veloren/common/src/state.rs

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// Reexports
pub use sphynx::Uid;
use crate::{
comp,
msg::EcsPacket,
sys,
terrain::{TerrainChunk, TerrainMap},
};
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use shred::{Fetch, FetchMut};
use specs::{
saveload::{MarkedBuilder, MarkerAllocator},
storage::{MaskedStorage as EcsMaskedStorage, Storage as EcsStorage},
Builder, Component, DispatcherBuilder, Entity as EcsEntity, EntityBuilder as EcsEntityBuilder,
};
use sphynx;
use std::{collections::HashSet, time::Duration};
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use vek::*;
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/// 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
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struct Time(f64);
/// A resource used to store the time since the last tick
#[derive(Default)]
pub struct DeltaTime(pub f64);
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pub struct Changes {
pub new_chunks: HashSet<Vec3<i32>>,
pub changed_chunks: HashSet<Vec3<i32>>,
pub removed_chunks: HashSet<Vec3<i32>>,
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}
impl Changes {
pub fn default() -> Self {
Self {
new_chunks: HashSet::new(),
changed_chunks: HashSet::new(),
removed_chunks: HashSet::new(),
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}
}
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.
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pub struct State {
ecs: sphynx::World<EcsPacket>,
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changes: Changes,
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}
impl State {
/// Create a new `State`.
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pub fn new() -> Self {
Self {
ecs: sphynx::World::new(specs::World::new(), Self::setup_sphynx_world),
changes: Changes::default(),
}
}
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/// Create a new `State` from an ECS state package
pub fn from_state_package(state_package: sphynx::StatePackage<EcsPacket>) -> Self {
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Self {
ecs: sphynx::World::from_state_package(
specs::World::new(),
Self::setup_sphynx_world,
state_package,
),
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changes: Changes::default(),
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}
}
// Create a new Sphynx ECS world
fn setup_sphynx_world(ecs: &mut sphynx::World<EcsPacket>) {
// Register synced components
ecs.register_synced::<comp::Character>();
ecs.register_synced::<comp::Player>();
// Register unsynched (or synced by other means) components
ecs.register::<comp::phys::Pos>();
ecs.register::<comp::phys::Vel>();
ecs.register::<comp::phys::Dir>();
ecs.register::<comp::AnimationHistory>();
ecs.register::<comp::Agent>();
ecs.register::<comp::Control>();
// Register resources used by the ECS
ecs.add_resource(TimeOfDay(0.0));
ecs.add_resource(Time(0.0));
ecs.add_resource(DeltaTime(0.0));
ecs.add_resource(TerrainMap::new());
}
/// Register a component with the state's ECS
pub fn with_component<T: Component>(mut self) -> Self
where
<T as Component>::Storage: Default,
{
self.ecs.register::<T>();
self
}
/// Write a component attributed to a particular entity
pub fn write_component<C: Component>(&mut self, entity: EcsEntity, comp: C) {
let _ = self.ecs.write_storage().insert(entity, comp);
}
/// Read a component attributed to a particular entity
pub fn read_component_cloned<C: Component + Clone>(&self, entity: EcsEntity) -> Option<C> {
self.ecs.read_storage().get(entity).cloned()
}
/// Get a read-only reference to the storage of a particular component type
pub fn read_storage<C: Component>(&self) -> EcsStorage<C, Fetch<EcsMaskedStorage<C>>> {
self.ecs.read_storage::<C>()
}
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/// Get a reference to the internal ECS world
pub fn ecs(&self) -> &sphynx::World<EcsPacket> {
&self.ecs
}
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/// Get a mutable reference to the internal ECS world
pub fn ecs_mut(&mut self) -> &mut sphynx::World<EcsPacket> {
&mut self.ecs
}
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/// 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
}
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/// 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.read_resource::<TimeOfDay>().0
}
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/// Get the current in-game time.
///
/// Note that this does not correspond to the time of day.
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pub fn get_time(&self) -> f64 {
self.ecs.read_resource::<Time>().0
}
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/// Get a reference to this state's terrain.
pub fn terrain(&self) -> Fetch<TerrainMap> {
self.ecs.read_resource::<TerrainMap>()
}
/// Insert the provided chunk into this state's terrain.
pub fn insert_chunk(&mut self, key: Vec3<i32>, chunk: TerrainChunk) {
if self
.ecs
.write_resource::<TerrainMap>()
.insert(key, chunk)
.is_some()
{
self.changes.changed_chunks.insert(key);
} else {
self.changes.new_chunks.insert(key);
}
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}
/// Remove the chunk with the given key from this state's terrain, if it exists
pub fn remove_chunk(&mut self, key: Vec3<i32>) {
if self
.ecs
.write_resource::<TerrainMap>()
.remove(key)
.is_some()
{
self.changes.removed_chunks.insert(key);
}
}
/// Execute a single tick, simulating the game state by the given duration.
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pub fn tick(&mut self, dt: Duration) {
// Change the time accordingly
self.ecs.write_resource::<TimeOfDay>().0 += dt.as_secs_f64() * DAY_CYCLE_FACTOR;
self.ecs.write_resource::<Time>().0 += dt.as_secs_f64();
// Run systems to update the world
self.ecs.write_resource::<DeltaTime>().0 = dt.as_secs_f64();
// 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.res);
self.ecs.maintain();
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}
/// Clean up the state after a tick
pub fn cleanup(&mut self) {
// Clean up data structures from the last tick
self.changes.cleanup();
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}
}