veloren/common/src/state.rs

154 lines
4.5 KiB
Rust
Raw Normal View History

2019-01-02 19:22:01 +00:00
// Standard
use std::time::Duration;
2019-01-23 20:01:58 +00:00
// Library
use shred::{Fetch, FetchMut};
use specs::{Builder, Component, DispatcherBuilder, Entity as EcsEntity, World as EcsWorld};
2019-01-23 20:01:58 +00:00
use vek::*;
2019-01-02 19:22:01 +00:00
// Crate
use crate::{comp, sys, terrain::TerrainMap};
2019-01-02 19:22:01 +00:00
/// How much faster should an in-game day be compared to a real day?
// TODO: Don't hard-code this
const DAY_CYCLE_FACTOR: f64 = 24.0 * 60.0;
/// A resource to store the time of day
struct TimeOfDay(f64);
/// A resource to store the tick (i.e: physics) time
2019-01-23 20:01:58 +00:00
struct Time(f64);
/// A resource used to store the time since the last tick
#[derive(Default)]
pub struct DeltaTime(pub f64);
2019-01-23 20:01:58 +00:00
pub struct Changes {
pub new_chunks: Vec<Vec3<i32>>,
pub changed_chunks: Vec<Vec3<i32>>,
pub removed_chunks: Vec<Vec3<i32>>,
}
impl Changes {
pub fn default() -> Self {
Self {
new_chunks: vec![],
changed_chunks: vec![],
removed_chunks: vec![],
}
}
pub fn cleanup(&mut self) {
self.new_chunks.clear();
self.changed_chunks.clear();
self.removed_chunks.clear();
}
}
/// A type used to represent game state stored on both the client and the server. This includes
/// things like entity components, terrain data, and global state like weather, time of day, etc.
2019-01-02 19:22:01 +00:00
pub struct State {
ecs_world: EcsWorld,
2019-01-23 20:01:58 +00:00
changes: Changes,
2019-01-02 19:22:01 +00:00
}
impl State {
/// Create a new `State`.
2019-01-02 19:22:01 +00:00
pub fn new() -> Self {
let mut ecs_world = EcsWorld::new();
// Register resources used by the ECS
ecs_world.add_resource(TimeOfDay(0.0));
2019-01-23 20:01:58 +00:00
ecs_world.add_resource(Time(0.0));
ecs_world.add_resource(DeltaTime(0.0));
2019-01-14 18:49:53 +00:00
ecs_world.add_resource(TerrainMap::new());
// Register common components with the state
2019-01-02 19:22:01 +00:00
comp::register_local_components(&mut ecs_world);
Self {
ecs_world,
2019-01-23 20:01:58 +00:00
changes: Changes::default(),
2019-01-02 19:22:01 +00:00
}
}
// TODO: Get rid of this
pub fn new_test_player(&mut self) -> EcsEntity {
self.ecs_world
.create_entity()
.with(comp::phys::Pos(Vec3::default()))
.with(comp::phys::Vel(Vec3::default()))
.with(comp::phys::Dir(Vec3::default()))
.build()
}
/// Write a component
pub fn write_component<C: Component>(&mut self, e: EcsEntity, c: C) {
let _ = self.ecs_world.write_storage().insert(e, c);
}
2019-01-23 20:01:58 +00:00
/// Get a reference to the internal ECS world
pub fn ecs_world(&self) -> &EcsWorld {
&self.ecs_world
}
2019-01-23 20:01:58 +00:00
/// Get a reference to the `Changes` structure of the state. This contains
/// information about state that has changed since the last game tick.
pub fn changes(&self) -> &Changes {
&self.changes
}
2019-01-23 20:01:58 +00:00
// TODO: Get rid of this since it shouldn't be needed
pub fn changes_mut(&mut self) -> &mut Changes {
&mut self.changes
}
2019-01-23 20:01:58 +00:00
/// Get the current in-game time of day.
///
/// Note that this should not be used for physics, animations or other such localised timings.
pub fn get_time_of_day(&self) -> f64 {
self.ecs_world.read_resource::<TimeOfDay>().0
}
2019-01-23 20:01:58 +00:00
/// Get the current in-game time.
///
/// Note that this does not correspond to the time of day.
2019-01-23 20:01:58 +00:00
pub fn get_time(&self) -> f64 {
self.ecs_world.read_resource::<Time>().0
}
2019-01-14 18:49:53 +00:00
/// Get a reference to this state's terrain.
pub fn terrain(&self) -> Fetch<TerrainMap> {
2019-01-14 18:49:53 +00:00
self.ecs_world.read_resource::<TerrainMap>()
}
2019-01-23 20:01:58 +00:00
// TODO: Get rid of this since it shouldn't be needed
pub fn terrain_mut(&mut self) -> FetchMut<TerrainMap> {
2019-01-23 20:01:58 +00:00
self.ecs_world.write_resource::<TerrainMap>()
}
/// Execute a single tick, simulating the game state by the given duration.
2019-01-02 19:22:01 +00:00
pub fn tick(&mut self, dt: Duration) {
// Change the time accordingly
self.ecs_world.write_resource::<TimeOfDay>().0 += dt.as_float_secs() * DAY_CYCLE_FACTOR;
2019-01-23 20:01:58 +00:00
self.ecs_world.write_resource::<Time>().0 += dt.as_float_secs();
// Run systems to update the world
self.ecs_world.write_resource::<DeltaTime>().0 = dt.as_float_secs();
// Create and run dispatcher for ecs systems
let mut dispatch_builder = DispatcherBuilder::new();
sys::add_local_systems(&mut dispatch_builder);
// This dispatches all the systems in parallel
dispatch_builder.build().dispatch(&self.ecs_world.res);
self.ecs_world.maintain();
2019-01-23 20:01:58 +00:00
}
/// Clean up the state after a tick
pub fn cleanup(&mut self) {
// Clean up data structures from the last tick
self.changes.cleanup();
2019-01-02 19:22:01 +00:00
}
}