use std::{cell::RefCell, rc::Rc, time::Duration}; use ordered_float::OrderedFloat; use specs::{Join, WorldExt}; use tracing::{error, info}; use vek::*; use client::{self, Client}; use common::{ assets::AssetExt, comp, comp::{inventory::slot::Slot, group::InviteKind, ChatMsg, ChatType, InventoryUpdateEvent, Pos, Vel}, consts::{MAX_MOUNT_RANGE, MAX_PICKUP_RANGE}, outcome::Outcome, span, terrain::{Block, BlockKind}, util::{ find_dist::{Cube, Cylinder, FindDist}, Dir, }, vol::ReadVol, }; use common_net::msg::{server::InviteAnswer, PresenceKind}; use crate::{ audio::sfx::SfxEvent, ecs::MyEntity, hud::{DebugInfo, Event as HudEvent, Hud, HudInfo, PressBehavior, PromptDialogSettings}, i18n::{i18n_asset_key, Localization}, key_state::KeyState, menu::char_selection::CharSelectionState, render::Renderer, scene::{camera, CameraMode, Scene, SceneData}, settings::{ControlSettings, Settings}, window::{AnalogGameInput, Event, GameInput}, Direction, Error, GlobalState, PlayState, PlayStateResult, }; /// 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, selected_block: Block, walk_forward_dir: Vec2, walk_right_dir: Vec2, freefly_vel: Vec3, free_look: bool, auto_walk: bool, is_aiming: bool, target_entity: Option, selected_entity: Option<(specs::Entity, std::time::Instant)>, interactable: Option, } /// 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(), &*client.borrow(), &global_state.settings, ); scene .camera_mut() .set_fov_deg(global_state.settings.graphics.fov); 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(), 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, is_aiming: false, target_entity: None, selected_entity: None, interactable: 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, outcomes: &mut Vec, ) -> Result { span!(_guard, "tick", "Session::tick"); 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 { client::Event::Chat(m) => { self.hud.new_message(m); }, client::Event::InviteComplete { target, answer, kind } => { // TODO: i18n 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 => "".to_string(), }; 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::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); let i18n = global_state.i18n.read(); match inv_event { InventoryUpdateEvent::CollectFailed => { self.hud.new_message(ChatMsg { message: i18n.get("hud.chat.loot_fail").to_string(), chat_type: ChatType::CommandError, }); }, InventoryUpdateEvent::Collected(item) => { self.hud.new_message(ChatMsg { message: i18n .get("hud.chat.loot_msg") .replace("{item}", item.name()), chat_type: ChatType::Loot, }); }, _ => {}, }; }, 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(); }, 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() { // 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)); } // Compute camera data self.scene .camera_mut() .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 client = self.client.borrow(); let is_aiming = client .state() .read_storage::() .get(client.entity()) .map(|cs| cs.is_aimed()) .unwrap_or(false); ( is_aiming, if is_aiming && self.scene.camera().get_mode() == CameraMode::ThirdPerson { Vec3::unit_z() * 0.05 } else { Vec3::zero() }, ) }; self.is_aiming = is_aiming; // 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); // Throw out distance info, it will be useful in the future self.target_entity = target_entity.map(|x| x.0); let can_build = self .client .borrow() .state() .read_storage::() .get(self.client.borrow().entity()) .is_some(); self.interactable = select_interactable( &self.client.borrow(), target_entity, select_pos, &self.scene, ); // Only highlight interactables // unless in build mode where select_pos highlighted self.scene .set_select_pos(select_pos.filter(|_| can_build).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(GameInput::Primary, state) => { // 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); } } else { self.inputs.primary.set_state(state); } }, Event::InputUpdate(GameInput::Secondary, state) => { self.inputs.secondary.set_state(false); // To be changed later on let mut client = self.client.borrow_mut(); if state && can_build { if let Some(build_pos) = build_pos { client.place_block(build_pos, self.selected_block); } } else { self.inputs.secondary.set_state(state); } }, Event::InputUpdate(GameInput::Roll, state) => { let client = self.client.borrow(); if can_build { if state { if let Some(block) = select_pos .and_then(|sp| client.state().terrain().get(sp).ok().copied()) { self.selected_block = block; } } } else { self.inputs.roll.set_state(state); } }, Event::InputUpdate(GameInput::Respawn, state) if state != self.key_state.respawn => { self.stop_auto_walk(); self.key_state.respawn = state; if state { self.client.borrow_mut().respawn(); } } Event::InputUpdate(GameInput::Jump, state) => { self.inputs.jump.set_state(state); }, Event::InputUpdate(GameInput::SwimUp, state) => { self.key_state.swim_up = state; }, Event::InputUpdate(GameInput::SwimDown, state) => { self.key_state.swim_down = state; }, Event::InputUpdate(GameInput::Sit, state) if state != self.key_state.toggle_sit => { self.key_state.toggle_sit = state; if state { self.stop_auto_walk(); self.client.borrow_mut().toggle_sit(); } } Event::InputUpdate(GameInput::Dance, state) if state != self.key_state.toggle_dance => { self.key_state.toggle_dance = state; if state { self.stop_auto_walk(); self.client.borrow_mut().toggle_dance(); } } Event::InputUpdate(GameInput::Sneak, state) if state != self.key_state.toggle_sneak => { self.key_state.toggle_sneak = state; if state { self.stop_auto_walk(); self.client.borrow_mut().toggle_sneak(); } } 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(); } } Event::InputUpdate(GameInput::Fly, state) => { self.key_state.fly ^= state; }, Event::InputUpdate(GameInput::Climb, state) => { self.key_state.climb_up = state; }, Event::InputUpdate(GameInput::ClimbDown, state) => { self.key_state.climb_down = state; }, /*Event::InputUpdate(GameInput::WallLeap, state) => { self.inputs.wall_leap.set_state(state) },*/ 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) => { let mut client = self.client.borrow_mut(); if client.is_lantern_enabled() { client.disable_lantern(); } else { client.enable_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::() .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); } } } }, Event::InputUpdate(GameInput::Interact, state) if state != self.key_state.collect => { self.key_state.collect = state; if state { if let Some(interactable) = self.interactable { let mut client = self.client.borrow_mut(); match interactable { Interactable::Block(block, pos) => { if block.is_collectible() { client.collect_block(pos); } }, Interactable::Entity(entity) => { if client .state() .ecs() .read_storage::() .get(entity) .is_some() { client.pick_up(entity); } else { client.npc_interact(entity); } }, } } } } Event::InputUpdate(GameInput::Trade, state) if state != self.key_state.collect => { self.key_state.collect = state; if state { if let Some(interactable) = self.interactable { let mut client = self.client.borrow_mut(); match interactable { Interactable::Block(_, _) => {}, Interactable::Entity(entity) => { if client .state() .ecs() .read_storage::() .get(entity) .is_some() { client.pick_up(entity); } else { client.initiate_trade(entity); } }, } } } } /*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); }, _ => {}, }; }, 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()); }, Event::InputUpdate(GameInput::Select, state) => { if !state { self.selected_entity = self.target_entity.map(|e| (e, std::time::Instant::now())); } }, 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(); } }, 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 !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(); } // 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_stable_dt().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(); }, }; self.inputs.climb = self.key_state.climb(); self.inputs.fly.set_state(self.key_state.fly); 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 .gameplay .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, }, ); // Look for changes in the localization files if global_state.i18n.reloaded() { hud_events.push(HudEvent::ChangeLanguage(Box::new( global_state.i18n.read().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().logout(); return PlayStateResult::Pop; }, 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::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(); }, HudEvent::Sct(sct) => { global_state.settings.gameplay.sct = sct; global_state.settings.save_to_file_warn(); }, 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(); }, 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(); }, HudEvent::ToggleDebug(toggle_debug) => { global_state.settings.gameplay.toggle_debug = toggle_debug; global_state.settings.save_to_file_warn(); }, 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(); }, 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; global_state.settings.save_to_file_warn(); }, HudEvent::AdjustLodDetail(lod_detail) => { self.scene.lod.set_detail(lod_detail); global_state.settings.graphics.lod_detail = lod_detail; 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(); }, 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(); }, HudEvent::CrosshairTransp(crosshair_transp) => { global_state.settings.gameplay.crosshair_transp = crosshair_transp; 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(); }, HudEvent::CrosshairType(crosshair_type) => { global_state.settings.gameplay.crosshair_type = crosshair_type; 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(); }, HudEvent::BuffPosition(buff_position) => { global_state.settings.gameplay.buff_position = buff_position; 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::AdjustMusicVolume(music_volume) => { global_state.audio.set_music_volume(music_volume); 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; 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); // 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::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::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::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::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(); info!("Event! -> ChangedHotbarState") }, HudEvent::Ability3(state) => self.inputs.ability3.set_state(state), 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(); }, HudEvent::MapDrag(map_drag) => { global_state.settings.gameplay.map_drag = map_drag; global_state.settings.save_to_file_warn(); }, HudEvent::MapShowDifficulty(map_show_difficulty) => { global_state.settings.gameplay.map_show_difficulty = map_show_difficulty; global_state.settings.save_to_file_warn(); }, HudEvent::MapShowTowns(map_show_towns) => { global_state.settings.gameplay.map_show_towns = map_show_towns; global_state.settings.save_to_file_warn(); }, HudEvent::MapShowDungeons(map_show_dungeons) => { global_state.settings.gameplay.map_show_dungeons = map_show_dungeons; global_state.settings.save_to_file_warn(); }, HudEvent::MapShowCastles(map_show_castles) => { global_state.settings.gameplay.map_show_castles = map_show_castles; global_state.settings.save_to_file_warn(); }, HudEvent::MapShowCaves(map_show_caves) => { global_state.settings.gameplay.map_show_caves = map_show_caves; global_state.settings.save_to_file_warn(); }, HudEvent::ChangeGamma(new_gamma) => { global_state.settings.graphics.gamma = new_gamma; global_state.settings.save_to_file_warn(); }, HudEvent::ChangeExposure(new_exposure) => { global_state.settings.graphics.exposure = new_exposure; global_state.settings.save_to_file_warn(); }, HudEvent::ChangeAmbiance(new_ambiance) => { global_state.settings.graphics.ambiance = new_ambiance; global_state.settings.save_to_file_warn(); }, HudEvent::ChangeRenderMode(new_render_mode) => { // Do this first so if it crashes the setting isn't saved :) global_state .window .renderer_mut() .set_render_mode((&*new_render_mode).clone()) .unwrap(); global_state.settings.graphics.render_mode = *new_render_mode; global_state.settings.save_to_file_warn(); }, HudEvent::ChangeLanguage(new_language) => { global_state.settings.language.selected_language = new_language.language_identifier; global_state.i18n = Localization::load_expect(&i18n_asset_key( &global_state.settings.language.selected_language, )); global_state.i18n.read().log_missing_entries(); self.hud.update_fonts(&global_state.i18n.read()); }, HudEvent::ChangeFullscreenMode(new_fullscreen_settings) => { global_state .window .set_fullscreen_mode(new_fullscreen_settings); global_state.settings.graphics.fullscreen = new_fullscreen_settings; global_state.settings.save_to_file_warn(); }, HudEvent::ToggleParticlesEnabled(particles_enabled) => { global_state.settings.graphics.particles_enabled = particles_enabled; global_state.settings.save_to_file_warn(); }, 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(); }, 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; }, 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(); }, 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(), // 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(), thread_pool: client.thread_pool(), 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" } /// Render the session to the screen. /// /// This method should be called once per frame. fn render(&mut self, renderer: &mut Renderer, settings: &Settings) { span!(_guard, "render", "::render"); // Render the screen using the global renderer { let client = self.client.borrow(); let scene_data = SceneData { 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(), thread_pool: client.thread_pool(), 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( renderer, client.state(), client.entity(), client.get_tick(), &scene_data, ); } // Draw the UI to the screen self.hud.render(renderer, self.scene.globals()); } } /// 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, ) -> ( 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).copied(), 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| block.is_filled() || block.is_collectible()) .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)).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 // 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::() ) .join() .filter(|(e, _, _, _)| *e != player_entity) .map(|(e, p, s, b)| { 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); (e, pos, radius, dist_sqr) }) // 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).copied(), 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)] enum Interactable { Block(Block, Vec3), Entity(specs::Entity), } impl Interactable { 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, ) -> 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(Block::is_collectible).map(|b| Interactable::Block(b, sp)) )) .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).copied(), 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.copied(), 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| chunk_pos + block_offset) }) .map(|block_pos| ( block_pos, block_pos.map(|e| e as f32 + 0.5) .distance_squared(player_pos) )) .min_by_key(|(_, dist_sqr)| OrderedFloat(*dist_sqr)) .map(|(block_pos, _)| block_pos); // 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| client.state().terrain().get(block_pos).ok().copied() .map(|b| Interactable::Block(b, block_pos)) ) .or_else(|| closest_interactable_entity.map(|(e, _)| Interactable::Entity(e))) }) }