veloren_common_systems/
shockwave.rs

1use common::{
2    GroupTarget,
3    combat::{self, AttackOptions, AttackerInfo, TargetInfo},
4    comp::{
5        Alignment, Body, Buffs, CharacterState, Combo, Energy, Group, Health, Inventory, Mass, Ori,
6        PhysicsState, Player, Pos, Scale, Shockwave, ShockwaveHitEntities, Stats,
7        ability::Dodgeable,
8        agent::{Sound, SoundKind},
9        aura::EnteredAuras,
10    },
11    event::{
12        BuffEvent, ComboChangeEvent, DeleteEvent, EmitExt, EnergyChangeEvent,
13        EntityAttackedHookEvent, EventBus, HealthChangeEvent, KnockbackEvent, MineBlockEvent,
14        ParryHookEvent, PoiseChangeEvent, SoundEvent,
15    },
16    event_emitters,
17    outcome::Outcome,
18    resources::{DeltaTime, Time},
19    uid::{IdMaps, Uid},
20    util::Dir,
21};
22use common_ecs::{Job, Origin, Phase, System};
23use rand::Rng;
24use specs::{Entities, Join, LendJoin, Read, ReadStorage, SystemData, WriteStorage, shred};
25use vek::*;
26
27event_emitters! {
28    struct Events[Emitters] {
29        health_change: HealthChangeEvent,
30        energy_change: EnergyChangeEvent,
31        poise_change: PoiseChangeEvent,
32        sound: SoundEvent,
33        mine_block: MineBlockEvent,
34        parry_hook: ParryHookEvent,
35        knockback: KnockbackEvent,
36        entity_attack_hoow: EntityAttackedHookEvent,
37        combo_change: ComboChangeEvent,
38        buff: BuffEvent,
39        delete: DeleteEvent,
40    }
41}
42
43#[derive(SystemData)]
44pub struct ReadData<'a> {
45    entities: Entities<'a>,
46    events: Events<'a>,
47    time: Read<'a, Time>,
48    players: ReadStorage<'a, Player>,
49    dt: Read<'a, DeltaTime>,
50    id_maps: Read<'a, IdMaps>,
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    inventories: ReadStorage<'a, Inventory>,
59    groups: ReadStorage<'a, Group>,
60    physics_states: ReadStorage<'a, PhysicsState>,
61    energies: ReadStorage<'a, Energy>,
62    stats: ReadStorage<'a, Stats>,
63    combos: ReadStorage<'a, Combo>,
64    character_states: ReadStorage<'a, CharacterState>,
65    buffs: ReadStorage<'a, Buffs>,
66    entered_auras: ReadStorage<'a, EnteredAuras>,
67    masses: ReadStorage<'a, Mass>,
68}
69
70/// This system is responsible for handling accepted inputs like moving or
71/// attacking
72#[derive(Default)]
73pub struct Sys;
74impl<'a> System<'a> for Sys {
75    type SystemData = (
76        ReadData<'a>,
77        WriteStorage<'a, Shockwave>,
78        WriteStorage<'a, ShockwaveHitEntities>,
79        Read<'a, EventBus<Outcome>>,
80    );
81
82    const NAME: &'static str = "shockwave";
83    const ORIGIN: Origin = Origin::Common;
84    const PHASE: Phase = Phase::Create;
85
86    fn run(
87        _job: &mut Job<Self>,
88        (read_data, mut shockwaves, mut shockwave_hit_lists, outcomes): Self::SystemData,
89    ) {
90        let mut emitters = read_data.events.get_emitters();
91        let mut outcomes_emitter = outcomes.emitter();
92        let mut rng = rand::rng();
93
94        let time = read_data.time.0;
95        let dt = read_data.dt.0;
96
97        // Shockwaves
98        for (entity, pos, ori, shockwave, shockwave_hit_list) in (
99            &read_data.entities,
100            &read_data.positions,
101            &read_data.orientations,
102            &shockwaves,
103            &mut shockwave_hit_lists,
104        )
105            .join()
106        {
107            let creation_time = match shockwave.creation {
108                Some(time) => time,
109                // Skip newly created shockwaves
110                None => continue,
111            };
112
113            let end_time = creation_time + shockwave.duration.as_secs_f64();
114
115            let shockwave_owner = shockwave
116                .owner
117                .and_then(|uid| read_data.id_maps.uid_entity(uid));
118
119            if rng.random_bool(0.05) {
120                emitters.emit(SoundEvent {
121                    sound: Sound::new(SoundKind::Shockwave, pos.0, 40.0, time),
122                });
123            }
124
125            // If shockwave is out of time emit destroy event but still continue since it
126            // may have traveled and produced effects a bit before reaching it's end point
127            if time > end_time {
128                emitters.emit(DeleteEvent(entity));
129                continue;
130            }
131
132            // Determine area that was covered by the shockwave in the last tick
133            let time_since_creation = (time - creation_time) as f32;
134            let frame_start_dist = (shockwave.speed * (time_since_creation - dt)).max(0.0);
135            let frame_end_dist = (shockwave.speed * time_since_creation).max(frame_start_dist);
136            let pos2 = Vec2::from(pos.0);
137            let look_dir = ori.look_dir();
138
139            // From one frame to the next a shockwave travels over a strip of an arc
140            // This is used for collision detection
141            let arc_strip = ArcStrip {
142                origin: pos2,
143                // TODO: make sure this is not Vec2::new(0.0, 0.0)
144                dir: look_dir.xy(),
145                angle: shockwave.angle,
146                start: frame_start_dist,
147                end: frame_end_dist,
148            };
149
150            // Group to ignore collisions with
151            // Might make this more nuanced if shockwaves are used for non damage effects
152            let group = shockwave_owner.and_then(|e| read_data.groups.get(e));
153
154            // Go through all other effectable entities
155            for (target, uid_b, pos_b, health_b, body_b, physics_state_b) in (
156                &read_data.entities,
157                &read_data.uids,
158                &read_data.positions,
159                &read_data.healths,
160                &read_data.bodies,
161                &read_data.physics_states,
162            )
163                .join()
164            {
165                // Check to see if entity has already been hit
166                if shockwave_hit_list.hit_entities.contains(uid_b) {
167                    continue;
168                }
169
170                // 2D versions
171                let pos_b2 = pos_b.0.xy();
172
173                // Scales
174                let scale_b = read_data.scales.get(target).map_or(1.0, |s| s.0);
175                // TODO: use Capsule Prism instead of Cylinder
176                let rad_b = body_b.max_radius() * scale_b;
177
178                // Angle checks
179                let pos_b_ground = Vec3::new(pos_b.0.x, pos_b.0.y, pos.0.z);
180                let max_angle = shockwave.vertical_angle.to_radians();
181
182                // See if entities are in the same group
183                let same_group = group
184                    .map(|group_a| Some(group_a) == read_data.groups.get(target))
185                    .unwrap_or(Some(*uid_b) == shockwave.owner);
186
187                let target_group = if same_group {
188                    GroupTarget::InGroup
189                } else {
190                    GroupTarget::OutOfGroup
191                };
192
193                // Check if it is a hit
194                //
195                // TODO: Should the owner entity really be filtered out here? Unlike other
196                // attacks, explosions and shockwaves are rather "imprecise"
197                // attacks with which one shoud be easily able to hit oneself.
198                // Once we make shockwaves start out a little way out from the center, this can
199                // be removed.
200                let hit = entity != target
201                    && (shockwave_owner != Some(target))
202                    && !health_b.is_dead
203                    && (pos_b.0 - pos.0).magnitude() < frame_end_dist + rad_b
204                    // Collision shapes
205                    && {
206                        // TODO: write code to collide rect with the arc strip so that we can do
207                        // more complete collision detection for rapidly moving entities
208                        arc_strip.collides_with_circle(Disk::new(pos_b2, rad_b))
209                    }
210                    && (pos_b_ground - pos.0).angle_between(pos_b.0 - pos.0) < max_angle
211                    && match shockwave.dodgeable {
212                        Dodgeable::Roll | Dodgeable::No => true,
213                        Dodgeable::Jump => physics_state_b.on_ground.is_some()
214                    };
215
216                if hit {
217                    let allow_friendly_fire = shockwave_owner.is_some_and(|entity| {
218                        combat::allow_friendly_fire(&read_data.entered_auras, entity, target)
219                    });
220                    let dir = Dir::from_unnormalized(pos_b.0 - pos.0).unwrap_or(look_dir);
221
222                    let attacker_info =
223                        shockwave_owner
224                            .zip(shockwave.owner)
225                            .map(|(entity, uid)| AttackerInfo {
226                                entity,
227                                uid,
228                                group: read_data.groups.get(entity),
229                                energy: read_data.energies.get(entity),
230                                combo: read_data.combos.get(entity),
231                                inventory: read_data.inventories.get(entity),
232                                stats: read_data.stats.get(entity),
233                                mass: read_data.masses.get(entity),
234                            });
235
236                    let target_info = TargetInfo {
237                        entity: target,
238                        uid: *uid_b,
239                        inventory: read_data.inventories.get(target),
240                        stats: read_data.stats.get(target),
241                        health: read_data.healths.get(target),
242                        pos: pos_b.0,
243                        ori: read_data.orientations.get(target),
244                        char_state: read_data.character_states.get(target),
245                        energy: read_data.energies.get(target),
246                        buffs: read_data.buffs.get(target),
247                        mass: read_data.masses.get(target),
248                    };
249
250                    let target_dodging = read_data
251                        .character_states
252                        .get(target)
253                        .and_then(|cs| cs.roll_attack_immunities())
254                        .is_some_and(|i| match shockwave.dodgeable {
255                            Dodgeable::Roll => i.air_shockwaves,
256                            Dodgeable::Jump => i.ground_shockwaves,
257                            Dodgeable::No => false,
258                        });
259                    // PvP check
260                    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                        shockwave_owner,
266                        target,
267                    );
268                    // Shockwaves aren't precise, and thus cannot be a precise strike
269                    let precision_mult = None;
270                    let attack_options = AttackOptions {
271                        target_dodging,
272                        permit_pvp,
273                        allow_friendly_fire,
274                        target_group,
275                        precision_mult,
276                    };
277
278                    shockwave.properties.attack.apply_attack(
279                        attacker_info,
280                        &target_info,
281                        dir,
282                        attack_options,
283                        1.0,
284                        shockwave.dodgeable.shockwave_attack_source(),
285                        *read_data.time,
286                        &mut emitters,
287                        |o| outcomes_emitter.emit(o),
288                        &mut rng,
289                        0,
290                    );
291
292                    shockwave_hit_list.hit_entities.push(*uid_b);
293                }
294            }
295        }
296
297        // Set start time on new shockwaves
298        // This change doesn't need to be recorded as it is not sent to the client
299        shockwaves.set_event_emission(false);
300        (&mut shockwaves).lend_join().for_each(|mut shockwave| {
301            if shockwave.creation.is_none() {
302                shockwave.creation = Some(time);
303            }
304        });
305        shockwaves.set_event_emission(true);
306    }
307}
308
309#[derive(Clone, Copy)]
310struct ArcStrip {
311    origin: Vec2<f32>,
312    /// Normalizable direction
313    dir: Vec2<f32>,
314    /// Angle in degrees
315    angle: f32,
316    /// Start radius
317    start: f32,
318    /// End radius
319    end: f32,
320}
321
322impl ArcStrip {
323    fn collides_with_circle(self, d: Disk<f32, f32>) -> bool {
324        // Quit if aabb's don't collide
325        if (self.origin.x - d.center.x).abs() > self.end + d.radius
326            || (self.origin.y - d.center.y).abs() > self.end + d.radius
327        {
328            return false;
329        }
330
331        let dist = self.origin.distance(d.center);
332        let half_angle = self.angle.to_radians() / 2.0;
333
334        if dist > self.end + d.radius || dist + d.radius < self.start {
335            // Completely inside or outside full ring
336            return false;
337        }
338
339        let inside_edge = Disk::new(self.origin, self.start);
340        let outside_edge = Disk::new(self.origin, self.end);
341        let inner_corner_in_circle = || {
342            let midpoint = self.dir.normalized() * self.start;
343            d.contains_point(midpoint.rotated_z(half_angle) + self.origin)
344                || d.contains_point(midpoint.rotated_z(-half_angle) + self.origin)
345        };
346        let arc_segment_in_circle = || {
347            let midpoint = self.dir.normalized();
348            let segment_in_circle = |angle| {
349                let dir = midpoint.rotated_z(angle);
350                let side = LineSegment2 {
351                    start: dir * self.start + self.origin,
352                    end: dir * self.end + self.origin,
353                };
354                d.contains_point(side.projected_point(d.center))
355            };
356            segment_in_circle(half_angle) || segment_in_circle(-half_angle)
357        };
358
359        if dist > self.end {
360            // Circle center is outside ring
361            // Check intersection with line segments
362            arc_segment_in_circle() || {
363                // Check angle of intersection points on outside edge of ring
364                let (p1, p2) = intersection_points(outside_edge, d, dist);
365                self.dir.angle_between(p1 - self.origin) < half_angle
366                    || self.dir.angle_between(p2 - self.origin) < half_angle
367            }
368        } else if dist < self.start {
369            // Circle center is inside ring
370            // Check angle of intersection points on inside edge of ring
371            // Check if circle contains one of the inner points of the arc
372            inner_corner_in_circle()
373                || (
374                    // Check that the circles aren't identical
375                    inside_edge != d && {
376                        let (p1, p2) = intersection_points(inside_edge, d, dist);
377                        self.dir.angle_between(p1 - self.origin) < half_angle
378                            || self.dir.angle_between(p2 - self.origin) < half_angle
379                    }
380                )
381        } else if d.radius > dist {
382            // Circle center inside ring
383            // but center of ring is inside the circle so we can't calculate the angle
384            inner_corner_in_circle()
385        } else {
386            // Circle center inside ring
387            // Calculate extra angle to account for circle radius
388            let extra_angle = (d.radius / dist).asin();
389            self.dir.angle_between(d.center - self.origin) < half_angle + extra_angle
390        }
391    }
392}
393
394// Assumes an intersection is occuring at 2 points
395// Uses precalculated distance
396// https://www.xarg.org/2016/07/calculate-the-intersection-points-of-two-circles/
397fn intersection_points(
398    disk1: Disk<f32, f32>,
399    disk2: Disk<f32, f32>,
400    dist: f32,
401) -> (Vec2<f32>, Vec2<f32>) {
402    let e = (disk2.center - disk1.center) / dist;
403
404    let x = (disk1.radius.powi(2) - disk2.radius.powi(2) + dist.powi(2)) / (2.0 * dist);
405    let y = (disk1.radius.powi(2) - x.powi(2)).sqrt();
406
407    let pxe = disk1.center + x * e;
408    let eyx = e.yx();
409
410    let p1 = pxe + Vec2::new(-y, y) * eyx;
411    let p2 = pxe + Vec2::new(y, -y) * eyx;
412
413    (p1, p2)
414}