use common::{
combat::{self, AttackOptions, AttackSource, AttackerInfo, TargetInfo},
comp::{
agent::{Sound, SoundKind},
aura::EnteredAuras,
projectile, Alignment, Body, Buffs, CharacterState, Combo, Energy, Group, Health,
Inventory, Mass, Ori, PhysicsState, Player, Pos, Projectile, Stats, Vel,
},
event::{
BonkEvent, BuffEvent, ComboChangeEvent, DeleteEvent, EmitExt, Emitter, EnergyChangeEvent,
EntityAttackedHookEvent, EventBus, ExplosionEvent, HealthChangeEvent, KnockbackEvent,
ParryHookEvent, PoiseChangeEvent, PossessEvent, SoundEvent,
},
event_emitters,
outcome::Outcome,
resources::{DeltaTime, Time},
uid::{IdMaps, Uid},
util::Dir,
GroupTarget,
};
use common::vol::ReadVol;
use common_ecs::{Job, Origin, Phase, System};
use rand::Rng;
use specs::{
shred, Entities, Entity as EcsEntity, Join, Read, ReadExpect, ReadStorage, SystemData,
WriteStorage,
};
use std::time::Duration;
use vek::*;
use common::terrain::TerrainGrid;
event_emitters! {
struct Events[Emitters] {
sound: SoundEvent,
delete: DeleteEvent,
explosion: ExplosionEvent,
health_change: HealthChangeEvent,
energy_change: EnergyChangeEvent,
poise_change: PoiseChangeEvent,
parry_hook: ParryHookEvent,
kockback: KnockbackEvent,
entity_attack_hoow: EntityAttackedHookEvent,
combo_change: ComboChangeEvent,
buff: BuffEvent,
bonk: BonkEvent,
possess: PossessEvent,
}
}
#[derive(SystemData)]
pub struct ReadData<'a> {
time: Read<'a, Time>,
entities: Entities<'a>,
players: ReadStorage<'a, Player>,
dt: Read<'a, DeltaTime>,
id_maps: Read<'a, IdMaps>,
events: Events<'a>,
uids: ReadStorage<'a, Uid>,
positions: ReadStorage<'a, Pos>,
alignments: ReadStorage<'a, Alignment>,
physics_states: ReadStorage<'a, PhysicsState>,
velocities: ReadStorage<'a, Vel>,
inventories: ReadStorage<'a, Inventory>,
groups: ReadStorage<'a, Group>,
energies: ReadStorage<'a, Energy>,
stats: ReadStorage<'a, Stats>,
combos: ReadStorage<'a, Combo>,
healths: ReadStorage<'a, Health>,
bodies: ReadStorage<'a, Body>,
character_states: ReadStorage<'a, CharacterState>,
terrain: ReadExpect<'a, TerrainGrid>,
buffs: ReadStorage<'a, Buffs>,
entered_auras: ReadStorage<'a, EnteredAuras>,
masses: ReadStorage<'a, Mass>,
}
#[derive(Default)]
pub struct Sys;
impl<'a> System<'a> for Sys {
type SystemData = (
ReadData<'a>,
WriteStorage<'a, Ori>,
WriteStorage<'a, Projectile>,
Read<'a, EventBus<Outcome>>,
);
const NAME: &'static str = "projectile";
const ORIGIN: Origin = Origin::Common;
const PHASE: Phase = Phase::Create;
fn run(
_job: &mut Job<Self>,
(read_data, mut orientations, mut projectiles, outcomes): Self::SystemData,
) {
let mut emitters = read_data.events.get_emitters();
let mut outcomes_emitter = outcomes.emitter();
let mut rng = rand::thread_rng();
'projectile_loop: for (entity, pos, physics, vel, projectile) in (
&read_data.entities,
&read_data.positions,
&read_data.physics_states,
&read_data.velocities,
&mut projectiles,
)
.join()
{
let projectile_owner = projectile
.owner
.and_then(|uid| read_data.id_maps.uid_entity(uid));
if physics.on_surface().is_none() && rng.gen_bool(0.05) {
emitters.emit(SoundEvent {
sound: Sound::new(SoundKind::Projectile, pos.0, 4.0, read_data.time.0),
});
}
let mut projectile_vanished: bool = false;
for (&other, &pos_hit_other) in physics.touch_entities.iter() {
let same_group = projectile_owner
.and_then(|e| read_data.groups.get(e))
.map_or(false, |owner_group|
Some(owner_group) == read_data.id_maps
.uid_entity(other)
.and_then(|e| read_data.groups.get(e))
);
let target_group = if same_group {
GroupTarget::InGroup
} else {
GroupTarget::OutOfGroup
};
if projectile.ignore_group
&& same_group
&& projectile
.owner
.and_then(|owner| {
read_data
.id_maps
.uid_entity(owner)
.zip(read_data.id_maps.uid_entity(other))
})
.map_or(true, |(owner, other)| {
!combat::allow_friendly_fire(&read_data.entered_auras, owner, other)
})
{
continue;
}
if projectile.owner == Some(other) {
continue;
}
let projectile = &mut *projectile;
let entity_of = |uid: Uid| read_data.id_maps.uid_entity(uid);
if physics.on_surface().is_some() {
let projectile_direction = orientations
.get(entity)
.map_or_else(Vec3::zero, |ori| ori.look_vec());
let pos_wall = pos.0 - 0.2 * projectile_direction;
if !matches!(
read_data
.terrain
.ray(pos_wall, pos_hit_other)
.until(|b| b.is_filled())
.cast()
.1,
Ok(None)
) {
continue;
}
}
for effect in projectile.hit_entity.drain(..) {
let owner = projectile.owner.and_then(entity_of);
let projectile_info = ProjectileInfo {
entity,
effect,
owner_uid: projectile.owner,
owner,
ori: orientations.get(entity),
pos,
vel,
};
let target = entity_of(other);
let projectile_target_info = ProjectileTargetInfo {
uid: other,
entity: target,
target_group,
ori: target.and_then(|target| orientations.get(target)),
};
dispatch_hit(
projectile_info,
projectile_target_info,
&read_data,
&mut projectile_vanished,
&mut outcomes_emitter,
&mut emitters,
&mut rng,
);
}
if projectile_vanished {
continue 'projectile_loop;
}
}
if physics.on_surface().is_some() {
let projectile = &mut *projectile;
for effect in projectile.hit_solid.drain(..) {
match effect {
projectile::Effect::Explode(e) => {
let projectile_direction = orientations
.get(entity)
.map_or_else(Vec3::zero, |ori| ori.look_vec());
let offset = -0.2 * projectile_direction;
emitters.emit(ExplosionEvent {
pos: pos.0 + offset,
explosion: e,
owner: projectile.owner,
});
},
projectile::Effect::Vanish => {
emitters.emit(DeleteEvent(entity));
projectile_vanished = true;
},
projectile::Effect::Bonk => {
emitters.emit(BonkEvent {
pos: pos.0,
owner: projectile.owner,
target: None,
});
},
_ => {},
}
}
if projectile_vanished {
continue 'projectile_loop;
}
} else if let Some(ori) = orientations.get_mut(entity) {
if let Some(dir) = Dir::from_unnormalized(vel.0) {
*ori = dir.into();
}
}
if projectile.time_left == Duration::default() {
emitters.emit(DeleteEvent(entity));
}
projectile.time_left = projectile
.time_left
.checked_sub(Duration::from_secs_f32(read_data.dt.0))
.unwrap_or_default();
}
}
}
struct ProjectileInfo<'a> {
entity: EcsEntity,
effect: projectile::Effect,
owner_uid: Option<Uid>,
owner: Option<EcsEntity>,
ori: Option<&'a Ori>,
pos: &'a Pos,
vel: &'a Vel,
}
struct ProjectileTargetInfo<'a> {
uid: Uid,
entity: Option<EcsEntity>,
target_group: GroupTarget,
ori: Option<&'a Ori>,
}
fn dispatch_hit(
projectile_info: ProjectileInfo,
projectile_target_info: ProjectileTargetInfo,
read_data: &ReadData,
projectile_vanished: &mut bool,
outcomes_emitter: &mut Emitter<Outcome>,
emitters: &mut Emitters,
rng: &mut rand::rngs::ThreadRng,
) {
match projectile_info.effect {
projectile::Effect::Attack(attack) => {
let target_uid = projectile_target_info.uid;
let target = if let Some(entity) = projectile_target_info.entity {
entity
} else {
return;
};
let (target_pos, projectile_dir) = {
let target_pos = read_data.positions.get(target);
let projectile_ori = projectile_info.ori;
match target_pos.zip(projectile_ori) {
Some((tgt_pos, proj_ori)) => {
let Pos(tgt_pos) = tgt_pos;
(*tgt_pos, proj_ori.look_dir())
},
None => return,
}
};
let owner = projectile_info.owner;
let projectile_entity = projectile_info.entity;
let attacker_info =
owner
.zip(projectile_info.owner_uid)
.map(|(entity, uid)| AttackerInfo {
entity,
uid,
group: read_data.groups.get(entity),
energy: read_data.energies.get(entity),
combo: read_data.combos.get(entity),
inventory: read_data.inventories.get(entity),
stats: read_data.stats.get(entity),
mass: read_data.masses.get(entity),
});
let target_info = TargetInfo {
entity: target,
uid: target_uid,
inventory: read_data.inventories.get(target),
stats: read_data.stats.get(target),
health: read_data.healths.get(target),
pos: target_pos,
ori: projectile_target_info.ori,
char_state: read_data.character_states.get(target),
energy: read_data.energies.get(target),
buffs: read_data.buffs.get(target),
mass: read_data.masses.get(target),
};
if let Some(&body) = read_data.bodies.get(projectile_entity) {
outcomes_emitter.emit(Outcome::ProjectileHit {
pos: target_pos,
body,
vel: read_data
.velocities
.get(projectile_entity)
.map_or(Vec3::zero(), |v| v.0),
source: projectile_info.owner_uid,
target: read_data.uids.get(target).copied(),
});
}
let allow_friendly_fire = owner.is_some_and(|owner| {
combat::allow_friendly_fire(&read_data.entered_auras, owner, target)
});
let permit_pvp = combat::permit_pvp(
&read_data.alignments,
&read_data.players,
&read_data.entered_auras,
&read_data.id_maps,
owner,
target,
);
let target_dodging = read_data
.character_states
.get(target)
.and_then(|cs| cs.roll_attack_immunities())
.map_or(false, |i| i.projectiles);
let precision_from_flank = combat::precision_mult_from_flank(
*projectile_dir,
target_info.ori,
Default::default(),
false,
);
let precision_from_head = {
let curr_pos = projectile_info.pos.0;
let last_pos = projectile_info.pos.0 - projectile_info.vel.0 * read_data.dt.0;
let vel = projectile_info.vel.0;
let (target_height, target_radius) = read_data
.bodies
.get(target)
.map_or((0.0, 0.0), |b| (b.height(), b.max_radius()));
let head_top_pos = target_pos.with_z(target_pos.z + target_height);
let head_bottom_pos = head_top_pos.with_z(
head_top_pos.z - target_height * combat::PROJECTILE_HEADSHOT_PROPORTION,
);
if (curr_pos.z < head_bottom_pos.z && last_pos.z < head_bottom_pos.z)
|| (curr_pos.z > head_top_pos.z && last_pos.z > head_top_pos.z)
{
None
} else if curr_pos.z > head_top_pos.z
|| curr_pos.z < head_bottom_pos.z
|| last_pos.z > head_top_pos.z
|| last_pos.z < head_bottom_pos.z
{
let proj_top_intersection = {
let t = (head_top_pos.z - last_pos.z) / vel.z;
last_pos + vel * t
};
let proj_bottom_intersection = {
let t = (head_bottom_pos.z - last_pos.z) / vel.z;
last_pos + vel * t
};
let intersected_bottom = head_bottom_pos
.distance_squared(proj_bottom_intersection)
< target_radius.powi(2);
let intersected_top = head_top_pos.distance_squared(proj_top_intersection)
< target_radius.powi(2);
let hit_head = intersected_bottom || intersected_top;
let hit_from_bottom = last_pos.z < head_bottom_pos.z && intersected_bottom;
let hit_from_top = last_pos.z > head_top_pos.z && intersected_top;
if !hit_head || hit_from_bottom {
None
} else if hit_from_top {
Some(combat::MAX_TOP_HEADSHOT_PRECISION)
} else {
Some(combat::MAX_HEADSHOT_PRECISION)
}
} else {
let trajectory = LineSegment3 {
start: last_pos,
end: curr_pos,
};
let head_middle_pos = head_bottom_pos.with_z(
head_bottom_pos.z
+ target_height * combat::PROJECTILE_HEADSHOT_PROPORTION * 0.5,
);
if trajectory.distance_to_point(head_middle_pos) < target_radius {
Some(combat::MAX_HEADSHOT_PRECISION)
} else {
None
}
}
};
let precision_mult = match (precision_from_flank, precision_from_head) {
(Some(a), Some(b)) => Some(a.max(b)),
(Some(a), None) | (None, Some(a)) => Some(a),
(None, None) => None,
};
let attack_options = AttackOptions {
target_dodging,
permit_pvp,
allow_friendly_fire,
target_group: projectile_target_info.target_group,
precision_mult,
};
attack.apply_attack(
attacker_info,
&target_info,
projectile_dir,
attack_options,
1.0,
AttackSource::Projectile,
*read_data.time,
emitters,
|o| outcomes_emitter.emit(o),
rng,
0,
);
},
projectile::Effect::Explode(e) => {
let Pos(pos) = *projectile_info.pos;
let owner_uid = projectile_info.owner_uid;
emitters.emit(ExplosionEvent {
pos,
explosion: e,
owner: owner_uid,
});
},
projectile::Effect::Bonk => {
let Pos(pos) = *projectile_info.pos;
let owner_uid = projectile_info.owner_uid;
emitters.emit(BonkEvent {
pos,
owner: owner_uid,
target: Some(projectile_target_info.uid),
});
},
projectile::Effect::Vanish => {
let entity = projectile_info.entity;
emitters.emit(DeleteEvent(entity));
*projectile_vanished = true;
},
projectile::Effect::Possess => {
let target_uid = projectile_target_info.uid;
let owner_uid = projectile_info.owner_uid;
if let Some(owner_uid) = owner_uid {
if target_uid != owner_uid {
emitters.emit(PossessEvent(owner_uid, target_uid));
}
}
},
projectile::Effect::Stick => {},
}
}