veloren/voxygen/src/session.rs

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Rust
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use crate::{
hud::{DebugInfo, Event as HudEvent, Hud},
key_state::KeyState,
render::Renderer,
scene::Scene,
settings::Settings,
window::{Event, GameInput, Window},
Direction, Error, GlobalState, PlayState, PlayStateResult,
};
use client::{self, Client};
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use common::{clock::Clock, comp, comp::Pos, msg::ClientState, terrain::Block, vol::ReadVol};
use log::{error, warn};
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(window: &mut Window, client: Rc<RefCell<Client>>, _settings: Settings) -> Self {
// Create a scene for this session. The scene handles visible elements of the game world.
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let scene = Scene::new(window.renderer_mut());
Self {
scene,
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client,
key_state: KeyState::new(),
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controller: comp::Controller::default(),
hud: Hud::new(window),
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selected_block: Block::new(1, 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 {
client::Event::Chat(msg) => {
self.hud.new_message(msg);
}
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
{
// 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;
}
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Event::InputUpdate(GameInput::Attack, state) => {
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self.controller.respawn = state; // TODO: Move this into separate GameInput
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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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{
let cam_pos = self.scene.camera().compute_dependents(&client).2;
let cam_dir =
(self.scene.camera().get_focus_pos() - cam_pos).normalized();
let (d, b) = {
let terrain = client.state().terrain();
let ray = terrain.ray(cam_pos, cam_pos + cam_dir * 100.0).cast();
(ray.0, if let Ok(Some(_)) = ray.1 { true } else { false })
};
if b {
let pos =
(cam_pos + cam_dir * (d - 0.01)).map(|e| e.floor() as i32);
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client.place_block(pos, self.selected_block); // TODO: Handle block color with a command
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}
} else {
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self.controller.attack = state
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}
}
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Event::InputUpdate(GameInput::SecondAttack, state) => {
if state {
let mut client = self.client.borrow_mut();
if client
.state()
.read_storage::<comp::CanBuild>()
.get(client.entity())
.is_some()
{
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let cam_pos = self.scene.camera().compute_dependents(&client).2;
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let cam_dir =
(self.scene.camera().get_focus_pos() - cam_pos).normalized();
let (d, b) = {
let terrain = client.state().terrain();
let ray =
terrain.ray(cam_pos, cam_pos + cam_dir * 100.0).cast();
(ray.0, if let Ok(Some(_)) = ray.1 { true } else { false })
};
if b {
let pos = (cam_pos + cam_dir * d).map(|e| e.floor() as i32);
client.remove_block(pos);
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}
} else {
// TODO: Handle secondary attack
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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 {
let cam_pos = self.scene.camera().compute_dependents(&client).2;
let cam_dir =
(self.scene.camera().get_focus_pos() - cam_pos).normalized();
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if let Ok(Some(block)) = client
.state()
.terrain()
.ray(cam_pos, cam_pos + cam_dir * 100.0)
.cast()
.1
{
self.selected_block = *block;
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}
}
} else {
self.controller.roll = state;
}
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}
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Event::InputUpdate(GameInput::Jump, state) => {
self.controller.jump = 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;
}
// 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];
// 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.
global_state.maintain();
// 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(),
},
&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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if let Err(err) = global_state.settings.save_to_file() {
warn!("Failed to save settings: {:?}", err);
}
}
HudEvent::AdjustMouseZoom(sensitivity) => {
global_state.window.zoom_sensitivity = sensitivity;
global_state.settings.gameplay.zoom_sensitivity = sensitivity;
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if let Err(err) = global_state.settings.save_to_file() {
warn!("Failed to save settings: {:?}", err);
}
}
HudEvent::AdjustViewDistance(view_distance) => {
self.client.borrow_mut().set_view_distance(view_distance);
global_state.settings.graphics.view_distance = view_distance;
if let Err(err) = global_state.settings.save_to_file() {
warn!("Failed to save settings: {:?}", err);
}
}
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HudEvent::CrosshairTransp(crosshair_transp) => {
global_state.settings.gameplay.crosshair_transp = crosshair_transp;
global_state.settings.gameplay.crosshair_transp = crosshair_transp;
if let Err(err) = global_state.settings.save_to_file() {
warn!("Failed to save settings: {:?}", err);
}
}
HudEvent::AdjustVolume(volume) => {
global_state.audio.model.player.set_volume(volume);
global_state.settings.audio.music_volume = volume;
if let Err(err) = global_state.settings.save_to_file() {
warn!("Failed to save settings: {:?}", err);
}
}
HudEvent::ChangeAudioDevice(name) => {
global_state.audio.model.player.set_device(&name.clone());
global_state.settings.audio.audio_device = Some(name);
if let Err(err) = global_state.settings.save_to_file() {
warn!("Failed to save settings!\n{:?}", err);
}
}
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HudEvent::ChangeMaxFPS(fps) => {
global_state.settings.graphics.max_fps = fps;
if let Err(err) = global_state.settings.save_to_file() {
warn!("Failed to save settings!\n{:?}", err);
}
}
}
}
// Maintain the scene.
self.scene
.maintain(global_state.window.renderer_mut(), &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"
}
}