2019-04-29 20:37:19 +00:00
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use crate::{
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2019-06-28 23:42:51 +00:00
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comp,
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2019-11-23 08:26:39 +00:00
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event::{EventBus, LocalEvent, ServerEvent, SfxEventItem},
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2019-10-06 17:35:47 +00:00
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region::RegionMap,
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2019-11-24 20:12:03 +00:00
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sync::WorldSyncExt,
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2019-04-29 20:37:19 +00:00
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sys,
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common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
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terrain::{Block, TerrainChunk, TerrainGrid},
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2019-07-01 13:36:45 +00:00
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vol::WriteVol,
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2019-04-10 23:16:29 +00:00
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};
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2019-08-11 20:38:28 +00:00
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use hashbrown::{HashMap, HashSet};
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2019-05-01 18:10:43 +00:00
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use rayon::{ThreadPool, ThreadPoolBuilder};
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2019-05-16 23:05:46 +00:00
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use serde_derive::{Deserialize, Serialize};
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2019-03-04 19:50:26 +00:00
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use specs::{
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2019-05-01 18:10:43 +00:00
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shred::{Fetch, FetchMut},
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2019-04-29 20:37:19 +00:00
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storage::{MaskedStorage as EcsMaskedStorage, Storage as EcsStorage},
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2019-11-30 06:41:20 +00:00
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Component, DispatcherBuilder, Entity as EcsEntity, WorldExt,
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2019-03-04 19:50:26 +00:00
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};
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2019-07-20 15:37:01 +00:00
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use std::{sync::Arc, time::Duration};
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2019-01-23 20:01:58 +00:00
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use vek::*;
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2019-01-02 19:22:01 +00:00
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2019-01-12 15:57:19 +00:00
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/// How much faster should an in-game day be compared to a real day?
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2019-05-17 09:22:32 +00:00
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// TODO: Don't hard-code this.
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2019-06-21 08:42:16 +00:00
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const DAY_CYCLE_FACTOR: f64 = 24.0 * 2.0;
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2019-01-12 15:57:19 +00:00
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2019-05-17 09:22:32 +00:00
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/// A resource that stores the time of day.
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2019-12-18 05:22:52 +00:00
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#[derive(Copy, Clone, Debug, Serialize, Deserialize)]
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2019-06-21 08:42:16 +00:00
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pub struct TimeOfDay(pub f64);
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2019-01-12 15:57:19 +00:00
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2019-05-17 09:22:32 +00:00
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/// A resource that stores the tick (i.e: physics) time.
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2019-05-19 17:58:32 +00:00
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#[derive(Copy, Clone, Debug, Default, Serialize, Deserialize)]
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2019-05-19 20:14:18 +00:00
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pub struct Time(pub f64);
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2019-01-23 20:01:58 +00:00
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2019-05-17 09:22:32 +00:00
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/// A resource that stores the time since the previous tick.
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2019-03-02 03:48:30 +00:00
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#[derive(Default)]
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2019-05-01 11:28:26 +00:00
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pub struct DeltaTime(pub f32);
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2020-02-01 20:39:39 +00:00
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/// At what point should we stop speeding up physics to compensate for lag? If
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/// we speed physics up too fast, we'd skip important physics events like
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/// collisions. This constant determines the upper limit. If delta time exceeds
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/// this value, the game's physics will begin to produce time lag. Ideally, we'd
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/// avoid such a situation.
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2019-06-27 14:21:41 +00:00
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const MAX_DELTA_TIME: f32 = 1.0;
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2020-03-10 18:12:16 +00:00
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const HUMANOID_JUMP_ACCEL: f32 = 16.0;
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2019-03-02 03:48:30 +00:00
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2019-08-07 15:39:16 +00:00
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#[derive(Default)]
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2019-07-20 15:37:01 +00:00
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pub struct BlockChange {
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2019-08-11 20:38:28 +00:00
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blocks: HashMap<Vec3<i32>, Block>,
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2019-07-01 13:36:45 +00:00
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}
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2019-07-20 15:37:01 +00:00
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impl BlockChange {
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pub fn set(&mut self, pos: Vec3<i32>, block: Block) { self.blocks.insert(pos, block); }
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2019-07-01 13:36:45 +00:00
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2019-09-25 14:56:57 +00:00
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pub fn try_set(&mut self, pos: Vec3<i32>, block: Block) -> Option<()> {
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if !self.blocks.contains_key(&pos) {
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self.blocks.insert(pos, block);
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Some(())
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} else {
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None
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}
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}
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2020-02-01 20:39:39 +00:00
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pub fn clear(&mut self) { self.blocks.clear(); }
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2019-07-01 13:36:45 +00:00
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}
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2019-08-07 15:39:16 +00:00
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#[derive(Default)]
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2019-07-20 15:37:01 +00:00
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pub struct TerrainChanges {
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2019-08-11 20:38:28 +00:00
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pub new_chunks: HashSet<Vec2<i32>>,
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pub modified_chunks: HashSet<Vec2<i32>>,
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pub removed_chunks: HashSet<Vec2<i32>>,
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pub modified_blocks: HashMap<Vec3<i32>, Block>,
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2019-01-23 20:01:58 +00:00
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}
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2019-07-20 15:37:01 +00:00
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impl TerrainChanges {
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2019-07-01 13:36:45 +00:00
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pub fn clear(&mut self) {
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2019-01-23 20:01:58 +00:00
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self.new_chunks.clear();
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2019-07-01 13:36:45 +00:00
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self.modified_chunks.clear();
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2019-01-23 20:01:58 +00:00
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self.removed_chunks.clear();
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}
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}
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2019-01-12 15:57:19 +00:00
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2020-02-01 20:39:39 +00:00
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/// A type used to represent game state stored on both the client and the
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/// server. This includes things like entity components, terrain data, and
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/// global states like weather, time of day, etc.
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2019-01-02 19:22:01 +00:00
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pub struct State {
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2019-11-04 00:57:36 +00:00
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ecs: specs::World,
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2019-05-01 18:10:43 +00:00
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// Avoid lifetime annotation by storing a thread pool instead of the whole dispatcher
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thread_pool: Arc<ThreadPool>,
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2019-01-02 19:22:01 +00:00
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}
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impl Default for State {
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/// Create a new `State`.
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fn default() -> Self {
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2019-04-10 17:23:27 +00:00
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Self {
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2019-11-04 00:57:36 +00:00
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ecs: Self::setup_ecs_world(),
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2019-05-01 18:10:43 +00:00
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thread_pool: Arc::new(ThreadPoolBuilder::new().build().unwrap()),
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2019-04-10 17:23:27 +00:00
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}
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}
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2019-07-01 20:42:43 +00:00
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}
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2019-01-02 19:22:01 +00:00
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2019-07-01 20:42:43 +00:00
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impl State {
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2019-11-04 00:57:36 +00:00
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/// Creates ecs world and registers all the common components and resources
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2020-02-01 20:39:39 +00:00
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// TODO: Split up registering into server and client (e.g. move
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// EventBus<ServerEvent> to the server)
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2019-11-04 00:57:36 +00:00
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fn setup_ecs_world() -> specs::World {
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let mut ecs = specs::World::new();
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// Uids for sync
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ecs.register_sync_marker();
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2019-07-30 05:24:36 +00:00
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// Register server -> all clients synced components.
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2020-03-14 21:33:20 +00:00
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ecs.register::<comp::Loadout>();
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2019-11-04 00:57:36 +00:00
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ecs.register::<comp::Body>();
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ecs.register::<comp::Player>();
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ecs.register::<comp::Stats>();
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2020-01-12 16:43:25 +00:00
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ecs.register::<comp::Energy>();
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2019-11-04 00:57:36 +00:00
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ecs.register::<comp::CanBuild>();
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ecs.register::<comp::LightEmitter>();
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ecs.register::<comp::Item>();
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ecs.register::<comp::Scale>();
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ecs.register::<comp::Mounting>();
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ecs.register::<comp::MountState>();
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ecs.register::<comp::Mass>();
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ecs.register::<comp::Sticky>();
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ecs.register::<comp::Gravity>();
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2019-04-10 17:23:27 +00:00
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2019-07-30 05:24:36 +00:00
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// Register components send from clients -> server
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ecs.register::<comp::Controller>();
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// Register components send directly from server -> all but one client
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2019-08-23 10:11:37 +00:00
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ecs.register::<comp::CharacterState>();
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ecs.register::<comp::PhysicsState>();
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2019-07-30 05:24:36 +00:00
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// Register components synced from client -> server -> all other clients
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2019-06-14 15:27:05 +00:00
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ecs.register::<comp::Pos>();
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ecs.register::<comp::Vel>();
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ecs.register::<comp::Ori>();
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2019-07-25 14:48:27 +00:00
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ecs.register::<comp::Inventory>();
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2019-05-27 17:45:43 +00:00
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// Register server-local components
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2019-11-04 00:57:36 +00:00
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// TODO: only register on the server
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2019-07-30 05:24:36 +00:00
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ecs.register::<comp::Last<comp::Pos>>();
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ecs.register::<comp::Last<comp::Vel>>();
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ecs.register::<comp::Last<comp::Ori>>();
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2019-08-23 10:11:37 +00:00
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ecs.register::<comp::Last<comp::CharacterState>>();
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2019-05-27 17:45:43 +00:00
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ecs.register::<comp::Agent>();
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2020-01-24 21:24:57 +00:00
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ecs.register::<comp::Alignment>();
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2020-01-25 02:15:15 +00:00
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ecs.register::<comp::WaypointArea>();
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2019-06-16 17:00:44 +00:00
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ecs.register::<comp::ForceUpdate>();
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2019-07-25 14:48:27 +00:00
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ecs.register::<comp::InventoryUpdate>();
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2019-08-14 15:51:59 +00:00
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ecs.register::<comp::Admin>();
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2019-09-25 20:22:39 +00:00
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ecs.register::<comp::Waypoint>();
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2019-11-30 05:33:17 +00:00
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ecs.register::<comp::Projectile>();
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2020-03-22 04:49:32 +00:00
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ecs.register::<comp::Attacking>();
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2019-04-14 20:30:27 +00:00
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2019-05-17 09:22:32 +00:00
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// Register synced resources used by the ECS.
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2019-11-30 06:41:20 +00:00
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ecs.insert(TimeOfDay(0.0));
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2019-05-16 23:05:46 +00:00
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2019-05-17 09:22:32 +00:00
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// Register unsynced resources used by the ECS.
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2019-11-30 06:41:20 +00:00
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ecs.insert(Time(0.0));
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ecs.insert(DeltaTime(0.0));
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ecs.insert(TerrainGrid::new().unwrap());
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ecs.insert(BlockChange::default());
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ecs.insert(TerrainChanges::default());
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2019-11-30 05:33:17 +00:00
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// TODO: only register on the server
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2019-11-30 06:41:20 +00:00
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ecs.insert(EventBus::<ServerEvent>::default());
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ecs.insert(EventBus::<LocalEvent>::default());
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ecs.insert(EventBus::<SfxEventItem>::default());
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ecs.insert(RegionMap::new());
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2019-11-04 00:57:36 +00:00
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ecs
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2019-04-10 17:23:27 +00:00
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}
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2019-05-17 09:22:32 +00:00
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/// Register a component with the state's ECS.
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2019-03-03 22:02:38 +00:00
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pub fn with_component<T: Component>(mut self) -> Self
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2019-04-29 20:37:19 +00:00
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where
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<T as Component>::Storage: Default,
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2019-03-03 22:02:38 +00:00
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{
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2019-04-22 08:20:25 +00:00
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self.ecs.register::<T>();
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2019-03-03 22:02:38 +00:00
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self
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}
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2019-05-17 09:22:32 +00:00
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/// Write a component attributed to a particular entity.
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2019-03-04 19:50:26 +00:00
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pub fn write_component<C: Component>(&mut self, entity: EcsEntity, comp: C) {
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2019-04-22 08:20:25 +00:00
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let _ = self.ecs.write_storage().insert(entity, comp);
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2019-04-10 17:23:27 +00:00
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}
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2019-09-09 19:11:40 +00:00
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/// Delete a component attributed to a particular entity.
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pub fn delete_component<C: Component>(&mut self, entity: EcsEntity) -> Option<C> {
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self.ecs.write_storage().remove(entity)
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}
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2019-05-17 09:22:32 +00:00
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/// Read a component attributed to a particular entity.
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2019-04-10 17:23:27 +00:00
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pub fn read_component_cloned<C: Component + Clone>(&self, entity: EcsEntity) -> Option<C> {
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2019-04-22 08:20:25 +00:00
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self.ecs.read_storage().get(entity).cloned()
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2019-03-04 19:50:26 +00:00
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}
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2019-05-17 09:22:32 +00:00
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/// Get a read-only reference to the storage of a particular component type.
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2019-03-04 19:50:26 +00:00
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pub fn read_storage<C: Component>(&self) -> EcsStorage<C, Fetch<EcsMaskedStorage<C>>> {
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2019-04-22 08:20:25 +00:00
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self.ecs.read_storage::<C>()
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2019-03-02 03:48:30 +00:00
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}
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2019-05-17 09:22:32 +00:00
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/// Get a reference to the internal ECS world.
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2020-02-01 20:39:39 +00:00
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pub fn ecs(&self) -> &specs::World { &self.ecs }
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2019-01-23 20:01:58 +00:00
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2019-05-17 09:22:32 +00:00
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/// Get a mutable reference to the internal ECS world.
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2020-02-01 20:39:39 +00:00
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pub fn ecs_mut(&mut self) -> &mut specs::World { &mut self.ecs }
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2019-03-04 19:50:26 +00:00
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2020-02-01 20:39:39 +00:00
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/// Get a reference to the `TerrainChanges` structure of the state. This
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/// contains information about terrain state that has changed since the
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/// last game tick.
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pub fn terrain_changes(&self) -> Fetch<TerrainChanges> { self.ecs.read_resource() }
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2019-01-23 20:01:58 +00:00
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2019-01-12 15:57:19 +00:00
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/// Get the current in-game time of day.
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///
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2020-02-01 20:39:39 +00:00
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/// Note that this should not be used for physics, animations or other such
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/// localised timings.
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pub fn get_time_of_day(&self) -> f64 { self.ecs.read_resource::<TimeOfDay>().0 }
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2019-01-12 15:57:19 +00:00
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2019-01-23 20:01:58 +00:00
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/// Get the current in-game time.
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2019-01-12 15:57:19 +00:00
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///
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/// Note that this does not correspond to the time of day.
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2020-02-01 20:39:39 +00:00
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pub fn get_time(&self) -> f64 { self.ecs.read_resource::<Time>().0 }
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2019-01-12 15:57:19 +00:00
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2019-06-25 21:00:26 +00:00
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/// Get the current delta time.
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2020-02-01 20:39:39 +00:00
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pub fn get_delta_time(&self) -> f32 { self.ecs.read_resource::<DeltaTime>().0 }
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2019-06-25 21:00:26 +00:00
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2019-01-14 18:49:53 +00:00
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/// Get a reference to this state's terrain.
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2020-02-01 20:39:39 +00:00
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pub fn terrain(&self) -> Fetch<TerrainGrid> { self.ecs.read_resource() }
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2019-04-10 23:16:29 +00:00
|
|
|
|
2019-05-19 23:00:31 +00:00
|
|
|
/// Get a writable reference to this state's terrain.
|
2020-02-01 20:39:39 +00:00
|
|
|
pub fn terrain_mut(&self) -> FetchMut<TerrainGrid> { self.ecs.write_resource() }
|
2019-05-19 23:00:31 +00:00
|
|
|
|
2019-09-25 14:56:57 +00:00
|
|
|
/// Set a block in this state's terrain.
|
2019-07-20 15:37:01 +00:00
|
|
|
pub fn set_block(&mut self, pos: Vec3<i32>, block: Block) {
|
|
|
|
self.ecs.write_resource::<BlockChange>().set(pos, block);
|
|
|
|
}
|
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
/// Set a block in this state's terrain. Will return `None` if the block has
|
|
|
|
/// already been modified this tick.
|
2019-09-25 14:56:57 +00:00
|
|
|
pub fn try_set_block(&mut self, pos: Vec3<i32>, block: Block) -> Option<()> {
|
|
|
|
self.ecs.write_resource::<BlockChange>().try_set(pos, block)
|
|
|
|
}
|
|
|
|
|
2019-05-25 12:23:56 +00:00
|
|
|
/// Removes every chunk of the terrain.
|
|
|
|
pub fn clear_terrain(&mut self) {
|
2019-05-25 21:13:38 +00:00
|
|
|
let keys = self
|
|
|
|
.terrain_mut()
|
2019-05-25 12:23:56 +00:00
|
|
|
.drain()
|
|
|
|
.map(|(key, _)| key)
|
|
|
|
.collect::<Vec<_>>();
|
|
|
|
|
|
|
|
for key in keys {
|
|
|
|
self.remove_chunk(key);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-04-10 23:16:29 +00:00
|
|
|
/// Insert the provided chunk into this state's terrain.
|
2019-05-17 17:44:30 +00:00
|
|
|
pub fn insert_chunk(&mut self, key: Vec2<i32>, chunk: TerrainChunk) {
|
2019-04-29 20:37:19 +00:00
|
|
|
if self
|
|
|
|
.ecs
|
common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
|
|
|
.write_resource::<TerrainGrid>()
|
2019-05-12 18:32:57 +00:00
|
|
|
.insert(key, Arc::new(chunk))
|
2019-04-10 23:16:29 +00:00
|
|
|
.is_some()
|
|
|
|
{
|
2019-07-01 13:36:45 +00:00
|
|
|
self.ecs
|
2019-07-20 15:37:01 +00:00
|
|
|
.write_resource::<TerrainChanges>()
|
2019-07-01 13:38:45 +00:00
|
|
|
.modified_chunks
|
|
|
|
.insert(key);
|
2019-04-10 23:16:29 +00:00
|
|
|
} else {
|
2019-07-01 13:36:45 +00:00
|
|
|
self.ecs
|
2019-07-20 15:37:01 +00:00
|
|
|
.write_resource::<TerrainChanges>()
|
2019-07-01 13:38:45 +00:00
|
|
|
.new_chunks
|
|
|
|
.insert(key);
|
2019-04-10 23:16:29 +00:00
|
|
|
}
|
2019-01-23 20:01:58 +00:00
|
|
|
}
|
|
|
|
|
2020-02-01 20:39:39 +00:00
|
|
|
/// Remove the chunk with the given key from this state's terrain, if it
|
|
|
|
/// exists.
|
2019-05-17 17:44:30 +00:00
|
|
|
pub fn remove_chunk(&mut self, key: Vec2<i32>) {
|
2019-04-29 20:37:19 +00:00
|
|
|
if self
|
|
|
|
.ecs
|
common: Rework volume API
See the doc comments in `common/src/vol.rs` for more information on
the API itself.
The changes include:
* Consistent `Err`/`Error` naming.
* Types are named `...Error`.
* `enum` variants are named `...Err`.
* Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation
to an upcoming change where a “map” in the game related sense will
be added.
* Add volume iterators. There are two types of them:
* _Position_ iterators obtained from the trait `IntoPosIterator`
using the method
`fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `Vec3<i32>`.
* _Volume_ iterators obtained from the trait `IntoVolIterator`
using the method
`fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...`
which returns an iterator over `(Vec3<i32>, &Self::Vox)`.
Those traits will usually be implemented by references to volume
types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some
type which usually implements several volume traits, such as `Chunk`).
* _Position_ iterators iterate over the positions valid for that
volume.
* _Volume_ iterators do the same but return not only the position
but also the voxel at that position, in each iteration.
* Introduce trait `RectSizedVol` for the use case which we have with
`Chonk`: A `Chonk` is sized only in x and y direction.
* Introduce traits `RasterableVol`, `RectRasterableVol`
* `RasterableVol` represents a volume that is compile-time sized and has
its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen
because such a volume can be used with `VolGrid3d`.
* `RectRasterableVol` represents a volume that is compile-time sized at
least in x and y direction and has its lower bound at `(0, 0, z)`.
There's no requirement on he lower bound or size in z direction.
The name `RectRasterableVol` was chosen because such a volume can be
used with `VolGrid2d`.
2019-09-03 22:23:29 +00:00
|
|
|
.write_resource::<TerrainGrid>()
|
2019-04-25 19:08:26 +00:00
|
|
|
.remove(key)
|
|
|
|
.is_some()
|
|
|
|
{
|
2019-07-01 13:36:45 +00:00
|
|
|
self.ecs
|
2019-07-20 15:37:01 +00:00
|
|
|
.write_resource::<TerrainChanges>()
|
2019-07-01 13:38:45 +00:00
|
|
|
.removed_chunks
|
|
|
|
.insert(key);
|
2019-04-25 19:08:26 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-03-09 03:32:34 +00:00
|
|
|
// Run RegionMap tick to update entity region occupancy
|
|
|
|
pub fn update_region_map(&self) {
|
|
|
|
self.ecs.write_resource::<RegionMap>().tick(
|
|
|
|
self.ecs.read_storage::<comp::Pos>(),
|
|
|
|
self.ecs.read_storage::<comp::Vel>(),
|
|
|
|
self.ecs.entities(),
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Apply terrain changes
|
|
|
|
pub fn apply_terrain_changes(&self) {
|
|
|
|
let mut terrain = self.ecs.write_resource::<TerrainGrid>();
|
|
|
|
let mut modified_blocks = std::mem::replace(
|
|
|
|
&mut self.ecs.write_resource::<BlockChange>().blocks,
|
|
|
|
Default::default(),
|
|
|
|
);
|
|
|
|
// Apply block modifications
|
|
|
|
// Only include in `TerrainChanges` if successful
|
|
|
|
modified_blocks.retain(|pos, block| terrain.set(*pos, *block).is_ok());
|
|
|
|
self.ecs.write_resource::<TerrainChanges>().modified_blocks = modified_blocks;
|
|
|
|
}
|
|
|
|
|
2019-01-12 15:57:19 +00:00
|
|
|
/// Execute a single tick, simulating the game state by the given duration.
|
2020-03-09 03:32:34 +00:00
|
|
|
pub fn tick(
|
|
|
|
&mut self,
|
|
|
|
dt: Duration,
|
|
|
|
add_foreign_systems: impl Fn(&mut DispatcherBuilder),
|
|
|
|
update_terrain_and_regions: bool,
|
|
|
|
) {
|
2019-05-17 09:22:32 +00:00
|
|
|
// Change the time accordingly.
|
2019-04-22 08:20:25 +00:00
|
|
|
self.ecs.write_resource::<TimeOfDay>().0 += dt.as_secs_f64() * DAY_CYCLE_FACTOR;
|
|
|
|
self.ecs.write_resource::<Time>().0 += dt.as_secs_f64();
|
2019-03-02 03:48:30 +00:00
|
|
|
|
2019-05-17 09:22:32 +00:00
|
|
|
// Update delta time.
|
2020-02-01 20:39:39 +00:00
|
|
|
// Beyond a delta time of MAX_DELTA_TIME, start lagging to avoid skipping
|
|
|
|
// important physics events.
|
2019-05-01 11:28:26 +00:00
|
|
|
self.ecs.write_resource::<DeltaTime>().0 = dt.as_secs_f32().min(MAX_DELTA_TIME);
|
2019-03-02 03:48:30 +00:00
|
|
|
|
2020-03-09 03:32:34 +00:00
|
|
|
if update_terrain_and_regions {
|
|
|
|
self.update_region_map();
|
|
|
|
}
|
2019-10-15 04:06:14 +00:00
|
|
|
|
2019-05-17 09:22:32 +00:00
|
|
|
// Run systems to update the world.
|
|
|
|
// Create and run a dispatcher for ecs systems.
|
2019-05-01 18:10:43 +00:00
|
|
|
let mut dispatch_builder = DispatcherBuilder::new().with_pool(self.thread_pool.clone());
|
2019-03-02 03:48:30 +00:00
|
|
|
sys::add_local_systems(&mut dispatch_builder);
|
2019-10-15 04:06:14 +00:00
|
|
|
// TODO: Consider alternative ways to do this
|
|
|
|
add_foreign_systems(&mut dispatch_builder);
|
2019-05-17 09:22:32 +00:00
|
|
|
// This dispatches all the systems in parallel.
|
2019-11-30 06:41:20 +00:00
|
|
|
dispatch_builder.build().dispatch(&self.ecs);
|
2019-03-02 03:48:30 +00:00
|
|
|
|
2019-04-22 08:20:25 +00:00
|
|
|
self.ecs.maintain();
|
2019-07-01 13:36:45 +00:00
|
|
|
|
2020-03-09 03:32:34 +00:00
|
|
|
if update_terrain_and_regions {
|
|
|
|
self.apply_terrain_changes();
|
|
|
|
}
|
2019-08-25 16:48:12 +00:00
|
|
|
|
2019-08-25 14:49:54 +00:00
|
|
|
// Process local events
|
|
|
|
let events = self.ecs.read_resource::<EventBus<LocalEvent>>().recv_all();
|
|
|
|
for event in events {
|
2019-08-25 18:31:56 +00:00
|
|
|
let mut velocities = self.ecs.write_storage::<comp::Vel>();
|
2019-09-09 19:11:40 +00:00
|
|
|
let mut controllers = self.ecs.write_storage::<comp::Controller>();
|
2019-08-25 18:31:56 +00:00
|
|
|
match event {
|
|
|
|
LocalEvent::Jump(entity) => {
|
|
|
|
if let Some(vel) = velocities.get_mut(entity) {
|
|
|
|
vel.0.z = HUMANOID_JUMP_ACCEL;
|
|
|
|
}
|
2020-02-01 20:39:39 +00:00
|
|
|
},
|
2020-03-21 22:55:20 +00:00
|
|
|
LocalEvent::KnockUp { entity, dir, force } => {
|
2020-03-15 13:20:42 +00:00
|
|
|
if let Some(vel) = velocities.get_mut(entity) {
|
2020-03-21 22:55:20 +00:00
|
|
|
vel.0 = dir * force;
|
|
|
|
vel.0.z = HUMANOID_JUMP_ACCEL;
|
|
|
|
}
|
|
|
|
},
|
|
|
|
LocalEvent::ApplyForce { entity, dir, force } => {
|
|
|
|
if let Some(vel) = velocities.get_mut(entity) {
|
|
|
|
vel.0 = dir * force;
|
2020-03-15 13:20:42 +00:00
|
|
|
}
|
|
|
|
},
|
2019-09-09 19:11:40 +00:00
|
|
|
LocalEvent::WallLeap { entity, wall_dir } => {
|
|
|
|
if let (Some(vel), Some(_controller)) =
|
|
|
|
(velocities.get_mut(entity), controllers.get_mut(entity))
|
|
|
|
{
|
|
|
|
let hspeed = Vec2::<f32>::from(vel.0).magnitude();
|
|
|
|
if hspeed > 0.001 && hspeed < 0.5 {
|
|
|
|
vel.0 += vel.0.normalized()
|
|
|
|
* Vec3::new(1.0, 1.0, 0.0)
|
|
|
|
* HUMANOID_JUMP_ACCEL
|
|
|
|
* 1.5
|
|
|
|
- wall_dir * 0.03;
|
|
|
|
vel.0.z = HUMANOID_JUMP_ACCEL * 0.5;
|
|
|
|
}
|
|
|
|
}
|
2020-02-01 20:39:39 +00:00
|
|
|
},
|
2019-08-28 20:47:52 +00:00
|
|
|
LocalEvent::Boost {
|
|
|
|
entity,
|
|
|
|
vel: extra_vel,
|
|
|
|
} => {
|
|
|
|
if let Some(vel) = velocities.get_mut(entity) {
|
|
|
|
vel.0 += extra_vel;
|
|
|
|
}
|
2020-02-01 20:39:39 +00:00
|
|
|
},
|
2019-08-25 14:49:54 +00:00
|
|
|
}
|
|
|
|
}
|
2019-01-23 20:01:58 +00:00
|
|
|
}
|
2019-08-25 16:48:12 +00:00
|
|
|
|
2019-05-17 09:22:32 +00:00
|
|
|
/// Clean up the state after a tick.
|
2019-01-23 20:01:58 +00:00
|
|
|
pub fn cleanup(&mut self) {
|
2019-05-17 09:22:32 +00:00
|
|
|
// Clean up data structures from the last tick.
|
2019-07-20 15:37:01 +00:00
|
|
|
self.ecs.write_resource::<TerrainChanges>().clear();
|
2019-01-02 19:22:01 +00:00
|
|
|
}
|
|
|
|
}
|