veloren/client/src/lib.rs

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// Standard
use std::time::Duration;
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// Library
use specs::Entity as EcsEntity;
use vek::*;
// Project
use common::{
state::State,
terrain::TerrainChunk,
};
use world::World;
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#[derive(Debug)]
pub enum Error {
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ServerShutdown,
Other(String),
}
pub struct Input {
// TODO: Use this type to manage client input
}
pub struct Client {
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state: State,
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player: Option<EcsEntity>,
// Testing
world: World,
pub chunk: Option<TerrainChunk>,
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}
impl Client {
/// Create a new `Client`.
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pub fn new() -> Self {
Self {
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state: State::new(),
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player: None,
// Testing
world: World::new(),
chunk: None,
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}
}
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/// TODO: Get rid of this
pub fn with_test_state(mut self) -> Self {
self.chunk = Some(self.world.generate_chunk(Vec3::zero()));
self
}
/// Get a reference to the client's game state.
pub fn state(&self) -> &State { &self.state }
/// Get a mutable reference to the client's game state.
pub fn state_mut(&mut self) -> &mut State { &mut self.state }
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/// Execute a single client tick, handle input and update the game state by the given duration
pub fn tick(&mut self, input: Input, dt: Duration) -> Result<(), Error> {
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// This tick function is the centre of the Veloren universe. Most client-side things are
// managed from here, and as such it's important that it stays organised. Please consult
// the core developers before making significant changes to this code. Here is the
// approximate order of things. Please update it as this code changes.
//
// 1) Collect input from the frontend, apply input effects to the state of the game
// 2) Go through any events (timer-driven or otherwise) that need handling and apply them
// to the state of the game
// 3) Perform a single LocalState tick (i.e: update the world and entities in the world)
// 4) Go through the terrain update queue and apply all changes to the terrain
// 5) Finish the tick, passing control of the main thread back to the frontend
// Tick the client's LocalState (step 3)
self.state.tick(dt);
// Finish the tick, pass control back to the frontend (step 6)
Ok(())
}
}