use crate::{ hud::{DebugInfo, Event as HudEvent, Hud}, key_state::KeyState, render::Renderer, scene::{camera::Camera, Scene}, window::{Event, GameInput}, Direction, Error, GlobalState, PlayState, PlayStateResult, }; use client::{self, Client}; use common::{clock::Clock, comp, comp::Pos, msg::ClientState, terrain::Block, vol::ReadVol}; use log::error; use specs::Join; use std::{cell::RefCell, rc::Rc, time::Duration}; use vek::*; pub struct SessionState { scene: Scene, client: Rc>, hud: Hud, key_state: KeyState, controller: comp::Controller, selected_block: Block, } /// 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 scene = Scene::new(global_state.window.renderer_mut()); Self { scene, client, key_state: KeyState::new(), controller: comp::Controller::default(), hud: Hud::new(global_state), selected_block: Block::new(1, Rgb::broadcast(255)), } } } impl SessionState { /// Tick the session (and the client attached to it). fn tick(&mut self, dt: Duration) -> Result<(), Error> { for event in self.client.borrow_mut().tick(self.controller.clone(), dt)? { match event { client::Event::Chat { chat_type: _, message: _, } => { self.hud.new_message(event); } client::Event::Disconnect => {} // TODO } } Ok(()) } /// Clean up the session (and the client attached to it) after a tick. pub fn cleanup(&mut self) { self.client.borrow_mut().cleanup(); } /// Render the session to the screen. /// /// This method should be called once per frame. pub fn render(&mut self, renderer: &mut Renderer) { // Clear the screen renderer.clear(); // Render the screen using the global renderer self.scene.render(renderer, &mut self.client.borrow_mut()); // Draw the UI to the screen self.hud.render(renderer, self.scene.globals()); // Finish the frame renderer.flush(); } } impl PlayState for SessionState { fn play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult { // Trap the cursor. global_state.window.grab_cursor(true); // Set up an fps clock. let mut clock = Clock::start(); self.client.borrow_mut().clear_terrain(); // Send startup commands to the server if global_state.settings.send_logon_commands { for cmd in &global_state.settings.logon_commands { self.client.borrow_mut().send_chat(cmd.to_string()); } } // Compute camera data let get_cam_data = |camera: &Camera, client: &Client| { let (view_mat, _, cam_pos) = camera.compute_dependents(client); let cam_dir: Vec3 = Vec3::from(view_mat.inverted() * -Vec4::unit_z()); (cam_dir, cam_pos) }; // Game loop let mut current_client_state = self.client.borrow().get_client_state(); while let ClientState::Pending | ClientState::Character | ClientState::Dead = current_client_state { // Handle window events. for event in global_state.window.fetch_events() { // Pass all events to the ui first. if self.hud.handle_event(event.clone(), global_state) { continue; } match event { Event::Close => { return PlayStateResult::Shutdown; } Event::InputUpdate(GameInput::Attack, state) => { self.controller.respawn = state; // TODO: Move this into separate GameInput // Check the existence of CanBuild component. If it's here, use LMB to // place blocks, if not, use it to attack let mut client = self.client.borrow_mut(); if state && client .state() .read_storage::() .get(client.entity()) .is_some() { let (cam_dir, cam_pos) = get_cam_data(&self.scene.camera(), &client); let (d, b) = { let terrain = client.state().terrain(); let ray = terrain.ray(cam_pos, cam_pos + cam_dir * 100.0).cast(); (ray.0, if let Ok(Some(_)) = ray.1 { true } else { false }) }; if b { let pos = (cam_pos + cam_dir * (d - 0.01)).map(|e| e.floor() as i32); client.place_block(pos, self.selected_block); } } else { self.controller.attack = state } } Event::InputUpdate(GameInput::SecondAttack, state) => { if state { let mut client = self.client.borrow_mut(); if client .state() .read_storage::() .get(client.entity()) .is_some() { let (cam_dir, cam_pos) = get_cam_data(&self.scene.camera(), &client); let (d, b) = { let terrain = client.state().terrain(); let ray = terrain.ray(cam_pos, cam_pos + cam_dir * 100.0).cast(); (ray.0, if let Ok(Some(_)) = ray.1 { true } else { false }) }; if b { let pos = (cam_pos + cam_dir * d).map(|e| e.floor() as i32); client.remove_block(pos); } } else { // TODO: Handle secondary attack } } } Event::InputUpdate(GameInput::Roll, state) => { let client = self.client.borrow(); if client .state() .read_storage::() .get(client.entity()) .is_some() { if state { let (cam_dir, cam_pos) = get_cam_data(&self.scene.camera(), &client); if let Ok(Some(block)) = client .state() .terrain() .ray(cam_pos, cam_pos + cam_dir * 100.0) .cast() .1 { self.selected_block = *block; } } } else { self.controller.roll = state; } } Event::InputUpdate(GameInput::Jump, state) => { self.controller.jump = state; } Event::InputUpdate(GameInput::MoveForward, state) => self.key_state.up = state, Event::InputUpdate(GameInput::MoveBack, state) => self.key_state.down = state, Event::InputUpdate(GameInput::MoveLeft, state) => self.key_state.left = state, Event::InputUpdate(GameInput::MoveRight, state) => self.key_state.right = state, Event::InputUpdate(GameInput::Glide, state) => { self.controller.glide = state; } Event::InputUpdate(GameInput::Interact, state) => { let mut client = self.client.borrow_mut(); let player_pos = client .state() .read_storage::() .get(client.entity()) .copied(); if let (Some(player_pos), true) = (player_pos, state) { let entity = ( &client.state().ecs().entities(), &client.state().ecs().read_storage::(), &client.state().ecs().read_storage::(), ) .join() .filter(|(_, pos, _)| { pos.0.distance_squared(player_pos.0) < 3.0 * 3.0 }) .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); } } } // Pass all other events to the scene event => { self.scene.handle_input_event(event); } // TODO: Do something if the event wasn't handled? } } // Calculate the movement input vector of the player from the current key presses // and the camera direction. let ori = self.scene.camera().get_orientation(); let unit_vecs = ( Vec2::new(ori[0].cos(), -ori[0].sin()), Vec2::new(ori[0].sin(), ori[0].cos()), ); let dir_vec = self.key_state.dir_vec(); self.controller.move_dir = unit_vecs.0 * dir_vec[0] + unit_vecs.1 * dir_vec[1]; // Perform an in-game tick. if let Err(err) = self.tick(clock.get_avg_delta()) { error!("Failed to tick the scene: {:?}", err); return PlayStateResult::Pop; } // Maintain global state. global_state.maintain(); // Extract HUD events ensuring the client borrow gets dropped. let hud_events = self.hud.maintain( &self.client.borrow(), global_state, DebugInfo { tps: clock.get_tps(), ping_ms: self.client.borrow().get_ping_ms(), coordinates: self .client .borrow() .state() .ecs() .read_storage::() .get(self.client.borrow().entity()) .cloned(), }, &self.scene.camera(), ); // Maintain the UI. for event in hud_events { match event { HudEvent::SendMessage(msg) => { // TODO: Handle result self.client.borrow_mut().send_chat(msg); } HudEvent::CharacterSelection => { self.client.borrow_mut().request_remove_character() } HudEvent::Logout => self.client.borrow_mut().request_logout(), HudEvent::Quit => { return PlayStateResult::Shutdown; } HudEvent::AdjustMousePan(sensitivity) => { global_state.window.pan_sensitivity = sensitivity; global_state.settings.gameplay.pan_sensitivity = sensitivity; global_state.settings.save_to_file_warn(); } HudEvent::AdjustMouseZoom(sensitivity) => { global_state.window.zoom_sensitivity = sensitivity; global_state.settings.gameplay.zoom_sensitivity = sensitivity; 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; global_state.settings.save_to_file_warn(); } HudEvent::CrosshairTransp(crosshair_transp) => { global_state.settings.gameplay.crosshair_transp = crosshair_transp; global_state.settings.save_to_file_warn(); } HudEvent::CrosshairType(crosshair_type) => { global_state.settings.gameplay.crosshair_type = crosshair_type; global_state.settings.save_to_file_warn(); } HudEvent::UiScale(scale_change) => { global_state.settings.gameplay.ui_scale = self.hud.scale_change(scale_change); global_state.settings.save_to_file_warn(); } HudEvent::AdjustVolume(volume) => { global_state.audio.model.player.set_volume(volume); global_state.settings.audio.music_volume = volume; global_state.settings.save_to_file_warn(); } HudEvent::ChangeAudioDevice(name) => { global_state.audio.model.player.set_device(&name.clone()); global_state.settings.audio.audio_device = Some(name); global_state.settings.save_to_file_warn(); } HudEvent::ChangeMaxFPS(fps) => { global_state.settings.graphics.max_fps = fps; global_state.settings.save_to_file_warn(); } HudEvent::SwapInventorySlots(a, b) => { self.client.borrow_mut().swap_inventory_slots(a, b) } HudEvent::DropInventorySlot(x) => { self.client.borrow_mut().drop_inventory_slot(x) } } } // Maintain the scene. self.scene .maintain(global_state.window.renderer_mut(), &self.client.borrow()); // Render the session. self.render(global_state.window.renderer_mut()); // Display the frame on the window. global_state .window .swap_buffers() .expect("Failed to swap window buffers!"); // Wait for the next tick. clock.tick(Duration::from_millis( 1000 / global_state.settings.graphics.max_fps as u64, )); // Clean things up after the tick. self.cleanup(); current_client_state = self.client.borrow().get_client_state(); } PlayStateResult::Pop } fn name(&self) -> &'static str { "Session" } }