veloren/voxygen/src/session.rs

497 lines
21 KiB
Rust
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use crate::{
hud::{DebugInfo, Event as HudEvent, Hud},
key_state::KeyState,
render::Renderer,
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scene::Scene,
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window::{Event, GameInput},
Direction, Error, GlobalState, PlayState, PlayStateResult,
};
use client::{self, Client};
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use common::{
clock::Clock,
comp,
comp::{Pos, Vel},
msg::ClientState,
terrain::{Block, BlockKind},
vol::ReadVol,
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};
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use log::error;
use specs::Join;
use std::{cell::RefCell, rc::Rc, time::Duration};
use vek::*;
pub struct SessionState {
scene: Scene,
client: Rc<RefCell<Client>>,
hud: Hud,
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key_state: KeyState,
controller: comp::Controller,
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selected_block: Block,
}
/// Represents an active game session (i.e., the one being played).
impl SessionState {
/// Create a new `SessionState`.
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pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> Self {
// Create a scene for this session. The scene handles visible elements of the game world.
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let mut scene = Scene::new(global_state.window.renderer_mut());
scene
.camera_mut()
.set_fov_deg(global_state.settings.graphics.fov);
Self {
scene,
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client,
key_state: KeyState::new(),
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controller: comp::Controller::default(),
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hud: Hud::new(global_state),
selected_block: Block::new(BlockKind::Normal, Rgb::broadcast(255)),
}
}
}
impl SessionState {
/// Tick the session (and the client attached to it).
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fn tick(&mut self, dt: Duration) -> Result<(), Error> {
for event in self.client.borrow_mut().tick(self.controller.clone(), dt)? {
match event {
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client::Event::Chat {
chat_type: _,
message: _,
} => {
self.hud.new_message(event);
}
client::Event::Disconnect => {} // TODO
}
}
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Ok(())
}
/// Clean up the session (and the client attached to it) after a tick.
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pub fn cleanup(&mut self) {
self.client.borrow_mut().cleanup();
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}
/// Render the session to the screen.
///
/// This method should be called once per frame.
pub fn render(&mut self, renderer: &mut Renderer) {
// Clear the screen
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renderer.clear();
// Render the screen using the global renderer
self.scene.render(renderer, &mut self.client.borrow_mut());
// Draw the UI to the screen
self.hud.render(renderer, self.scene.globals());
// Finish the frame
renderer.flush();
}
}
impl PlayState for SessionState {
fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
// Trap the cursor.
global_state.window.grab_cursor(true);
// Set up an fps clock.
let mut clock = Clock::start();
self.client.borrow_mut().clear_terrain();
// Send startup commands to the server
if global_state.settings.send_logon_commands {
for cmd in &global_state.settings.logon_commands {
self.client.borrow_mut().send_chat(cmd.to_string());
}
}
// Game loop
let mut current_client_state = self.client.borrow().get_client_state();
while let ClientState::Pending | ClientState::Character | ClientState::Dead =
current_client_state
{
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// Compute camera data
let (view_mat, _, cam_pos) = self
.scene
.camera()
.compute_dependents(&self.client.borrow());
let cam_dir: Vec3<f32> = Vec3::from(view_mat.inverted() * -Vec4::unit_z());
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// Check to see whether we're aiming at anything
let (build_pos, select_pos) = {
let client = self.client.borrow();
let terrain = client.state().terrain();
let ray = terrain
.ray(cam_pos, cam_pos + cam_dir * 100.0)
.until(|block| block.is_tangeable())
.cast();
let dist = ray.0;
if let Ok(Some(_)) = ray.1 {
// Hit something!
(
Some((cam_pos + cam_dir * (dist - 0.01)).map(|e| e.floor() as i32)),
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Some((cam_pos + cam_dir * dist).map(|e| e.floor() as i32)),
)
} else {
(None, None)
}
};
self.scene.set_select_pos(select_pos);
// Reset controller events
self.controller.clear_events();
// Handle window events.
for event in global_state.window.fetch_events() {
// Pass all events to the ui first.
if self.hud.handle_event(event.clone(), global_state) {
continue;
}
match event {
Event::Close => {
return PlayStateResult::Shutdown;
}
Event::InputUpdate(GameInput::Primary, state) => {
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// Check the existence of CanBuild component. If it's here, use LMB to
// place blocks, if not, use it to attack
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let mut client = self.client.borrow_mut();
if state
&& client
.state()
.read_storage::<comp::CanBuild>()
.get(client.entity())
.is_some()
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{
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if let Some(build_pos) = build_pos {
client.place_block(build_pos, self.selected_block);
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}
} else {
self.controller.primary = state
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}
}
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Event::InputUpdate(GameInput::Secondary, state) => {
self.controller.secondary = false; // To be changed later on
let mut client = self.client.borrow_mut();
if state
&& client
.state()
.read_storage::<comp::CanBuild>()
.get(client.entity())
.is_some()
{
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if let Some(select_pos) = select_pos {
client.remove_block(select_pos);
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}
} else if client
.state()
.read_storage::<comp::CharacterState>()
.get(client.entity())
.map(|cs| cs.action.is_wield())
.unwrap_or(false)
{
self.controller.secondary = state;
} else {
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if let Some(select_pos) = select_pos {
client.collect_block(select_pos);
}
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}
}
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Event::InputUpdate(GameInput::Roll, state) => {
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let client = self.client.borrow();
if client
.state()
.read_storage::<comp::CanBuild>()
.get(client.entity())
.is_some()
{
if state {
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if let Some(block) = select_pos
.and_then(|sp| client.state().terrain().get(sp).ok().copied())
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{
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self.selected_block = block;
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}
}
} else {
self.controller.roll = state;
}
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}
Event::InputUpdate(GameInput::Respawn, state) => {
self.controller.respawn = state;
}
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Event::InputUpdate(GameInput::Jump, state) => {
self.controller.jump = state;
}
Event::InputUpdate(GameInput::Sit, state) => {
self.controller.sit = state;
}
Event::InputUpdate(GameInput::MoveForward, state) => self.key_state.up = state,
Event::InputUpdate(GameInput::MoveBack, state) => self.key_state.down = state,
Event::InputUpdate(GameInput::MoveLeft, state) => self.key_state.left = state,
Event::InputUpdate(GameInput::MoveRight, state) => self.key_state.right = state,
Event::InputUpdate(GameInput::Glide, state) => {
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self.controller.glide = state;
}
Event::InputUpdate(GameInput::Climb, state) => self.controller.climb = state,
Event::InputUpdate(GameInput::ClimbDown, state) => {
self.controller.climb_down = state
}
Event::InputUpdate(GameInput::WallLeap, state) => {
self.controller.wall_leap = state
}
Event::InputUpdate(GameInput::Mount, true) => {
let client = self.client.borrow();
if client.is_mounted() {
self.controller.push_event(comp::ControlEvent::Unmount);
} else {
let player_pos = client
.state()
.read_storage::<comp::Pos>()
.get(client.entity())
.copied();
if let Some(player_pos) = player_pos {
// Find closest mountable entity
let closest_mountable = (
&client.state().ecs().entities(),
&client.state().ecs().read_storage::<comp::Pos>(),
&client.state().ecs().read_storage::<comp::MountState>(),
)
.join()
.filter(|(_, _, ms)| {
if let comp::MountState::Unmounted = ms {
true
} else {
false
}
})
.min_by_key(|(_, pos, _)| {
(player_pos.0.distance_squared(pos.0) * 1000.0) as i32
})
.map(|(entity, _, _)| entity);
if let Some(mountee_uid) =
closest_mountable.and_then(|mountee_entity| {
client.state().ecs().uid_from_entity(mountee_entity)
})
{
self.controller
.push_event(comp::ControlEvent::Mount(mountee_uid.into()));
}
}
}
}
Event::InputUpdate(GameInput::Interact, state) => {
let mut client = self.client.borrow_mut();
let player_pos = client
.state()
.read_storage::<comp::Pos>()
.get(client.entity())
.copied();
if let (Some(player_pos), true) = (player_pos, state) {
let entity = (
&client.state().ecs().entities(),
&client.state().ecs().read_storage::<comp::Pos>(),
&client.state().ecs().read_storage::<comp::Item>(),
)
.join()
.filter(|(_, pos, _)| {
pos.0.distance_squared(player_pos.0) < 3.0 * 3.0
})
.min_by_key(|(_, pos, _)| {
(pos.0.distance_squared(player_pos.0) * 1000.0) as i32
})
.map(|(entity, _, _)| entity);
if let Some(entity) = entity {
client.pick_up(entity);
}
}
}
// Pass all other events to the scene
event => {
self.scene.handle_input_event(event);
} // TODO: Do something if the event wasn't handled?
}
}
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// Calculate the movement input vector of the player from the current key presses
// and the camera direction.
let ori = self.scene.camera().get_orientation();
let unit_vecs = (
Vec2::new(ori[0].cos(), -ori[0].sin()),
Vec2::new(ori[0].sin(), ori[0].cos()),
);
let dir_vec = self.key_state.dir_vec();
self.controller.move_dir = unit_vecs.0 * dir_vec[0] + unit_vecs.1 * dir_vec[1];
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self.controller.look_dir = cam_dir;
// Perform an in-game tick.
if let Err(err) = self.tick(clock.get_avg_delta()) {
error!("Failed to tick the scene: {:?}", err);
return PlayStateResult::Pop;
}
// Maintain global state.
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global_state.maintain(clock.get_last_delta().as_secs_f32());
// Extract HUD events ensuring the client borrow gets dropped.
let hud_events = self.hud.maintain(
&self.client.borrow(),
global_state,
DebugInfo {
tps: clock.get_tps(),
ping_ms: self.client.borrow().get_ping_ms(),
coordinates: self
.client
.borrow()
.state()
.ecs()
.read_storage::<Pos>()
.get(self.client.borrow().entity())
.cloned(),
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velocity: self
.client
.borrow()
.state()
.ecs()
.read_storage::<Vel>()
.get(self.client.borrow().entity())
.cloned(),
},
&self.scene.camera(),
);
// Maintain the UI.
for event in hud_events {
match event {
HudEvent::SendMessage(msg) => {
// TODO: Handle result
self.client.borrow_mut().send_chat(msg);
}
HudEvent::CharacterSelection => {
self.client.borrow_mut().request_remove_character()
}
HudEvent::Logout => self.client.borrow_mut().request_logout(),
HudEvent::Quit => {
return PlayStateResult::Shutdown;
}
HudEvent::AdjustMousePan(sensitivity) => {
global_state.window.pan_sensitivity = sensitivity;
global_state.settings.gameplay.pan_sensitivity = sensitivity;
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global_state.settings.save_to_file_warn();
}
HudEvent::AdjustMouseZoom(sensitivity) => {
global_state.window.zoom_sensitivity = sensitivity;
global_state.settings.gameplay.zoom_sensitivity = sensitivity;
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global_state.settings.save_to_file_warn();
}
HudEvent::AdjustViewDistance(view_distance) => {
self.client.borrow_mut().set_view_distance(view_distance);
global_state.settings.graphics.view_distance = view_distance;
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global_state.settings.save_to_file_warn();
}
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HudEvent::CrosshairTransp(crosshair_transp) => {
global_state.settings.gameplay.crosshair_transp = crosshair_transp;
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global_state.settings.save_to_file_warn();
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}
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HudEvent::CrosshairType(crosshair_type) => {
global_state.settings.gameplay.crosshair_type = crosshair_type;
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global_state.settings.save_to_file_warn();
}
HudEvent::ToggleXpBar(xp_bar) => {
global_state.settings.gameplay.xp_bar = xp_bar;
global_state.settings.save_to_file_warn();
}
HudEvent::ToggleBarNumbers(bar_numbers) => {
global_state.settings.gameplay.bar_numbers = bar_numbers;
global_state.settings.save_to_file_warn();
}
HudEvent::ToggleShortcutNumbers(shortcut_numbers) => {
global_state.settings.gameplay.shortcut_numbers = shortcut_numbers;
global_state.settings.save_to_file_warn();
}
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HudEvent::UiScale(scale_change) => {
global_state.settings.gameplay.ui_scale =
self.hud.scale_change(scale_change);
global_state.settings.save_to_file_warn();
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}
HudEvent::AdjustMusicVolume(music_volume) => {
global_state.audio.set_music_volume(music_volume);
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global_state.settings.audio.music_volume = music_volume;
global_state.settings.save_to_file_warn();
}
HudEvent::AdjustSfxVolume(sfx_volume) => {
global_state.audio.set_sfx_volume(sfx_volume);
global_state.settings.audio.sfx_volume = sfx_volume;
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global_state.settings.save_to_file_warn();
}
HudEvent::ChangeAudioDevice(name) => {
global_state.audio.set_device(name.clone());
global_state.settings.audio.audio_device = Some(name);
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global_state.settings.save_to_file_warn();
}
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HudEvent::ChangeMaxFPS(fps) => {
global_state.settings.graphics.max_fps = fps;
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global_state.settings.save_to_file_warn();
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}
HudEvent::UseInventorySlot(x) => self.client.borrow_mut().use_inventory_slot(x),
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HudEvent::SwapInventorySlots(a, b) => {
self.client.borrow_mut().swap_inventory_slots(a, b)
}
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HudEvent::DropInventorySlot(x) => {
self.client.borrow_mut().drop_inventory_slot(x)
}
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HudEvent::ChangeFOV(new_fov) => {
global_state.settings.graphics.fov = new_fov;
global_state.settings.save_to_file_warn();
&self.scene.camera_mut().set_fov_deg(new_fov);
}
}
}
// Maintain the scene.
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self.scene.maintain(
global_state.window.renderer_mut(),
&mut global_state.audio,
&self.client.borrow(),
);
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// Render the session.
self.render(global_state.window.renderer_mut());
// Display the frame on the window.
global_state
.window
.swap_buffers()
.expect("Failed to swap window buffers!");
// Wait for the next tick.
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clock.tick(Duration::from_millis(
1000 / global_state.settings.graphics.max_fps as u64,
));
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// Clean things up after the tick.
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self.cleanup();
current_client_state = self.client.borrow().get_client_state();
}
PlayStateResult::Pop
}
fn name(&self) -> &'static str {
"Session"
}
}