pub mod settings_change; use std::{cell::RefCell, collections::HashSet, rc::Rc, result::Result, sync::Arc, time::Duration}; use ordered_float::OrderedFloat; use specs::{Join, WorldExt}; use tracing::{error, info, warn}; use vek::*; use client::{self, Client}; use common::{ assets::AssetExt, comp, comp::{ inventory::slot::{EquipSlot, Slot}, invite::InviteKind, item::{tool::ToolKind, ItemDef, ItemDesc}, ChatMsg, ChatType, InputKind, InventoryUpdateEvent, Pos, Stats, UtteranceKind, Vel, }, consts::{MAX_MOUNT_RANGE, MAX_PICKUP_RANGE}, outcome::Outcome, terrain::{Block, BlockKind}, trade::TradeResult, util::{ find_dist::{Cube, Cylinder, FindDist}, Dir, Plane, }, vol::ReadVol, }; use common_base::{prof_span, span}; use common_net::{ msg::{server::InviteAnswer, PresenceKind}, sync::WorldSyncExt, }; use crate::{ audio::sfx::SfxEvent, error::Error, game_input::GameInput, hud::{DebugInfo, Event as HudEvent, Hud, HudInfo, LootMessage, PromptDialogSettings}, key_state::KeyState, menu::char_selection::CharSelectionState, render::{Drawer, GlobalsBindGroup}, scene::{camera, terrain::Interaction, CameraMode, DebugShapeId, Scene, SceneData}, settings::Settings, window::{AnalogGameInput, Event}, Direction, GlobalState, PlayState, PlayStateResult, }; use hashbrown::HashMap; use settings_change::Language::ChangeLanguage; #[cfg(feature = "egui-ui")] use voxygen_egui::EguiDebugInfo; /// 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>, hud: Hud, key_state: KeyState, inputs: comp::ControllerInputs, inputs_state: HashSet, selected_block: Block, walk_forward_dir: Vec2, walk_right_dir: Vec2, freefly_vel: Vec3, free_look: bool, auto_walk: bool, camera_clamp: bool, is_aiming: bool, target_entity: Option, selected_entity: Option<(specs::Entity, std::time::Instant)>, interactable: Option, saved_zoom_dist: Option, hitboxes: HashMap, } /// Represents an active game session (i.e., the one being played). impl SessionState { /// Create a new `SessionState`. pub fn new(global_state: &mut GlobalState, client: Rc>) -> Self { // Create a scene for this session. The scene handles visible elements of the // game world. let mut scene = Scene::new( global_state.window.renderer_mut(), &mut global_state.lazy_init, &*client.borrow(), &global_state.settings, ); scene .camera_mut() .set_fov_deg(global_state.settings.graphics.fov); { let mut client = client.borrow_mut(); client.request_player_physics(global_state.settings.gameplay.player_physics_behavior); client.request_lossy_terrain_compression( global_state.settings.graphics.lossy_terrain_compression, ); } let hud = Hud::new(global_state, &client.borrow()); let walk_forward_dir = scene.camera().forward_xy(); let walk_right_dir = scene.camera().right_xy(); Self { scene, client, key_state: KeyState::default(), inputs: comp::ControllerInputs::default(), inputs_state: HashSet::new(), hud, selected_block: Block::new(BlockKind::Misc, Rgb::broadcast(255)), walk_forward_dir, walk_right_dir, freefly_vel: Vec3::zero(), free_look: false, auto_walk: false, camera_clamp: false, is_aiming: false, target_entity: None, selected_entity: None, interactable: None, saved_zoom_dist: None, hitboxes: HashMap::new(), } } 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, outcomes: &mut Vec, ) -> Result { span!(_guard, "tick", "Session::tick"); let mut client = self.client.borrow_mut(); self.scene .maintain_debug_hitboxes(&client, &global_state.settings, &mut self.hitboxes); for event in client.tick(self.inputs.clone(), dt, crate::ecs::sys::add_local_systems)? { match event { client::Event::Chat(m) => { self.hud.new_message(m); }, client::Event::InviteComplete { target, answer, kind, } => { // TODO: i18n (complicated since substituting phrases at this granularity may // not be grammatical in some languages) let kind_str = match kind { InviteKind::Group => "Group", InviteKind::Trade => "Trade", }; let target_name = match client.player_list().get(&target) { Some(info) => info.player_alias.clone(), None => match client.state().ecs().entity_from_uid(target.0) { Some(entity) => { let stats = client.state().read_storage::(); stats .get(entity) .map_or(format!("", target), |e| e.name.to_owned()) }, None => format!("", target), }, }; let answer_str = match answer { InviteAnswer::Accepted => "accepted", InviteAnswer::Declined => "declined", InviteAnswer::TimedOut => "timed out", }; let msg = format!("{} invite to {} {}", kind_str, target_name, answer_str); self.hud.new_message(ChatType::Meta.chat_msg(msg)); }, client::Event::TradeComplete { result, trade: _ } => { let i18n = global_state.i18n.read(); let msg = match result { TradeResult::Completed => i18n.get("hud.trade.result.completed"), TradeResult::Declined => i18n.get("hud.trade.result.declined"), TradeResult::NotEnoughSpace => i18n.get("hud.trade.result.nospace"), }; self.hud.new_message(ChatType::Meta.chat_msg(msg)); }, client::Event::InventoryUpdated(inv_event) => { let sfx_triggers = self.scene.sfx_mgr.triggers.read(); let sfx_trigger_item = sfx_triggers.get_key_value(&SfxEvent::from(&inv_event)); global_state.audio.emit_sfx_item(sfx_trigger_item); match inv_event { InventoryUpdateEvent::BlockCollectFailed(pos) => { self.hud.add_failed_block_pickup(pos); }, InventoryUpdateEvent::EntityCollectFailed(uid) => { if let Some(entity) = client.state().ecs().entity_from_uid(uid.into()) { self.hud.add_failed_entity_pickup(entity); } }, InventoryUpdateEvent::Collected(item) => { match Arc::::load_cloned(item.item_definition_id()) { Result::Ok(item_def) => { self.hud.new_loot_message(LootMessage { item: item_def, amount: item.amount(), }); }, Result::Err(e) => { warn!( ?e, "Item not present on client: {}", item.item_definition_id() ); }, } }, _ => {}, }; }, client::Event::Disconnect => return Ok(TickAction::Disconnect), client::Event::DisconnectionNotification(time) => { let i18n = global_state.i18n.read(); let message = match time { 0 => String::from(i18n.get("hud.chat.goodbye")), _ => i18n .get("hud.chat.connection_lost") .replace("{time}", time.to_string().as_str()), }; self.hud.new_message(ChatMsg { chat_type: ChatType::CommandError, message, }); }, client::Event::Kicked(reason) => { global_state.info_message = Some(format!( "{}: {}", global_state .i18n .read() .get("main.login.kicked") .to_string(), reason )); return Ok(TickAction::Disconnect); }, client::Event::Notification(n) => { self.hud.new_notification(n); }, client::Event::SetViewDistance(vd) => { global_state.settings.graphics.view_distance = vd; global_state .settings .save_to_file_warn(&global_state.config_dir); }, client::Event::Outcome(outcome) => outcomes.push(outcome), client::Event::CharacterCreated(_) => {}, client::Event::CharacterError(error) => { global_state.client_error = Some(error); }, } } Ok(TickAction::Continue) } /// 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) -> PlayStateResult { span!(_guard, "tick", "::tick"); // TODO: let mut client = self.client.borrow_mut(); // TODO: can this be a method on the session or are there borrowcheck issues? let (client_presence, client_registered) = { let client = self.client.borrow(); (client.presence(), client.registered()) }; if client_presence.is_some() { let camera = self.scene.camera_mut(); // Clamp camera's vertical angle if the toggle is enabled if self.camera_clamp { let mut cam_dir = camera.get_orientation(); let cam_dir_clamp = (global_state.settings.gameplay.camera_clamp_angle as f32).to_radians(); cam_dir.y = (-cam_dir_clamp).max(cam_dir.y).min(cam_dir_clamp); camera.set_orientation(cam_dir); } let client = self.client.borrow(); let player_entity = client.entity(); let mut fov_scaling = 1.0; if let Some(comp::CharacterState::ChargedRanged(cr)) = client .state() .read_storage::() .get(player_entity) { if cr.charge_frac() > 0.5 { fov_scaling -= 3.0 * cr.charge_frac() / 5.0; } let max_dist = if let Some(dist) = self.saved_zoom_dist { dist } else { let dist = camera.get_distance(); self.saved_zoom_dist = Some(dist); dist }; camera.set_distance(Lerp::lerp(max_dist, 2.0, 1.0 - fov_scaling)); } else if let Some(dist) = self.saved_zoom_dist.take() { camera.set_distance(dist); } camera.set_fov((global_state.settings.graphics.fov as f32 * fov_scaling).to_radians()); // Compute camera data camera.compute_dependents(&*self.client.borrow().state().terrain()); let camera::Dependents { cam_pos, cam_dir, .. } = self.scene.camera().dependents(); let focus_pos = self.scene.camera().get_focus_pos(); let focus_off = focus_pos.map(|e| e.trunc()); let cam_pos = cam_pos + focus_off; let (is_aiming, aim_dir_offset) = { let is_aiming = client .state() .read_storage::() .get(player_entity) .map(|cs| cs.is_aimed()) .unwrap_or(false); ( is_aiming, if is_aiming && self.scene.camera().get_mode() == CameraMode::ThirdPerson { Vec3::unit_z() * 0.025 } else { Vec3::zero() }, ) }; self.is_aiming = is_aiming; let can_build = client .state() .read_storage::() .get(player_entity) .map_or_else(|| false, |cb| cb.enabled); let is_mining = client .inventories() .get(player_entity) .and_then(|inv| inv.equipped(EquipSlot::ActiveMainhand)) .and_then(|item| item.tool()) .map_or(false, |tool| tool.kind == ToolKind::Pick) && client.is_wielding() == Some(true); drop(client); // Check to see whether we're aiming at anything let (build_pos, select_pos, target_entity) = under_cursor(&self.client.borrow(), cam_pos, cam_dir, |b| { b.is_filled() || if is_mining { b.mine_tool().is_some() } else { b.is_collectible() } }); self.inputs.select_pos = select_pos; // Throw out distance info, it will be useful in the future self.target_entity = target_entity.map(|x| x.0); self.interactable = select_interactable( &self.client.borrow(), target_entity, select_pos.map(|sp| sp.map(|e| e.floor() as i32)), &self.scene, |b| b.is_collectible() || (is_mining && b.mine_tool().is_some()), ); // Only highlight interactables // unless in build mode where select_pos highlighted self.scene.set_select_pos( select_pos .map(|sp| sp.map(|e| e.floor() as i32)) .filter(|_| can_build || is_mining) .or_else(|| match self.interactable { Some(Interactable::Block(_, block_pos, _)) => Some(block_pos), _ => None, }), ); // 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(input, state) if state != self.inputs_state.contains(&input) => { if !self.inputs_state.insert(input) { self.inputs_state.remove(&input); } match input { GameInput::Primary => { // If we can build, use LMB to break blocks, if not, use it to // attack let mut client = self.client.borrow_mut(); if state && can_build { if let Some(select_pos) = select_pos { client.remove_block(select_pos.map(|e| e.floor() as i32)); } } else { client.handle_input( InputKind::Primary, state, select_pos, target_entity.map(|t| t.0), ); } }, GameInput::Secondary => { let mut client = self.client.borrow_mut(); if state && can_build { if let Some(build_pos) = build_pos { client.place_block( build_pos.map(|e| e.floor() as i32), self.selected_block, ); } } else { client.handle_input( InputKind::Secondary, state, select_pos, target_entity.map(|t| t.0), ); } }, GameInput::Block => { let mut client = self.client.borrow_mut(); client.handle_input( InputKind::Block, state, select_pos, target_entity.map(|t| t.0), ); }, GameInput::Roll => { let mut client = self.client.borrow_mut(); if can_build { if state { if let Some(block) = select_pos.and_then(|sp| { client .state() .terrain() .get(sp.map(|e| e.floor() as i32)) .ok() .copied() }) { self.selected_block = block; } } } else { client.handle_input( InputKind::Roll, state, select_pos, target_entity.map(|t| t.0), ); } }, GameInput::Respawn => { self.stop_auto_walk(); if state { self.client.borrow_mut().respawn(); } }, GameInput::Jump => { let mut client = self.client.borrow_mut(); client.handle_input( InputKind::Jump, state, select_pos, target_entity.map(|t| t.0), ); }, GameInput::SwimUp => { self.key_state.swim_up = state; }, GameInput::SwimDown => { self.key_state.swim_down = state; }, GameInput::Sit => { if state { self.stop_auto_walk(); self.client.borrow_mut().toggle_sit(); } }, GameInput::Dance => { if state { self.stop_auto_walk(); self.client.borrow_mut().toggle_dance(); } }, GameInput::Greet => { if state { self.client.borrow_mut().utter(UtteranceKind::Greeting); } }, GameInput::Sneak => { if state { self.stop_auto_walk(); self.client.borrow_mut().toggle_sneak(); } }, GameInput::MoveForward => { if state && global_state.settings.gameplay.stop_auto_walk_on_input { self.stop_auto_walk(); } self.key_state.up = state }, GameInput::MoveBack => { if state && global_state.settings.gameplay.stop_auto_walk_on_input { self.stop_auto_walk(); } self.key_state.down = state }, GameInput::MoveLeft => { if state && global_state.settings.gameplay.stop_auto_walk_on_input { self.stop_auto_walk(); } self.key_state.left = state }, GameInput::MoveRight => { if state && global_state.settings.gameplay.stop_auto_walk_on_input { self.stop_auto_walk(); } self.key_state.right = state }, GameInput::Glide => { if state { if global_state.settings.gameplay.stop_auto_walk_on_input { self.stop_auto_walk(); } self.client.borrow_mut().toggle_glide(); } }, GameInput::Fly => { // Not sure where to put comment, but I noticed when testing flight // Syncing of inputs between mounter and mountee broke with // controller change self.key_state.fly ^= state; let mut client = self.client.borrow_mut(); client.handle_input( InputKind::Fly, self.key_state.fly, select_pos, target_entity.map(|t| t.0), ); }, GameInput::Climb => { self.key_state.climb_up = state; }, GameInput::ClimbDown => { self.key_state.climb_down = state; }, GameInput::ToggleWield => { if state { self.client.borrow_mut().toggle_wield(); } }, GameInput::SwapLoadout => { if state { self.client.borrow_mut().swap_loadout(); } }, GameInput::ToggleLantern if state => { let mut client = self.client.borrow_mut(); if client.is_lantern_enabled() { client.disable_lantern(); } else { client.enable_lantern(); } }, GameInput::Mount if state => { let mut client = self.client.borrow_mut(); if client.is_mounted() { client.unmount(); } else { let player_pos = client .state() .read_storage::() .get(client.entity()) .copied(); if let Some(player_pos) = player_pos { // Find closest mountable entity let closest_mountable_entity = ( &client.state().ecs().entities(), &client.state().ecs().read_storage::(), &client .state() .ecs() .read_storage::(), ) .join() .filter(|(entity, _, mount_state)| { *entity != client.entity() && **mount_state == comp::MountState::Unmounted }) .map(|(entity, pos, _)| { (entity, player_pos.0.distance_squared(pos.0)) }) .filter(|(_, dist_sqr)| { *dist_sqr < MAX_MOUNT_RANGE.powi(2) }) .min_by_key(|(_, dist_sqr)| OrderedFloat(*dist_sqr)); if let Some((mountee_entity, _)) = closest_mountable_entity { client.mount(mountee_entity); } } } }, GameInput::Interact => { if state { if let Some(interactable) = self.interactable { let mut client = self.client.borrow_mut(); match interactable { Interactable::Block(block, pos, interaction) => { match interaction { Interaction::Collect => { if block.is_collectible() { client.collect_block(pos); } }, Interaction::Craft(tab) => { self.hud.show.open_crafting_tab( tab, block.get_sprite().map(|s| (pos, s)), ) }, } }, Interactable::Entity(entity) => { if client .state() .ecs() .read_storage::() .get(entity) .is_some() { client.pick_up(entity); } else { client.npc_interact(entity); } }, } } } }, GameInput::Trade => { if state { if let Some(interactable) = self.interactable { let mut client = self.client.borrow_mut(); match interactable { Interactable::Block(_, _, _) => {}, Interactable::Entity(entity) => { if let Some(uid) = client.state().ecs().uid_from_entity(entity) { let name = client .player_list() .get(&uid) .map(|info| info.player_alias.clone()) .unwrap_or_else(|| { let stats = client .state() .read_storage::(); stats.get(entity).map_or( format!("", uid), |e| e.name.to_owned(), ) }); let msg = global_state .i18n .read() .get("hud.trade.invite_sent") .replace("{playername}", &name); self.hud .new_message(ChatType::Meta.chat_msg(msg)); client.send_invite(uid, InviteKind::Trade) }; }, } } } }, GameInput::FreeLook => { let hud = &mut self.hud; global_state.settings.gameplay.free_look_behavior.update( state, &mut self.free_look, |b| hud.free_look(b), ); }, GameInput::AutoWalk => { let hud = &mut self.hud; global_state.settings.gameplay.auto_walk_behavior.update( state, &mut self.auto_walk, |b| hud.auto_walk(b), ); self.key_state.auto_walk = self.auto_walk && !self.client.borrow().is_gliding(); }, GameInput::CameraClamp => { let hud = &mut self.hud; global_state.settings.gameplay.camera_clamp_behavior.update( state, &mut self.camera_clamp, |b| hud.camera_clamp(b), ); }, GameInput::CycleCamera if state => { // 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_moderator()); }, GameInput::Select => { if !state { self.selected_entity = self.target_entity.map(|e| (e, std::time::Instant::now())); } }, GameInput::AcceptGroupInvite if state => { let mut client = self.client.borrow_mut(); if client.invite().is_some() { client.accept_invite(); } }, GameInput::DeclineGroupInvite if state => { let mut client = self.client.borrow_mut(); if client.invite().is_some() { client.decline_invite(); } }, _ => {}, } } 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)); }, }, Event::ScreenshotMessage(screenshot_message) => { self.hud.new_message(comp::ChatMsg { chat_type: comp::ChatType::CommandInfo, 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 auto-gliding, point camera into the wind if let Some(dir) = self .auto_walk .then_some(self.client.borrow()) .filter(|client| client.is_gliding()) .and_then(|client| { let ecs = client.state().ecs(); let entity = client.entity(); let fluid = ecs .read_storage::() .get(entity)? .in_fluid?; ecs.read_storage::() .get(entity) .map(|vel| fluid.relative_flow(vel).0) .map(|rel_flow| { let is_wind_downwards = rel_flow.dot(Vec3::unit_z()).is_sign_negative(); if !self.free_look { if is_wind_downwards { self.scene.camera().forward_xy().into() } else { let windwards = rel_flow * self .scene .camera() .forward_xy() .dot(rel_flow.xy()) .signum(); Plane::from(Dir::new(self.scene.camera().right())) .projection(windwards) } } else if is_wind_downwards { Vec3::from(-rel_flow.xy()) } else { -rel_flow } }) .and_then(Dir::from_unnormalized) }) { self.key_state.auto_walk = false; self.inputs.move_dir = Vec2::zero(); self.inputs.look_dir = dir; } else { self.key_state.auto_walk = self.auto_walk; if !self.free_look { self.walk_forward_dir = self.scene.camera().forward_xy(); self.walk_right_dir = self.scene.camera().right_xy(); self.inputs.look_dir = Dir::from_unnormalized(cam_dir + aim_dir_offset).unwrap(); } } self.inputs.strafing = matches!( self.scene.camera().get_mode(), camera::CameraMode::FirstPerson ); // 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]); let dt = global_state.clock.get_stable_dt().as_secs_f32(); // Auto camera mode if global_state.settings.gameplay.auto_camera && matches!( self.scene.camera().get_mode(), camera::CameraMode::ThirdPerson | camera::CameraMode::FirstPerson ) && input_vec.magnitude_squared() > 0.0 { let camera = self.scene.camera_mut(); let ori = camera.get_orientation(); camera.set_orientation_instant(Vec3::new( ori.x + input_vec.x * (3.0 - input_vec.y * 1.5 * if is_aiming { 1.5 } else { 1.0 }) * dt, std::f32::consts::PI * if is_aiming { 0.015 } else { 0.1 }, 0.0, )); } 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; 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(); }, }; self.inputs.climb = self.key_state.climb(); self.inputs.move_z = self.key_state.swim_up as i32 as f32 - self.key_state.swim_down as i32 as f32; let mut outcomes = Vec::new(); // 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_stable_dt(), global_state, &mut outcomes, ) { Ok(TickAction::Continue) => {}, // Do nothing Ok(TickAction::Disconnect) => return PlayStateResult::Pop, // Go to main menu Err(err) => { global_state.info_message = Some( global_state .i18n .read() .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()); // Generate debug info, if needed (it iterates through enough data that we might // as well avoid it unless we need it). let debug_info = global_state .settings .interface .toggle_debug .then(|| DebugInfo { tps: global_state.clock.stats().average_tps, frame_time: global_state.clock.stats().average_busy_dt, ping_ms: self.client.borrow().get_ping_ms_rolling_avg(), coordinates: self .client .borrow() .state() .ecs() .read_storage::() .get(self.client.borrow().entity()) .cloned(), velocity: self .client .borrow() .state() .ecs() .read_storage::() .get(self.client.borrow().entity()) .cloned(), ori: self .client .borrow() .state() .ecs() .read_storage::() .get(self.client.borrow().entity()) .cloned(), num_chunks: self.scene.terrain().chunk_count() as u32, num_lights: self.scene.lights().len() as u32, num_visible_chunks: self.scene.terrain().visible_chunk_count() as u32, num_shadow_chunks: self.scene.terrain().shadow_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, num_particles: self.scene.particle_mgr().particle_count() as u32, num_particles_visible: self.scene.particle_mgr().particle_count_visible() as u32, }); // Extract HUD events ensuring the client borrow gets dropped. let mut hud_events = self.hud.maintain( &self.client.borrow(), global_state, &debug_info, self.scene.camera(), global_state.clock.get_stable_dt(), HudInfo { is_aiming, is_first_person: matches!( self.scene.camera().get_mode(), camera::CameraMode::FirstPerson ), target_entity: self.target_entity, selected_entity: self.selected_entity, }, self.interactable, ); // Maintain egui (debug interface) #[cfg(feature = "egui-ui")] if global_state.settings.interface.toggle_debug { global_state.egui_state.maintain( &self.client.borrow(), &mut self.scene, debug_info.map(|debug_info| EguiDebugInfo { frame_time: debug_info.frame_time, ping_ms: debug_info.ping_ms, }), ); } // Look for changes in the localization files if global_state.i18n.reloaded() { hud_events.push(HudEvent::SettingsChange( ChangeLanguage(Box::new(global_state.i18n.read().metadata().clone())).into(), )); } // Maintain the UI. for event in hud_events { match event { HudEvent::SendMessage(msg) => { // TODO: Handle result self.client.borrow_mut().send_chat(msg); }, HudEvent::SendCommand(name, args) => { self.client.borrow_mut().send_command(name, args); }, HudEvent::CharacterSelection => { self.client.borrow_mut().request_remove_character() }, HudEvent::Logout => { self.client.borrow_mut().logout(); global_state.audio.stop_ambient_sounds(); return PlayStateResult::Pop; }, HudEvent::Quit => { return PlayStateResult::Shutdown; }, HudEvent::RemoveBuff(buff_id) => { let mut client = self.client.borrow_mut(); client.remove_buff(buff_id); }, HudEvent::UnlockSkill(skill) => { let mut client = self.client.borrow_mut(); client.unlock_skill(skill); }, HudEvent::UseSlot { slot, bypass_dialog, } => { let mut move_allowed = true; if !bypass_dialog { if let Some(inventory) = self .client .borrow() .state() .ecs() .read_storage::() .get(self.client.borrow().entity()) { match slot { comp::slot::Slot::Inventory(inv_slot) => { let slot_deficit = inventory.free_after_equip(inv_slot); if slot_deficit < 0 { self.hud.set_prompt_dialog(PromptDialogSettings::new( format!( "Equipping this item will result in \ insufficient inventory space to hold the \ items in your inventory and {} items will \ drop on the floor. Do you wish to continue?", slot_deficit.abs() ), HudEvent::UseSlot { slot, bypass_dialog: true, }, None, )); move_allowed = false; } }, comp::slot::Slot::Equip(equip_slot) => { // Ensure there is a free slot that is not provided by the // item being unequipped let free_slots = inventory.free_slots_minus_equipped_item(equip_slot); if free_slots > 0 { let slot_deficit = inventory.free_after_unequip(equip_slot); if slot_deficit < 0 { self.hud.set_prompt_dialog( PromptDialogSettings::new( format!( "Unequipping this item will result \ in insufficient inventory space to \ hold the items in your inventory and \ {} items will drop on the floor. Do \ you wish to continue?", slot_deficit.abs() ), HudEvent::UseSlot { slot, bypass_dialog: true, }, None, ), ); move_allowed = false; } } else { move_allowed = false; } }, } }; } if move_allowed { self.client.borrow_mut().use_slot(slot); } }, HudEvent::SwapEquippedWeapons => { self.client.borrow_mut().swap_loadout(); }, HudEvent::SwapSlots { slot_a, slot_b, bypass_dialog, } => { let mut move_allowed = true; if !bypass_dialog { if let Some(inventory) = self .client .borrow() .state() .ecs() .read_storage::() .get(self.client.borrow().entity()) { match (slot_a, slot_b) { (Slot::Inventory(inv_slot), Slot::Equip(equip_slot)) | (Slot::Equip(equip_slot), Slot::Inventory(inv_slot)) => { if !inventory.can_swap(inv_slot, equip_slot) { move_allowed = false; } else { let slot_deficit = inventory.free_after_swap(equip_slot, inv_slot); if slot_deficit < 0 { self.hud.set_prompt_dialog( PromptDialogSettings::new( format!( "This will result in dropping {} \ item(s) on the ground. Are you sure?", slot_deficit.abs() ), HudEvent::SwapSlots { slot_a, slot_b, bypass_dialog: true, }, None, ), ); move_allowed = false; } } }, _ => {}, } } } if move_allowed { self.client.borrow_mut().swap_slots(slot_a, slot_b); } }, HudEvent::SplitSwapSlots { slot_a, slot_b, bypass_dialog, } => { let mut move_allowed = true; if !bypass_dialog { if let Some(inventory) = self .client .borrow() .state() .ecs() .read_storage::() .get(self.client.borrow().entity()) { match (slot_a, slot_b) { (Slot::Inventory(inv_slot), Slot::Equip(equip_slot)) | (Slot::Equip(equip_slot), Slot::Inventory(inv_slot)) => { if !inventory.can_swap(inv_slot, equip_slot) { move_allowed = false; } else { let slot_deficit = inventory.free_after_swap(equip_slot, inv_slot); if slot_deficit < 0 { self.hud.set_prompt_dialog( PromptDialogSettings::new( format!( "This will result in dropping {} \ item(s) on the ground. Are you sure?", slot_deficit.abs() ), HudEvent::SwapSlots { slot_a, slot_b, bypass_dialog: true, }, None, ), ); move_allowed = false; } } }, _ => {}, } } }; if move_allowed { self.client.borrow_mut().split_swap_slots(slot_a, slot_b); } }, HudEvent::DropSlot(x) => { let mut client = self.client.borrow_mut(); client.drop_slot(x); if let comp::slot::Slot::Equip(comp::slot::EquipSlot::Lantern) = x { client.disable_lantern(); } }, HudEvent::SplitDropSlot(x) => { let mut client = self.client.borrow_mut(); client.split_drop_slot(x); if let comp::slot::Slot::Equip(comp::slot::EquipSlot::Lantern) = x { client.disable_lantern(); } }, HudEvent::SortInventory => { self.client.borrow_mut().sort_inventory(); }, HudEvent::ChangeHotbarState(state) => { let client = self.client.borrow(); let server_name = &client.server_info().name; // If we are changing the hotbar state this CANNOT be None. let character_id = match client.presence().unwrap() { PresenceKind::Character(id) => id, PresenceKind::Spectator => { unreachable!("HUD adaption in Spectator mode!") }, }; // Get or update the ServerProfile. global_state.profile.set_hotbar_slots( server_name, character_id, state.slots, ); global_state .profile .save_to_file_warn(&global_state.config_dir); info!("Event! -> ChangedHotbarState") }, HudEvent::TradeAction(action) => { let mut client = self.client.borrow_mut(); client.perform_trade_action(action); }, HudEvent::Ability3(state) => { let mut client = self.client.borrow_mut(); client.handle_input( InputKind::Ability(0), state, select_pos, target_entity.map(|t| t.0), ); }, HudEvent::Ability4(state) => { let mut client = self.client.borrow_mut(); client.handle_input( InputKind::Ability(1), state, select_pos, target_entity.map(|t| t.0), ); }, HudEvent::RequestSiteInfo(id) => { let mut client = self.client.borrow_mut(); client.request_site_economy(id); }, HudEvent::CraftRecipe { recipe, craft_sprite, } => { self.client.borrow_mut().craft_recipe(&recipe, craft_sprite); }, HudEvent::InviteMember(uid) => { self.client.borrow_mut().send_invite(uid, InviteKind::Group); }, HudEvent::AcceptInvite => { self.client.borrow_mut().accept_invite(); }, HudEvent::DeclineInvite => { self.client.borrow_mut().decline_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); }, HudEvent::SettingsChange(settings_change) => { settings_change.process(global_state, self); }, } } { let client = self.client.borrow(); let scene_data = SceneData { client: &client, state: client.state(), player_entity: client.entity(), // Only highlight if interactable target_entity: self.interactable.and_then(Interactable::entity), loaded_distance: client.loaded_distance(), view_distance: client.view_distance().unwrap_or(1), tick: client.get_tick(), gamma: global_state.settings.graphics.gamma, exposure: global_state.settings.graphics.exposure, ambiance: global_state.settings.graphics.ambiance, mouse_smoothing: global_state.settings.gameplay.smooth_pan_enable, sprite_render_distance: global_state.settings.graphics.sprite_render_distance as f32, particles_enabled: global_state.settings.graphics.particles_enabled, figure_lod_render_distance: global_state .settings .graphics .figure_lod_render_distance as f32, is_aiming, }; // 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, &client, ); // Process outcomes from client for outcome in outcomes { self.scene .handle_outcome(&outcome, &scene_data, &mut global_state.audio); self.hud.handle_outcome(&outcome); } } } // Clean things up after the tick. self.cleanup(); PlayStateResult::Continue } else if client_registered && client_presence.is_none() { PlayStateResult::Switch(Box::new(CharSelectionState::new( global_state, Rc::clone(&self.client), ))) } else { error!("Client not in the expected state, exiting session play state"); PlayStateResult::Pop } } fn name(&self) -> &'static str { "Session" } fn capped_fps(&self) -> bool { false } fn globals_bind_group(&self) -> &GlobalsBindGroup { self.scene.global_bind_group() } /// Render the session to the screen. /// /// This method should be called once per frame. fn render<'a>(&'a self, mut drawer: &mut Drawer<'a>, settings: &Settings) { span!(_guard, "render", "::render"); // Render world { let client = self.client.borrow(); let scene_data = SceneData { client: &client, state: client.state(), player_entity: client.entity(), // Only highlight if interactable target_entity: self.interactable.and_then(Interactable::entity), loaded_distance: client.loaded_distance(), view_distance: client.view_distance().unwrap_or(1), tick: client.get_tick(), gamma: settings.graphics.gamma, exposure: settings.graphics.exposure, ambiance: settings.graphics.ambiance, 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, particles_enabled: settings.graphics.particles_enabled, is_aiming: self.is_aiming, }; self.scene.render( &mut drawer, client.state(), client.entity(), client.get_tick(), &scene_data, ); } // Clouds { prof_span!("clouds"); if let Some(mut second_pass) = drawer.second_pass() { second_pass.draw_clouds(); } } // Bloom // TODO: make optional { prof_span!("bloom"); drawer.run_bloom_passes() } // PostProcess and UI { prof_span!("post-process and ui"); let mut third_pass = drawer.third_pass(); third_pass.draw_postprocess(); // Draw the UI to the screen if let Some(mut ui_drawer) = third_pass.draw_ui() { self.hud.render(&mut ui_drawer); }; // Note: this semicolon is needed for the third_pass borrow to be dropped before it's lifetime ends } } fn egui_enabled(&self) -> bool { true } } /// Max distance an entity can be "targeted" const MAX_TARGET_RANGE: f32 = 300.0; /// Calculate what the cursor is pointing at within the 3d scene #[allow(clippy::type_complexity)] fn under_cursor( client: &Client, cam_pos: Vec3, cam_dir: Vec3, mut hit: impl FnMut(Block) -> bool, ) -> ( Option>, Option>, Option<(specs::Entity, f32)>, ) { span!(_guard, "under_cursor"); // Choose a spot above the player's head for item distance checks let player_entity = client.entity(); let ecs = client.state().ecs(); let positions = ecs.read_storage::(); let player_pos = match positions.get(player_entity) { Some(pos) => pos.0, None => cam_pos, // Should never happen, but a safe fallback }; let scales = ecs.read_storage(); let colliders = ecs.read_storage(); let char_states = ecs.read_storage(); // Get the player's cylinder let player_cylinder = Cylinder::from_components( player_pos, scales.get(player_entity).copied(), colliders.get(player_entity), char_states.get(player_entity), ); let terrain = client.state().terrain(); let cam_ray = terrain .ray(cam_pos, cam_pos + cam_dir * 100.0) .until(|block| hit(*block)) .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_cylinder.min_distance(cam_pos + cam_dir * (cam_dist + 0.01)) <= MAX_PICKUP_RANGE) { ( Some(cam_pos + cam_dir * (cam_dist - 0.01)), Some(cam_pos + cam_dir * (cam_dist + 0.01)), ) } else { (None, None) }; // See if ray hits entities // Currently treated as spheres // 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(), &positions, scales.maybe(), &ecs.read_storage::(), ecs.read_storage::().maybe(), ) .join() .filter(|(e, _, _, _, _)| *e != player_entity) .filter_map(|(e, p, s, b, i)| { const RADIUS_SCALE: f32 = 3.0; // TODO: use collider radius instead of body radius? 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); // Distance squared from camera to the entity let dist_sqr = pos.distance_squared(cam_pos); // We only care about interacting with entities that contain items, or are not inanimate (to trade with) if i.is_some() || !matches!(b, comp::Body::Object(_)) { Some((e, pos, radius, dist_sqr)) } else { None } }) // 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)) // Ignore entities intersecting the camera .filter(|(_, _, r, d_sqr)| *d_sqr > r.powi(2)) // Substract sphere radius from distance to the camera .map(|(e, p, r, d_sqr)| (e, p, r, d_sqr.sqrt() - r)) .collect::>(); // Sort by distance 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)) // Find first one that intersects the ray segment .find(|(_, p, r)| seg_ray.projected_point(*p).distance_squared(*p) < r.powi(2)) .and_then(|(e, p, _)| { // Get the entity's cylinder let target_cylinder = Cylinder::from_components( p, scales.get(*e).copied(), colliders.get(*e), char_states.get(*e), ); let dist_to_player = player_cylinder.min_distance(target_cylinder); (dist_to_player < 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) } #[derive(Clone, Copy)] pub enum Interactable { Block(Block, Vec3, Interaction), Entity(specs::Entity), } impl Interactable { pub fn entity(self) -> Option { match self { Self::Entity(e) => Some(e), Self::Block(_, _, _) => None, } } } /// Select interactable to hightlight, display interaction text for, and to /// interact with if the interact key is pressed /// Selected in the following order /// 1) Targeted entity (if interactable) (entities can't be target through /// blocks) 2) Selected block (if interactabl) /// 3) Closest of nearest interactable entity/block fn select_interactable( client: &Client, target_entity: Option<(specs::Entity, f32)>, selected_pos: Option>, scene: &Scene, mut hit: impl FnMut(Block) -> bool, ) -> Option { span!(_guard, "select_interactable"); // TODO: once there are multiple distances for different types of interactions // this code will need to be revamped to cull things by varying distances // based on the types of interactions available for those things use common::{spiral::Spiral2d, terrain::TerrainChunk, vol::RectRasterableVol}; target_entity .and_then(|(e, dist_to_player)| (dist_to_player < MAX_PICKUP_RANGE).then_some(Interactable::Entity(e))) .or_else(|| selected_pos.and_then(|sp| client.state().terrain().get(sp).ok().copied() .filter(|b| hit(*b)) .map(|b| Interactable::Block(b, sp, Interaction::Collect)) )) .or_else(|| { let ecs = client.state().ecs(); let player_entity = client.entity(); let positions = ecs.read_storage::(); let player_pos = positions.get(player_entity)?.0; let scales = ecs.read_storage::(); let colliders = ecs.read_storage::(); let char_states = ecs.read_storage::(); let player_cylinder = Cylinder::from_components( player_pos, scales.get(player_entity).copied(), colliders.get(player_entity), char_states.get(player_entity), ); let closest_interactable_entity = ( &ecs.entities(), &positions, scales.maybe(), colliders.maybe(), char_states.maybe(), ) .join() .filter(|(e, _, _, _, _)| *e != player_entity) .map(|(e, p, s, c, cs)| { let cylinder = Cylinder::from_components(p.0, s.copied(), c, cs); (e, cylinder) }) // Roughly filter out entities farther than interaction distance .filter(|(_, cylinder)| player_cylinder.approx_in_range(*cylinder, MAX_PICKUP_RANGE)) .map(|(e, cylinder)| (e, player_cylinder.min_distance(cylinder))) .min_by_key(|(_, dist)| OrderedFloat(*dist)); // Only search as far as closest interactable entity let search_dist = closest_interactable_entity .map_or(MAX_PICKUP_RANGE, |(_, dist)| dist); let player_chunk = player_pos.xy().map2(TerrainChunk::RECT_SIZE, |e, sz| { (e.floor() as i32).div_euclid(sz as i32) }); let terrain = scene.terrain(); // Find closest interactable block // TODO: consider doing this one first? let closest_interactable_block_pos = Spiral2d::new() // TODO: this formula for the number to take was guessed // Note: assume RECT_SIZE.x == RECT_SIZE.y .take(((search_dist / TerrainChunk::RECT_SIZE.x as f32).ceil() as usize * 2 + 1).pow(2)) .flat_map(|offset| { let chunk_pos = player_chunk + offset; let chunk_voxel_pos = Vec3::::from(chunk_pos * TerrainChunk::RECT_SIZE.map(|e| e as i32)); terrain.get(chunk_pos).map(|data| (data, chunk_voxel_pos)) }) // TODO: maybe we could make this more efficient by putting the // interactables is some sort of spatial structure .flat_map(|(chunk_data, chunk_pos)| { chunk_data .blocks_of_interest .interactables .iter() .map(move |(block_offset, interaction)| (chunk_pos + block_offset, interaction)) }) .map(|(block_pos, interaction)| ( block_pos, block_pos.map(|e| e as f32 + 0.5) .distance_squared(player_pos), interaction, )) .min_by_key(|(_, dist_sqr, _)| OrderedFloat(*dist_sqr)) .map(|(block_pos, _, interaction)| (block_pos, interaction)); // Pick closer one if they exist closest_interactable_block_pos .filter(|(block_pos, _)| player_cylinder.min_distance(Cube { min: block_pos.as_(), side_length: 1.0}) < search_dist) .and_then(|(block_pos, interaction)| client.state().terrain().get(block_pos).ok().copied() .map(|b| Interactable::Block(b, block_pos, *interaction)) ) .or_else(|| closest_interactable_entity.map(|(e, _)| Interactable::Entity(e))) }) }