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Add WindUpdate and WindRequest messages
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b971e46753
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@ -802,6 +802,7 @@ impl Client {
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| ClientGeneral::RequestSiteInfo(_)
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| ClientGeneral::UnlockSkillGroup(_)
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| ClientGeneral::RequestPlayerPhysics { .. }
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| ClientGeneral::WindRequest(_)
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| ClientGeneral::RequestLossyTerrainCompression { .. } => {
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&mut self.in_game_stream
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},
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@ -88,6 +88,7 @@ pub enum ClientGeneral {
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RequestLossyTerrainCompression {
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lossy_terrain_compression: bool,
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},
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WindRequest(comp::Pos),
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}
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impl ClientMsg {
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@ -126,9 +127,11 @@ impl ClientMsg {
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| ClientGeneral::RequestSiteInfo(_)
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| ClientGeneral::UnlockSkillGroup(_)
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| ClientGeneral::RequestPlayerPhysics { .. }
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| ClientGeneral::WindRequest(_)
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| ClientGeneral::RequestLossyTerrainCompression { .. } => {
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c_type == ClientType::Game && presence.is_some()
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},
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//Always possible
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ClientGeneral::ChatMsg(_)
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| ClientGeneral::Command(_, _)
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@ -160,6 +160,8 @@ pub enum ServerGeneral {
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chunk: Result<SerializedTerrainChunk, ()>,
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},
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TerrainBlockUpdates(CompressedData<HashMap<Vec3<i32>, Block>>),
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// Windupdates from the WindGrid on server
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WindUpdate(Vec3<f32>),
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// Always possible
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PlayerListUpdate(PlayerListUpdate),
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/// A message to go into the client chat box. The client is responsible for
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@ -282,6 +284,7 @@ impl ServerMsg {
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| ServerGeneral::InventoryUpdate(_, _)
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| ServerGeneral::TerrainChunkUpdate { .. }
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| ServerGeneral::TerrainBlockUpdates(_)
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| ServerGeneral::WindUpdate(_)
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| ServerGeneral::SetViewDistance(_)
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| ServerGeneral::Outcomes(_)
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| ServerGeneral::Knockback(_)
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@ -109,6 +109,7 @@ impl Client {
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| ServerGeneral::Outcomes(_)
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| ServerGeneral::Knockback(_)
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| ServerGeneral::UpdatePendingTrade(_, _, _)
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| ServerGeneral::WindUpdate(_)
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| ServerGeneral::FinishedTrade(_) => {
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self.in_game_stream.lock().unwrap().send(g)
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},
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@ -180,6 +181,7 @@ impl Client {
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| ServerGeneral::Knockback(_)
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| ServerGeneral::SiteEconomy(_)
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| ServerGeneral::UpdatePendingTrade(_, _, _)
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| ServerGeneral::WindUpdate(_)
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| ServerGeneral::FinishedTrade(_) => {
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PreparedMsg::new(2, &g, &self.in_game_stream_params)
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},
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@ -1,4 +1,4 @@
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use crate::{client::Client, presence::Presence, Settings};
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use crate::{client::Client, presence::Presence, windsim::WindSim, Settings};
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use common::{
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comp::{
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Admin, CanBuild, ControlEvent, Controller, ForceUpdate, Health, Ori, Player, Pos, SkillSet,
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@ -38,6 +38,7 @@ impl Sys {
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player_physics_settings: &mut Write<'_, PlayerPhysicsSettings>,
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maybe_player: &Option<&Player>,
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maybe_admin: &Option<&Admin>,
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wind_sim: &Read<'_, WindSim>,
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msg: ClientGeneral,
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) -> Result<(), crate::error::Error> {
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let presence = match maybe_presence {
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@ -258,6 +259,9 @@ impl Sys {
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} => {
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presence.lossy_terrain_compression = lossy_terrain_compression;
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},
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ClientGeneral::WindRequest(pos) => {
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client.send(ServerGeneral::WindUpdate(wind_sim.get_velocity(pos)))?;
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},
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_ => tracing::error!("not a client_in_game msg"),
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}
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Ok(())
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@ -289,6 +293,7 @@ impl<'a> System<'a> for Sys {
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Write<'a, PlayerPhysicsSettings>,
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ReadStorage<'a, Player>,
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ReadStorage<'a, Admin>,
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Read<'a, WindSim>,
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);
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const NAME: &'static str = "msg::in_game";
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@ -317,6 +322,7 @@ impl<'a> System<'a> for Sys {
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mut player_physics_settings,
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players,
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admins,
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wind_sim,
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): Self::SystemData,
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) {
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let mut server_emitter = server_event_bus.emitter();
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@ -351,6 +357,7 @@ impl<'a> System<'a> for Sys {
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&mut player_physics_settings,
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&player,
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&maybe_admin,
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&wind_sim,
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msg,
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)
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});
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@ -1,4 +1,4 @@
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use super::types::*;
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use super::wind_grid::*;
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/// Macro for indexing into a 1D array using 3D coordinates.
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macro_rules! IX {
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( $x: expr, $y: expr, $z: expr ) => {{ $x as usize + (X_SIZE + 2) * ($y as usize + (Y_SIZE + 2) * $z as usize) }};
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@ -1,10 +1,10 @@
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#![allow(dead_code)]
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pub mod fluid;
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mod types;
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mod wind_grid;
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use common::{terrain::TerrainChunkSize, vol::RectVolSize};
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pub use fluid::step_fluid;
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use types::{WindGrid, X_SIZE, Y_SIZE, Z_SIZE};
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use vek::*;
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use wind_grid::{WindGrid, X_SIZE, Y_SIZE, Z_SIZE};
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use common::{
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comp::{Pos, Vel},
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@ -12,6 +12,8 @@ use common::{
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};
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//use common_state::State;
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pub const DEFAULT_POS: Vec3<usize> = Vec3 { x: 0, y: 0, z: 0 };
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#[derive(Default)]
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pub struct WindSim {
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grid: WindGrid,
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@ -45,9 +47,17 @@ impl WindSim {
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}
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}
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// Takes a world position and returns a world velocity
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pub fn get_velocity(&self, pos: Pos) -> Vec3<f32> {
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let cell_pos = self.world_to_grid(pos).unwrap_or(DEFAULT_POS);
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let cell_vel = self.grid.get_velocity(cell_pos);
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cell_vel.map2(self.blocks_per_cell, |vi, si| vi * si as f32)
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}
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// Abstraction for running the simulation
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pub fn tick(&mut self, sources: Vec<(Pos, Vel)>, dt: &DeltaTime) {
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for (pos, vel) in sources {
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let cell_pos = self.world_to_grid(pos).unwrap_or(Vec3{x:0, y:0, z:0});
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let cell_pos = self.world_to_grid(pos).unwrap_or(DEFAULT_POS);
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let cell_vel = vel.0.map2(self.blocks_per_cell, |vi, si| vi / si as f32);
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self.grid.add_velocity_source(cell_pos, cell_vel)
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}
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@ -43,7 +43,7 @@ impl WindGrid {
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x + (X_SIZE + 2) * (y + (Y_SIZE + 2) * z)
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}
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// Takes 3D grid position (not a world position)
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// Takes 3D grid position (not a world position) returns grid velocity
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pub fn get_velocity(&self, pos: Vec3<usize>) -> Vec3<f32> {
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let index = Self::get_index(pos.x, pos.y, pos.z);
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let x = self.x_vel[index] as f32;
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