veloren/voxygen/src/session.rs

1189 lines
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use crate::{
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audio::sfx::{SfxEvent, SfxEventItem},
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ecs::MyEntity,
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hud::{DebugInfo, Event as HudEvent, Hud, HudInfo, PressBehavior},
i18n::{i18n_asset_key, VoxygenLocalization},
key_state::KeyState,
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menu::char_selection::CharSelectionState,
render::Renderer,
scene::{camera, Scene, SceneData},
settings::{AudioOutput, ControlSettings, Settings},
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window::{AnalogGameInput, Event, GameInput},
Direction, Error, GlobalState, PlayState, PlayStateResult,
};
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use client::{self, Client};
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use common::{
assets::{load_expect, load_watched},
comp,
comp::{
ChatMsg, ChatType, InventoryUpdateEvent, Pos, Vel, MAX_MOUNT_RANGE_SQR,
MAX_PICKUP_RANGE_SQR,
},
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event::EventBus,
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msg::ClientState,
terrain::{Block, BlockKind},
util::Dir,
vol::ReadVol,
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};
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use specs::{Join, WorldExt};
use std::{cell::RefCell, rc::Rc, time::Duration};
use tracing::{error, info};
use vek::*;
/// The action to perform after a tick
enum TickAction {
// Continue executing
Continue,
// Disconnected (i.e. go to main menu)
Disconnect,
}
pub struct SessionState {
scene: Scene,
client: Rc<RefCell<Client>>,
hud: Hud,
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key_state: KeyState,
inputs: comp::ControllerInputs,
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selected_block: Block,
voxygen_i18n: std::sync::Arc<VoxygenLocalization>,
walk_forward_dir: Vec2<f32>,
walk_right_dir: Vec2<f32>,
freefly_vel: Vec3<f32>,
free_look: bool,
auto_walk: bool,
is_aiming: bool,
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target_entity: Option<specs::Entity>,
selected_entity: Option<(specs::Entity, std::time::Instant)>,
}
/// 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);
let hud = Hud::new(global_state, &client.borrow());
let voxygen_i18n = load_expect::<VoxygenLocalization>(&i18n_asset_key(
&global_state.settings.language.selected_language,
));
let walk_forward_dir = scene.camera().forward_xy();
let walk_right_dir = scene.camera().right_xy();
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Self {
scene,
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client,
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key_state: KeyState::default(),
inputs: comp::ControllerInputs::default(),
hud,
selected_block: Block::new(BlockKind::Normal, Rgb::broadcast(255)),
voxygen_i18n,
walk_forward_dir,
walk_right_dir,
freefly_vel: Vec3::zero(),
free_look: false,
auto_walk: false,
is_aiming: false,
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target_entity: None,
selected_entity: None,
}
}
fn stop_auto_walk(&mut self) {
self.auto_walk = false;
self.hud.auto_walk(false);
self.key_state.auto_walk = false;
}
/// Tick the session (and the client attached to it).
fn tick(&mut self, dt: Duration, global_state: &mut GlobalState) -> Result<TickAction, Error> {
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self.inputs.tick(dt);
let mut client = self.client.borrow_mut();
for event in client.tick(self.inputs.clone(), dt, crate::ecs::sys::add_local_systems)? {
match event {
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client::Event::Chat(m) => {
self.hud.new_message(m);
},
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client::Event::InventoryUpdated(inv_event) => {
let sfx_event = SfxEvent::from(&inv_event);
client
.state()
.ecs()
.read_resource::<EventBus<SfxEventItem>>()
.emit_now(SfxEventItem::at_player_position(sfx_event));
match inv_event {
InventoryUpdateEvent::CollectFailed => {
self.hud.new_message(ChatMsg {
message: self.voxygen_i18n.get("hud.chat.loot_fail").to_string(),
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chat_type: ChatType::CommandError,
});
},
InventoryUpdateEvent::Collected(item) => {
self.hud.new_message(ChatMsg {
message: self
.voxygen_i18n
.get("hud.chat.loot_msg")
.replace("{item}", item.name().to_string().as_str()),
chat_type: ChatType::Loot,
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});
},
_ => {},
};
},
client::Event::Disconnect => return Ok(TickAction::Disconnect),
client::Event::DisconnectionNotification(time) => {
let message = match time {
0 => String::from(self.voxygen_i18n.get("hud.chat.goodbye")),
_ => self
.voxygen_i18n
.get("hud.chat.connection_lost")
.replace("{time}", time.to_string().as_str()),
};
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self.hud.new_message(ChatMsg {
chat_type: ChatType::CommandError,
message,
});
},
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client::Event::Notification(n) => {
self.hud.new_notification(n);
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},
client::Event::SetViewDistance(vd) => {
global_state.settings.graphics.view_distance = vd;
global_state.settings.save_to_file_warn();
},
}
}
Ok(TickAction::Continue)
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}
/// Clean up the session (and the client attached to it) after a tick.
pub fn cleanup(&mut self) { self.client.borrow_mut().cleanup(); }
}
impl PlayState for SessionState {
fn enter(&mut self, global_state: &mut GlobalState, _: Direction) {
// Trap the cursor.
global_state.window.grab_cursor(true);
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());
}
}
}
fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult {
// NOTE: Not strictly necessary, but useful for hotloading translation changes.
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self.voxygen_i18n = load_expect::<VoxygenLocalization>(&i18n_asset_key(
&global_state.settings.language.selected_language,
));
// TODO: can this be a method on the session or are there borrowcheck issues?
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let client_state = self.client.borrow().get_client_state();
if let ClientState::Pending | ClientState::Character = client_state {
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// Update MyEntity
// Note: Alternatively, the client could emit an event when the entity changes
// which may or may not be more elegant
{
let my_entity = self.client.borrow().entity();
self.client
.borrow_mut()
.state_mut()
.ecs_mut()
.insert(MyEntity(my_entity));
}
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// Compute camera data
self.scene
.camera_mut()
.compute_dependents(&*self.client.borrow().state().terrain());
let camera::Dependents {
view_mat, cam_pos, ..
} = self.scene.camera().dependents();
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let (is_aiming, aim_dir_offset) = {
let client = self.client.borrow();
let is_aiming = client
.state()
.read_storage::<comp::CharacterState>()
.get(client.entity())
.map(|cs| cs.is_aimed())
.unwrap_or(false);
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(
is_aiming,
if is_aiming {
Vec3::unit_z() * 0.025
} else {
Vec3::zero()
},
)
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};
self.is_aiming = is_aiming;
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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
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let (build_pos, select_pos, target_entity) =
under_cursor(&self.client.borrow(), cam_pos, cam_dir);
// Throw out distance info, it will be useful in the future
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self.target_entity = target_entity.map(|x| x.0);
let can_build = self
.client
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.borrow()
.state()
.read_storage::<comp::CanBuild>()
.get(self.client.borrow().entity())
.is_some();
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// Only highlight collectables
self.scene.set_select_pos(select_pos.filter(|sp| {
self.client
.borrow()
.state()
.terrain()
.get(*sp)
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.map(|b| b.is_collectible() || can_build)
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.unwrap_or(false)
}));
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// Handle window events.
for event in 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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// If we can build, use LMB to break blocks, if not, use it to attack
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let mut client = self.client.borrow_mut();
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if state && can_build {
if let Some(select_pos) = select_pos {
client.remove_block(select_pos);
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}
} else {
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self.inputs.primary.set_state(state);
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}
},
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Event::InputUpdate(GameInput::Secondary, state) => {
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self.inputs.secondary.set_state(false); // To be changed later on
let mut client = self.client.borrow_mut();
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if state && can_build {
if let Some(build_pos) = build_pos {
client.place_block(build_pos, self.selected_block);
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}
} else {
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self.inputs.secondary.set_state(state);
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}
},
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Event::InputUpdate(GameInput::Roll, state) => {
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let client = self.client.borrow();
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if can_build {
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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 {
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self.inputs.roll.set_state(state);
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}
},
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Event::InputUpdate(GameInput::Respawn, state)
if state != self.key_state.respawn =>
{
self.stop_auto_walk();
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self.key_state.respawn = state;
if state {
self.client.borrow_mut().respawn();
}
}
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Event::InputUpdate(GameInput::Jump, state) => {
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self.inputs.jump.set_state(state);
},
Event::InputUpdate(GameInput::Swim, state) => {
self.inputs.swim.set_state(state);
},
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Event::InputUpdate(GameInput::Sit, state)
if state != self.key_state.toggle_sit =>
{
self.key_state.toggle_sit = state;
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if state {
self.stop_auto_walk();
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self.client.borrow_mut().toggle_sit();
}
}
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Event::InputUpdate(GameInput::Dance, state)
if state != self.key_state.toggle_dance =>
{
self.key_state.toggle_dance = state;
if state {
self.stop_auto_walk();
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self.client.borrow_mut().toggle_dance();
}
}
Event::InputUpdate(GameInput::MoveForward, state) => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.up = state
},
Event::InputUpdate(GameInput::MoveBack, state) => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.down = state
},
Event::InputUpdate(GameInput::MoveLeft, state) => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.left = state
},
Event::InputUpdate(GameInput::MoveRight, state) => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.right = state
},
Event::InputUpdate(GameInput::Glide, state)
if state != self.key_state.toggle_glide =>
{
self.key_state.toggle_glide = state;
if state {
self.client.borrow_mut().toggle_glide();
}
}
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Event::InputUpdate(GameInput::Climb, state) => {
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self.key_state.climb_up = state;
},
Event::InputUpdate(GameInput::ClimbDown, state) => {
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self.key_state.climb_down = state;
},
/*Event::InputUpdate(GameInput::WallLeap, state) => {
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self.inputs.wall_leap.set_state(state)
},*/
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Event::InputUpdate(GameInput::ToggleWield, state)
if state != self.key_state.toggle_wield =>
{
self.key_state.toggle_wield = state;
if state {
self.client.borrow_mut().toggle_wield();
}
}
Event::InputUpdate(GameInput::SwapLoadout, state)
if state != self.key_state.swap_loadout =>
{
self.key_state.swap_loadout = state;
if state {
self.client.borrow_mut().swap_loadout();
}
}
Event::InputUpdate(GameInput::ToggleLantern, true) => {
self.client.borrow_mut().toggle_lantern();
},
Event::InputUpdate(GameInput::Mount, true) => {
let mut client = self.client.borrow_mut();
if client.is_mounted() {
client.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 mut closest_mountable: Option<(specs::Entity, i32)> = None;
for (entity, pos, ms) in (
&client.state().ecs().entities(),
&client.state().ecs().read_storage::<comp::Pos>(),
&client.state().ecs().read_storage::<comp::MountState>(),
)
.join()
.filter(|(entity, _, _)| *entity != client.entity())
{
if comp::MountState::Unmounted != *ms {
continue;
}
let dist =
(player_pos.0.distance_squared(pos.0) * 1000.0) as i32;
if dist > MAX_MOUNT_RANGE_SQR {
continue;
}
if let Some(previous) = closest_mountable.as_mut() {
if dist < previous.1 {
*previous = (entity, dist);
}
} else {
closest_mountable = Some((entity, dist));
}
}
if let Some((mountee_entity, _)) = closest_mountable {
client.mount(mountee_entity);
}
}
}
},
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Event::InputUpdate(GameInput::Interact, state)
if state != self.key_state.collect =>
{
self.key_state.collect = state;
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if state {
let mut client = self.client.borrow_mut();
// Collect terrain sprites
if let Some(select_pos) = self.scene.select_pos() {
client.collect_block(select_pos);
}
// Collect lootable entities
let player_pos = client
.state()
.read_storage::<comp::Pos>()
.get(client.entity())
.copied();
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if let Some(player_pos) = player_pos {
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) < MAX_PICKUP_RANGE_SQR
})
.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);
}
}
}
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}
/*Event::InputUpdate(GameInput::Charge, state) => {
self.inputs.charge.set_state(state);
},*/
Event::InputUpdate(GameInput::FreeLook, state) => {
match (global_state.settings.gameplay.free_look_behavior, state) {
(PressBehavior::Toggle, true) => {
self.free_look = !self.free_look;
self.hud.free_look(self.free_look);
},
(PressBehavior::Hold, state) => {
self.free_look = state;
self.hud.free_look(self.free_look);
},
_ => {},
};
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},
Event::InputUpdate(GameInput::AutoWalk, state) => {
match (global_state.settings.gameplay.auto_walk_behavior, state) {
(PressBehavior::Toggle, true) => {
self.auto_walk = !self.auto_walk;
self.key_state.auto_walk = self.auto_walk;
self.hud.auto_walk(self.auto_walk);
},
(PressBehavior::Hold, state) => {
self.auto_walk = state;
self.key_state.auto_walk = self.auto_walk;
self.hud.auto_walk(self.auto_walk);
},
_ => {},
}
},
Event::InputUpdate(GameInput::CycleCamera, true) => {
// Prevent accessing camera modes which aren't available in multiplayer
// unless you are an admin. This is an easily bypassed clientside check.
// The server should do its own filtering of which entities are sent to
// clients to prevent abuse.
let camera = self.scene.camera_mut();
camera.next_mode(self.client.borrow().is_admin());
},
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Event::InputUpdate(GameInput::Select, state) => {
if !state {
self.selected_entity =
self.target_entity.map(|e| (e, std::time::Instant::now()));
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}
},
Event::InputUpdate(GameInput::AcceptGroupInvite, true) => {
let mut client = self.client.borrow_mut();
if client.group_invite().is_some() {
client.accept_group_invite();
}
},
Event::InputUpdate(GameInput::DeclineGroupInvite, true) => {
let mut client = self.client.borrow_mut();
if client.group_invite().is_some() {
client.decline_group_invite();
}
},
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Event::AnalogGameInput(input) => match input {
AnalogGameInput::MovementX(v) => {
self.key_state.analog_matrix.x = v;
},
AnalogGameInput::MovementY(v) => {
self.key_state.analog_matrix.y = v;
},
other => {
self.scene.handle_input_event(Event::AnalogGameInput(other));
},
},
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Event::ScreenshotMessage(screenshot_message) => {
self.hud.new_message(comp::ChatMsg {
chat_type: comp::ChatType::CommandInfo,
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message: screenshot_message,
})
},
// Pass all other events to the scene
event => {
self.scene.handle_input_event(event);
}, // TODO: Do something if the event wasn't handled?
}
}
if !self.free_look {
self.walk_forward_dir = self.scene.camera().forward_xy();
self.walk_right_dir = self.scene.camera().right_xy();
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self.inputs.look_dir = Dir::from_unnormalized(cam_dir + aim_dir_offset).unwrap();
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}
// Get the current state of movement related inputs
let input_vec = self.key_state.dir_vec();
let (axis_right, axis_up) = (input_vec[0], input_vec[1]);
match self.scene.camera().get_mode() {
camera::CameraMode::FirstPerson | camera::CameraMode::ThirdPerson => {
// Move the player character based on their walking direction.
// This could be different from the camera direction if free look is enabled.
self.inputs.move_dir =
self.walk_right_dir * axis_right + self.walk_forward_dir * axis_up;
self.freefly_vel = Vec3::zero();
},
camera::CameraMode::Freefly => {
// Move the camera freely in 3d space. Apply acceleration so that
// the movement feels more natural and controlled.
const FREEFLY_ACCEL: f32 = 120.0;
const FREEFLY_DAMPING: f32 = 80.0;
const FREEFLY_MAX_SPEED: f32 = 50.0;
let forward = self.scene.camera().forward();
let right = self.scene.camera().right();
let dir = right * axis_right + forward * axis_up;
let dt = global_state.clock.get_last_delta().as_secs_f32();
if self.freefly_vel.magnitude_squared() > 0.01 {
let new_vel = self.freefly_vel
- self.freefly_vel.normalized() * (FREEFLY_DAMPING * dt);
if self.freefly_vel.dot(new_vel) > 0.0 {
self.freefly_vel = new_vel;
} else {
self.freefly_vel = Vec3::zero();
}
}
if dir.magnitude_squared() > 0.01 {
self.freefly_vel += dir * (FREEFLY_ACCEL * dt);
if self.freefly_vel.magnitude() > FREEFLY_MAX_SPEED {
self.freefly_vel = self.freefly_vel.normalized() * FREEFLY_MAX_SPEED;
}
}
let pos = self.scene.camera().get_focus_pos();
self.scene
.camera_mut()
.set_focus_pos(pos + self.freefly_vel * dt);
// Do not apply any movement to the player character
self.inputs.move_dir = Vec2::zero();
},
};
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self.inputs.climb = self.key_state.climb();
// Runs if either in a multiplayer server or the singleplayer server is unpaused
if !global_state.paused() {
// Perform an in-game tick.
match self.tick(global_state.clock.get_avg_delta(), global_state) {
Ok(TickAction::Continue) => {}, // Do nothing
Ok(TickAction::Disconnect) => return PlayStateResult::Pop, // Go to main menu
Err(err) => {
global_state.info_message =
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Some(self.voxygen_i18n.get("common.connection_lost").to_owned());
error!("[session] Failed to tick the scene: {:?}", err);
return PlayStateResult::Pop;
},
}
}
// Recompute dependents just in case some input modified the camera
self.scene
.camera_mut()
.compute_dependents(&*self.client.borrow().state().terrain());
// Extract HUD events ensuring the client borrow gets dropped.
let mut hud_events = self.hud.maintain(
&self.client.borrow(),
global_state,
DebugInfo {
tps: global_state.clock.get_tps(),
ping_ms: self.client.borrow().get_ping_ms_rolling_avg(),
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(),
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ori: self
.client
.borrow()
.state()
.ecs()
.read_storage::<comp::Ori>()
.get(self.client.borrow().entity())
.cloned(),
num_chunks: self.scene.terrain().chunk_count() as u32,
num_visible_chunks: self.scene.terrain().visible_chunk_count() as u32,
num_figures: self.scene.figure_mgr().figure_count() as u32,
num_figures_visible: self.scene.figure_mgr().figure_count_visible() as u32,
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num_particles: self.scene.particle_mgr().particle_count() as u32,
num_particles_visible: self.scene.particle_mgr().particle_count_visible()
as u32,
},
&self.scene.camera(),
global_state.clock.get_last_delta(),
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HudInfo {
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is_aiming,
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is_first_person: matches!(
self.scene.camera().get_mode(),
camera::CameraMode::FirstPerson
),
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target_entity: self.target_entity,
selected_entity: self.selected_entity,
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},
);
// Look for changes in the localization files
if global_state.localization_watcher.reloaded() {
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hud_events.push(HudEvent::ChangeLanguage(self.voxygen_i18n.metadata.clone()));
}
// 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::ToggleZoomInvert(zoom_inverted) => {
global_state.window.zoom_inversion = zoom_inverted;
global_state.settings.gameplay.zoom_inversion = zoom_inverted;
global_state.settings.save_to_file_warn();
},
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HudEvent::Sct(sct) => {
global_state.settings.gameplay.sct = sct;
global_state.settings.save_to_file_warn();
},
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HudEvent::SctPlayerBatch(sct_player_batch) => {
global_state.settings.gameplay.sct_player_batch = sct_player_batch;
global_state.settings.save_to_file_warn();
},
HudEvent::ToggleTips(loading_tips) => {
global_state.settings.gameplay.loading_tips = loading_tips;
global_state.settings.save_to_file_warn();
},
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HudEvent::SctDamageBatch(sct_damage_batch) => {
global_state.settings.gameplay.sct_damage_batch = sct_damage_batch;
global_state.settings.save_to_file_warn();
},
HudEvent::SpeechBubbleDarkMode(sbdm) => {
global_state.settings.gameplay.speech_bubble_dark_mode = sbdm;
global_state.settings.save_to_file_warn();
},
HudEvent::SpeechBubbleIcon(sbi) => {
global_state.settings.gameplay.speech_bubble_icon = sbi;
global_state.settings.save_to_file_warn();
},
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HudEvent::ToggleDebug(toggle_debug) => {
global_state.settings.gameplay.toggle_debug = toggle_debug;
global_state.settings.save_to_file_warn();
},
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HudEvent::ToggleMouseYInvert(mouse_y_inverted) => {
global_state.window.mouse_y_inversion = mouse_y_inverted;
global_state.settings.gameplay.mouse_y_inversion = mouse_y_inverted;
global_state.settings.save_to_file_warn();
},
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HudEvent::ToggleSmoothPan(smooth_pan_enabled) => {
global_state.settings.gameplay.smooth_pan_enable = smooth_pan_enabled;
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();
},
HudEvent::AdjustSpriteRenderDistance(sprite_render_distance) => {
global_state.settings.graphics.sprite_render_distance =
sprite_render_distance;
global_state.settings.save_to_file_warn();
},
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HudEvent::AdjustParticleRenderDistance(particle_render_distance) => {
global_state.settings.graphics.particle_render_distance =
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particle_render_distance;
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global_state.settings.save_to_file_warn();
},
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HudEvent::AdjustFigureLoDRenderDistance(figure_lod_render_distance) => {
global_state.settings.graphics.figure_lod_render_distance =
figure_lod_render_distance;
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();
},
HudEvent::ChatTransp(chat_transp) => {
global_state.settings.gameplay.chat_transp = chat_transp;
global_state.settings.save_to_file_warn();
},
HudEvent::ChatCharName(chat_char_name) => {
global_state.settings.gameplay.chat_character_name = chat_char_name;
global_state.settings.save_to_file_warn();
},
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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::Intro(intro_show) => {
global_state.settings.gameplay.intro_show = intro_show;
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();
},
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.output = AudioOutput::Device(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();
},
HudEvent::UseSlot(x) => self.client.borrow_mut().use_slot(x),
HudEvent::SwapSlots(a, b) => self.client.borrow_mut().swap_slots(a, b),
HudEvent::DropSlot(x) => {
let mut client = self.client.borrow_mut();
client.drop_slot(x);
if let comp::slot::Slot::Equip(equip_slot) = x {
if let comp::slot::EquipSlot::Lantern = equip_slot {
client.toggle_lantern();
}
}
},
HudEvent::ChangeHotbarState(state) => {
let client = self.client.borrow();
let server = &client.server_info.name;
// If we are changing the hotbar state this CANNOT be None.
let character_id = client.active_character_id.unwrap();
// Get or update the ServerProfile.
global_state
.profile
.set_hotbar_slots(server, character_id, state.slots);
global_state.profile.save_to_file_warn();
info!("Event! -> ChangedHotbarState")
},
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HudEvent::Ability3(state) => self.inputs.ability3.set_state(state),
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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);
self.scene
.camera_mut()
.compute_dependents(&*self.client.borrow().state().terrain());
},
HudEvent::MapZoom(map_zoom) => {
global_state.settings.gameplay.map_zoom = map_zoom;
global_state.settings.save_to_file_warn();
},
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HudEvent::ChangeGamma(new_gamma) => {
global_state.settings.graphics.gamma = new_gamma;
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeAaMode(new_aa_mode) => {
// Do this first so if it crashes the setting isn't saved :)
global_state
.window
.renderer_mut()
.set_aa_mode(new_aa_mode)
.unwrap();
global_state.settings.graphics.aa_mode = new_aa_mode;
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeCloudMode(new_cloud_mode) => {
// Do this first so if it crashes the setting isn't saved :)
global_state
.window
.renderer_mut()
.set_cloud_mode(new_cloud_mode)
.unwrap();
global_state.settings.graphics.cloud_mode = new_cloud_mode;
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeFluidMode(new_fluid_mode) => {
// Do this first so if it crashes the setting isn't saved :)
global_state
.window
.renderer_mut()
.set_fluid_mode(new_fluid_mode)
.unwrap();
global_state.settings.graphics.fluid_mode = new_fluid_mode;
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeLanguage(new_language) => {
global_state.settings.language.selected_language =
new_language.language_identifier;
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self.voxygen_i18n = load_watched::<VoxygenLocalization>(
&i18n_asset_key(&global_state.settings.language.selected_language),
&mut global_state.localization_watcher,
)
.unwrap();
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self.voxygen_i18n.log_missing_entries();
self.hud.update_language(self.voxygen_i18n.clone());
},
HudEvent::ToggleFullscreen => {
global_state
.window
.toggle_fullscreen(&mut global_state.settings);
},
HudEvent::AdjustWindowSize(new_size) => {
global_state.window.set_size(new_size.into());
global_state.settings.graphics.window_size = new_size;
global_state.settings.save_to_file_warn();
},
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HudEvent::ChangeBinding(game_input) => {
global_state.window.set_keybinding_mode(game_input);
},
HudEvent::ResetBindings => {
global_state.settings.controls = ControlSettings::default();
global_state.settings.save_to_file_warn();
},
HudEvent::ChangeFreeLookBehavior(behavior) => {
global_state.settings.gameplay.free_look_behavior = behavior;
},
HudEvent::ChangeAutoWalkBehavior(behavior) => {
global_state.settings.gameplay.auto_walk_behavior = behavior;
},
HudEvent::ChangeStopAutoWalkOnInput(state) => {
global_state.settings.gameplay.stop_auto_walk_on_input = state;
},
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HudEvent::CraftRecipe(r) => {
self.client.borrow_mut().craft_recipe(&r);
},
HudEvent::InviteMember(uid) => {
self.client.borrow_mut().send_group_invite(uid);
},
HudEvent::AcceptInvite => {
self.client.borrow_mut().accept_group_invite();
},
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HudEvent::DeclineInvite => {
self.client.borrow_mut().decline_group_invite();
},
HudEvent::KickMember(uid) => {
self.client.borrow_mut().kick_from_group(uid);
},
HudEvent::LeaveGroup => {
self.client.borrow_mut().leave_group();
},
HudEvent::AssignLeader(uid) => {
self.client.borrow_mut().assign_group_leader(uid);
},
}
}
{
let client = self.client.borrow();
let scene_data = SceneData {
state: client.state(),
player_entity: client.entity(),
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target_entity: self.target_entity,
loaded_distance: client.loaded_distance(),
view_distance: client.view_distance().unwrap_or(1),
tick: client.get_tick(),
thread_pool: client.thread_pool(),
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gamma: global_state.settings.graphics.gamma,
mouse_smoothing: global_state.settings.gameplay.smooth_pan_enable,
sprite_render_distance: global_state.settings.graphics.sprite_render_distance
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as f32,
particle_render_distance: global_state
.settings
.graphics
.particle_render_distance
as f32,
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figure_lod_render_distance: global_state
.settings
.graphics
.figure_lod_render_distance
as f32,
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is_aiming,
};
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// Runs if either in a multiplayer server or the singleplayer server is unpaused
if !global_state.paused() {
self.scene.maintain(
global_state.window.renderer_mut(),
&mut global_state.audio,
&scene_data,
);
}
}
// Clean things up after the tick.
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self.cleanup();
PlayStateResult::Continue
} else if let ClientState::Registered = client_state {
PlayStateResult::Switch(Box::new(CharSelectionState::new(
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global_state,
self.client.clone(),
)))
} else {
error!("Client not in the expected state, exiting session play state");
PlayStateResult::Pop
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}
}
fn name(&self) -> &'static str { "Session" }
/// Render the session to the screen.
///
/// This method should be called once per frame.
fn render(&mut self, renderer: &mut Renderer, settings: &Settings) {
// Render the screen using the global renderer
{
let client = self.client.borrow();
let scene_data = SceneData {
state: client.state(),
player_entity: client.entity(),
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target_entity: self.target_entity,
loaded_distance: client.loaded_distance(),
view_distance: client.view_distance().unwrap_or(1),
tick: client.get_tick(),
thread_pool: client.thread_pool(),
gamma: settings.graphics.gamma,
mouse_smoothing: settings.gameplay.smooth_pan_enable,
sprite_render_distance: settings.graphics.sprite_render_distance as f32,
figure_lod_render_distance: settings.graphics.figure_lod_render_distance as f32,
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particle_render_distance: settings.graphics.particle_render_distance as f32,
is_aiming: self.is_aiming,
};
self.scene.render(
renderer,
client.state(),
client.entity(),
client.get_tick(),
&scene_data,
);
}
// Draw the UI to the screen
self.hud.render(renderer, self.scene.globals());
}
}
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/// Max distance an entity can be "targeted"
const MAX_TARGET_RANGE: f32 = 30.0;
/// Calculate what the cursor is pointing at within the 3d scene
#[allow(clippy::type_complexity)]
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fn under_cursor(
client: &Client,
cam_pos: Vec3<f32>,
cam_dir: Vec3<f32>,
) -> (
Option<Vec3<i32>>,
Option<Vec3<i32>>,
Option<(specs::Entity, f32)>,
) {
// Choose a spot above the player's head for item distance checks
let player_entity = client.entity();
let player_pos = match client
.state()
.read_storage::<comp::Pos>()
.get(player_entity)
{
Some(pos) => pos.0 + (Vec3::unit_z() * 2.0),
_ => cam_pos, // Should never happen, but a safe fallback
};
let terrain = client.state().terrain();
let cam_ray = terrain
.ray(cam_pos, cam_pos + cam_dir * 100.0)
.until(|block| block.is_tangible())
.cast();
let cam_dist = cam_ray.0;
// The ray hit something, is it within range?
let (build_pos, select_pos) = if matches!(cam_ray.1, Ok(Some(_)) if
player_pos.distance_squared(cam_pos + cam_dir * cam_dist)
<= MAX_PICKUP_RANGE_SQR)
{
(
Some((cam_pos + cam_dir * (cam_dist - 0.01)).map(|e| e.floor() as i32)),
Some((cam_pos + cam_dir * (cam_dist + 0.01)).map(|e| e.floor() as i32)),
)
} else {
(None, None)
};
// See if ray hits entities
// Currently treated as spheres
let ecs = client.state().ecs();
// Don't cast through blocks
// Could check for intersection with entity from last frame to narrow this down
let cast_dist = if let Ok(Some(_)) = cam_ray.1 {
cam_dist.min(MAX_TARGET_RANGE)
} else {
MAX_TARGET_RANGE
};
// Need to raycast by distance to cam
// But also filter out by distance to the player (but this only needs to be done
// on final result)
let mut nearby = (
&ecs.entities(),
&ecs.read_storage::<comp::Pos>(),
ecs.read_storage::<comp::Scale>().maybe(),
&ecs.read_storage::<comp::Body>()
)
.join()
.filter(|(e, _, _, _)| *e != player_entity)
.map(|(e, p, s, b)| {
const RADIUS_SCALE: f32 = 3.0;
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let radius = s.map_or(1.0, |s| s.0) * b.radius() * RADIUS_SCALE;
// Move position up from the feet
let pos = Vec3::new(p.0.x, p.0.y, p.0.z + radius);
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// Distance squared from camera to the entity
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let dist_sqr = pos.distance_squared(cam_pos);
(e, pos, radius, dist_sqr)
})
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// Roughly filter out entities farther than ray distance
.filter(|(_, _, r, d_sqr)| *d_sqr <= cast_dist.powi(2) + 2.0 * cast_dist * r + r.powi(2))
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// Ignore entities intersecting the camera
.filter(|(_, _, r, d_sqr)| *d_sqr > r.powi(2))
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// Substract sphere radius from distance to the camera
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.map(|(e, p, r, d_sqr)| (e, p, r, d_sqr.sqrt() - r))
.collect::<Vec<_>>();
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// Sort by distance
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nearby.sort_unstable_by(|a, b| a.3.partial_cmp(&b.3).unwrap());
let seg_ray = LineSegment3 {
start: cam_pos,
end: cam_pos + cam_dir * cam_dist,
};
// TODO: fuzzy borders
let target_entity = nearby
.iter()
.map(|(e, p, r, _)| (e, *p, r))
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// Find first one that intersects the ray segment
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.find(|(_, p, r)| seg_ray.projected_point(*p).distance_squared(*p) < r.powi(2))
.and_then(|(e, p, r)| {
let dist_to_player = p.distance(player_pos);
(dist_to_player - r < MAX_TARGET_RANGE).then_some((*e, dist_to_player))
});
// TODO: consider setting build/select to None when targeting an entity
(build_pos, select_pos, target_entity)
}