pos_b.0) < (rad + rad_b + scale * melee_attack.range).powi(2)
195 && (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))
196 && ori2.angle_between(pos_b2 - pos2) < melee_attack.max_angle + (rad_b / pos2.distance(pos_b2)).atan();
197
198 let attacker_cylinder = Cylinder {
200 center: pos.0 + (0.5 * height * Vec3::unit_z()),
201 radius: rad,
202 height,
203 };
204 let target_cylinder = Cylinder {
205 center: pos_b.0 + (0.5 * height_b * Vec3::unit_z()),
206 radius: rad_b,
207 height: height_b,
208 };
209 let hit = hit
210 && !is_blocked_by_wall(&read_data.terrain, attacker_cylinder, target_cylinder);
211
212 if hit {
213 let allow_friendly_fire =
214 combat::allow_friendly_fire(&read_data.entered_auras, attacker, target);
215 let same_group = read_data
217 .groups
218 .get(attacker)
219 .map(|group_a| Some(group_a) == read_data.groups.get(target))
220 .unwrap_or(false);
221
222 let target_group = if same_group {
223 GroupTarget::InGroup
224 } else {
225 GroupTarget::OutOfGroup
226 };
227
228 let dir = Dir::new((pos_b.0 - pos.0).try_normalized().unwrap_or(look_dir));
229
230 let attacker_info = Some(AttackerInfo {
231 entity: attacker,
232 uid: *uid,
233 group: read_data.groups.get(attacker),
234 energy: read_data.energies.get(attacker),
235 combo: read_data.combos.get(attacker),
236 inventory: read_data.inventories.get(attacker),
237 stats: read_data.stats.get(attacker),
238 mass: read_data.masses.get(attacker),
239 pos: Some(pos.0),
240 });
241
242 let target_ori = read_data.orientations.get(target);
243 let target_char_state = read_data.char_states.get(target);
244 let target_info = TargetInfo {
245 entity: target,
246 uid: *uid_b,
247 inventory: read_data.inventories.get(target),
248 stats: read_data.stats.get(target),
249 health: read_data.healths.get(target),
250 pos: pos_b.0,
251 ori: target_ori,
252 char_state: target_char_state,
253 energy: read_data.energies.get(target),
254 buffs: read_data.buffs.get(target),
255 mass: read_data.masses.get(target),
256 player: read_data.players.get(target),
257 };
258
259 let permit_pvp = combat::permit_pvp(
261 &read_data.alignments,
262 &read_data.players,
263 &read_data.entered_auras,
264 &read_data.id_maps,
265 Some(attacker),
266 target,
267 );
268
269 let precision_from_flank = combat::precision_mult_from_flank(
272 (pos_b.0 - pos.0)
273 .with_z(0.0)
274 .try_normalized()
275 .unwrap_or(ori.look_vec()),
276 target_ori,
277 melee_attack.precision_flank_multipliers,
278 melee_attack.precision_flank_invert,
279 );
280
281 let precision_from_poise = {
282 if let Some(CharacterState::Stunned(data)) = target_char_state {
283 Some(
284 combat::MAX_MELEE_POISE_PRECISION
285 * data.static_data.poise_state.damage_multiplier(),
286 )
287 } else {
288 None
289 }
290 };
291
292 let precision_mult = match (precision_from_flank, precision_from_poise) {
293 (Some(a), Some(b)) => Some(a.max(b)),
294 (Some(a), None) | (None, Some(a)) => Some(a),
295 (None, None) => None,
296 };
297
298 let attack_options = AttackOptions {
299 target_dodging,
300 permit_pvp,
301 allow_friendly_fire,
302 target_group,
303 precision_mult,
304 };
305
306 let strength =
307 if let Some(MultiTarget::Scaling(scaling)) = melee_attack.multi_target {
308 1.0 + melee_attack.hit_entities.len() as f32 * scaling
309 } else {
310 1.0
311 };
312
313 let mut is_applied = false;
314 for offset in 0..melee_attack.simultaneous_hits {
315 is_applied = melee_attack.attack.apply_attack(
316 attacker_info,
317 &target_info,
318 dir,
319 attack_options,
320 strength,
321 AttackSource::Melee,
322 *read_data.time,
323 &mut emitters,
324 |o| outcomes_emitter.emit(o),
325 &mut rng,
326 offset as u64,
327 ) || is_applied;
328 }
329
330 if is_applied {
331 melee_attack.hit_entities.push(*uid_b);
332 }
333 }
334 }
335 }
336 }
337}
338
339fn is_blocked_by_wall(terrain: &TerrainGrid, attacker: Cylinder, target: Cylinder) -> bool {
343 let attacker_v = Vec3::new(
344 attacker.radius / f32::sqrt(2.),
345 attacker.radius / f32::sqrt(2.),
346 attacker.height / 2.0,
347 );
348 let attacker_aabb = Aabb {
349 min: attacker.center - attacker_v,
350 max: attacker.center + attacker_v,
351 };
352
353 let target_v = Vec3::new(
354 target.radius / f32::sqrt(2.),
355 target.radius / f32::sqrt(2.),
356 target.height / 2.0,
357 );
358 let target_aabb = Aabb {
359 min: target.center - target_v,
360 max: target.center + target_v,
361 };
362
363 let mut segments = Vec::with_capacity(9);
364 segments.push(LineSegment3 {
365 start: attacker.center,
366 end: target.center,
367 });
368 for i in 0..2 {
369 for j in 0..2 {
370 for l in 0..2 {
371 let (x1, x2) = if i == 0 {
372 (attacker_aabb.min.x, target_aabb.min.x)
373 } else {
374 (attacker_aabb.max.x, target_aabb.max.x)
375 };
376
377 let (y1, y2) = if j == 0 {
378 (attacker_aabb.min.y, target_aabb.min.y)
379 } else {
380 (attacker_aabb.max.y, target_aabb.max.y)
381 };
382
383 let (z1, z2) = if l == 0 {
384 (attacker_aabb.min.z, target_aabb.min.z)
385 } else {
386 (attacker_aabb.max.z, target_aabb.max.z)
387 };
388
389 segments.push(LineSegment3 {
390 start: Vec3::new(x1, y1, z1),
391 end: Vec3::new(x2, y2, z2),
392 });
393 }
394 }
395 }
396
397 for &segment in segments.iter() {
398 let ray_dist = terrain
399 .ray(segment.start, segment.end)
400 .until(|b| b.is_filled())
401 .cast()
402 .0;
403 if let Some(ray_direction) = (segment.end - segment.start).try_normalized() {
404 let ray_end = segment.start + ray_dist * ray_direction;
405 let ray = LineSegment3 {
406 start: segment.start,
407 end: ray_end,
408 };
409 let proj = ray.projected_point(target_aabb.center());
410
411 if target_aabb.contains_point(proj) {
412 return false;
413 }
414 } else {
415 return false;
416 }
417 }
418 true
419}