mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
1891 lines
90 KiB
Rust
1891 lines
90 KiB
Rust
use std::{cell::RefCell, collections::HashSet, rc::Rc, time::Duration};
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use ordered_float::OrderedFloat;
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use specs::{Join, WorldExt};
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use tracing::{error, info};
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use vek::*;
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use client::{self, Client};
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use common::{
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assets::AssetExt,
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comp,
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comp::{
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inventory::slot::{EquipSlot, Slot},
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invite::InviteKind,
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item::{tool::ToolKind, ItemDesc},
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ChatMsg, ChatType, InputKind, InventoryUpdateEvent, Pos, Vel,
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},
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consts::{MAX_MOUNT_RANGE, MAX_PICKUP_RANGE},
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outcome::Outcome,
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terrain::{Block, BlockKind},
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trade::TradeResult,
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util::{
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find_dist::{Cube, Cylinder, FindDist},
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Dir,
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},
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vol::ReadVol,
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};
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use common_base::span;
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use common_net::{
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msg::{server::InviteAnswer, PresenceKind},
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sync::WorldSyncExt,
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};
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use crate::{
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audio::sfx::SfxEvent,
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controller::ControllerSettings,
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hud::{DebugInfo, Event as HudEvent, Hud, HudInfo, PromptDialogSettings},
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i18n::{i18n_asset_key, Localization},
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key_state::KeyState,
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menu::char_selection::CharSelectionState,
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render::Renderer,
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scene::{camera, CameraMode, Scene, SceneData},
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settings::{
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AudioSettings, ControlSettings, GamepadSettings, GameplaySettings, GraphicsSettings,
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InterfaceSettings, Settings,
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},
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window::{AnalogGameInput, Event, GameInput},
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Direction, Error, GlobalState, PlayState, PlayStateResult,
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};
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/// The action to perform after a tick
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enum TickAction {
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// Continue executing
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Continue,
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// Disconnected (i.e. go to main menu)
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Disconnect,
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}
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pub struct SessionState {
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scene: Scene,
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client: Rc<RefCell<Client>>,
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hud: Hud,
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key_state: KeyState,
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inputs: comp::ControllerInputs,
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inputs_state: HashSet<GameInput>,
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selected_block: Block,
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walk_forward_dir: Vec2<f32>,
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walk_right_dir: Vec2<f32>,
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freefly_vel: Vec3<f32>,
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free_look: bool,
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auto_walk: bool,
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camera_clamp: bool,
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is_aiming: bool,
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target_entity: Option<specs::Entity>,
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selected_entity: Option<(specs::Entity, std::time::Instant)>,
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interactable: Option<Interactable>,
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}
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/// Represents an active game session (i.e., the one being played).
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impl SessionState {
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/// Create a new `SessionState`.
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pub fn new(global_state: &mut GlobalState, client: Rc<RefCell<Client>>) -> Self {
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// Create a scene for this session. The scene handles visible elements of the
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// game world.
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let mut scene = Scene::new(
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global_state.window.renderer_mut(),
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&*client.borrow(),
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&global_state.settings,
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);
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scene
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.camera_mut()
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.set_fov_deg(global_state.settings.graphics.fov);
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let hud = Hud::new(global_state, &client.borrow());
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let walk_forward_dir = scene.camera().forward_xy();
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let walk_right_dir = scene.camera().right_xy();
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Self {
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scene,
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client,
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key_state: KeyState::default(),
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inputs: comp::ControllerInputs::default(),
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inputs_state: HashSet::new(),
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hud,
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selected_block: Block::new(BlockKind::Misc, Rgb::broadcast(255)),
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walk_forward_dir,
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walk_right_dir,
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freefly_vel: Vec3::zero(),
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free_look: false,
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auto_walk: false,
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camera_clamp: false,
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is_aiming: false,
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target_entity: None,
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selected_entity: None,
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interactable: None,
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}
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}
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fn stop_auto_walk(&mut self) {
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self.auto_walk = false;
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self.hud.auto_walk(false);
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self.key_state.auto_walk = false;
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}
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/// Tick the session (and the client attached to it).
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fn tick(
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&mut self,
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dt: Duration,
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global_state: &mut GlobalState,
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outcomes: &mut Vec<Outcome>,
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) -> Result<TickAction, Error> {
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span!(_guard, "tick", "Session::tick");
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let mut client = self.client.borrow_mut();
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for event in client.tick(self.inputs.clone(), dt, crate::ecs::sys::add_local_systems)? {
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match event {
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client::Event::Chat(m) => {
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self.hud.new_message(m);
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},
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client::Event::InviteComplete {
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target,
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answer,
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kind,
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} => {
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// TODO: i18n (complicated since substituting phrases at this granularity may
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// not be grammatical in some languages)
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let kind_str = match kind {
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InviteKind::Group => "Group",
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InviteKind::Trade => "Trade",
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};
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let target_name = match client.player_list().get(&target) {
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Some(info) => info.player_alias.clone(),
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None => format!("<entity {}>", target),
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};
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let answer_str = match answer {
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InviteAnswer::Accepted => "accepted",
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InviteAnswer::Declined => "declined",
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InviteAnswer::TimedOut => "timed out",
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};
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let msg = format!("{} invite to {} {}", kind_str, target_name, answer_str);
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self.hud.new_message(ChatType::Meta.chat_msg(msg));
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},
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client::Event::TradeComplete { result, trade: _ } => {
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let i18n = global_state.i18n.read();
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let msg = match result {
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TradeResult::Completed => i18n.get("hud.trade.result.completed"),
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TradeResult::Declined => i18n.get("hud.trade.result.declined"),
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TradeResult::NotEnoughSpace => i18n.get("hud.trade.result.nospace"),
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};
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self.hud.new_message(ChatType::Meta.chat_msg(msg));
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},
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client::Event::InventoryUpdated(inv_event) => {
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let sfx_triggers = self.scene.sfx_mgr.triggers.read();
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let sfx_trigger_item = sfx_triggers.get_key_value(&SfxEvent::from(&inv_event));
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global_state.audio.emit_sfx_item(sfx_trigger_item);
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let i18n = global_state.i18n.read();
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match inv_event {
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InventoryUpdateEvent::CollectFailed => {
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self.hud.new_message(ChatMsg {
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message: i18n.get("hud.chat.loot_fail").to_string(),
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chat_type: ChatType::CommandError,
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});
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},
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InventoryUpdateEvent::Collected(item) => {
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self.hud.new_message(ChatMsg {
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message: i18n
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.get("hud.chat.loot_msg")
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.replace("{item}", item.name()),
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chat_type: ChatType::Loot,
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});
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},
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_ => {},
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};
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},
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client::Event::Disconnect => return Ok(TickAction::Disconnect),
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client::Event::DisconnectionNotification(time) => {
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let i18n = global_state.i18n.read();
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let message = match time {
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0 => String::from(i18n.get("hud.chat.goodbye")),
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_ => i18n
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.get("hud.chat.connection_lost")
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.replace("{time}", time.to_string().as_str()),
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};
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self.hud.new_message(ChatMsg {
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chat_type: ChatType::CommandError,
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message,
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});
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},
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client::Event::Kicked(reason) => {
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global_state.info_message = Some(format!(
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"{}: {}",
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global_state
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.i18n
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.read()
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.get("main.login.kicked")
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.to_string(),
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reason
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));
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return Ok(TickAction::Disconnect);
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},
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client::Event::Notification(n) => {
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self.hud.new_notification(n);
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},
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client::Event::SetViewDistance(vd) => {
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global_state.settings.graphics.view_distance = vd;
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global_state.settings.save_to_file_warn();
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},
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client::Event::Outcome(outcome) => outcomes.push(outcome),
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client::Event::CharacterCreated(_) => {},
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client::Event::CharacterError(error) => {
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global_state.client_error = Some(error);
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},
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}
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}
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Ok(TickAction::Continue)
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}
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/// Clean up the session (and the client attached to it) after a tick.
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pub fn cleanup(&mut self) { self.client.borrow_mut().cleanup(); }
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}
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impl PlayState for SessionState {
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fn enter(&mut self, global_state: &mut GlobalState, _: Direction) {
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// Trap the cursor.
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global_state.window.grab_cursor(true);
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self.client.borrow_mut().clear_terrain();
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// Send startup commands to the server
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if global_state.settings.send_logon_commands {
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for cmd in &global_state.settings.logon_commands {
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self.client.borrow_mut().send_chat(cmd.to_string());
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}
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}
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}
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fn tick(&mut self, global_state: &mut GlobalState, events: Vec<Event>) -> PlayStateResult {
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span!(_guard, "tick", "<Session as PlayState>::tick");
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// TODO: let mut client = self.client.borrow_mut();
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// TODO: can this be a method on the session or are there borrowcheck issues?
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let (client_presence, client_registered) = {
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let client = self.client.borrow();
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(client.presence(), client.registered())
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};
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if client_presence.is_some() {
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let camera = self.scene.camera_mut();
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// Clamp camera's vertical angle if the toggle is enabled
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if self.camera_clamp {
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let mut cam_dir = camera.get_orientation();
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let cam_dir_clamp =
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(global_state.settings.gameplay.camera_clamp_angle as f32).to_radians();
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cam_dir.y = (-cam_dir_clamp).max(cam_dir.y).min(cam_dir_clamp);
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camera.set_orientation(cam_dir);
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}
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// Compute camera data
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camera.compute_dependents(&*self.client.borrow().state().terrain());
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let camera::Dependents {
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cam_pos, cam_dir, ..
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} = self.scene.camera().dependents();
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let focus_pos = self.scene.camera().get_focus_pos();
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let focus_off = focus_pos.map(|e| e.trunc());
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let cam_pos = cam_pos + focus_off;
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let (is_aiming, aim_dir_offset) = {
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let client = self.client.borrow();
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let is_aiming = client
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.state()
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.read_storage::<comp::CharacterState>()
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.get(client.entity())
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.map(|cs| cs.is_aimed())
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.unwrap_or(false);
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(
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is_aiming,
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if is_aiming && self.scene.camera().get_mode() == CameraMode::ThirdPerson {
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Vec3::unit_z() * 0.05
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} else {
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Vec3::zero()
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},
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)
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};
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self.is_aiming = is_aiming;
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let player_entity = self.client.borrow().entity();
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let can_build = self
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.client
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.borrow()
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.state()
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.read_storage::<comp::CanBuild>()
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.get(player_entity)
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.map_or_else(|| false, |cb| cb.enabled);
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let is_mining = self
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.client
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.borrow()
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.inventories()
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.get(player_entity)
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.and_then(|inv| inv.equipped(EquipSlot::Mainhand))
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.and_then(|item| item.tool())
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.map_or(false, |tool| tool.kind == ToolKind::Pick)
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&& self.client.borrow().is_wielding() == Some(true);
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// Check to see whether we're aiming at anything
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let (build_pos, select_pos, target_entity) =
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under_cursor(&self.client.borrow(), cam_pos, cam_dir, |b| {
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b.is_filled()
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|| if is_mining {
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b.mine_tool().is_some()
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} else {
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b.is_collectible()
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}
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});
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self.inputs.select_pos = select_pos;
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// Throw out distance info, it will be useful in the future
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self.target_entity = target_entity.map(|x| x.0);
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self.interactable = select_interactable(
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&self.client.borrow(),
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target_entity,
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select_pos.map(|sp| sp.map(|e| e.floor() as i32)),
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&self.scene,
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|b| b.is_collectible() || (is_mining && b.mine_tool().is_some()),
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);
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// Only highlight interactables
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// unless in build mode where select_pos highlighted
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self.scene.set_select_pos(
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select_pos
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.map(|sp| sp.map(|e| e.floor() as i32))
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.filter(|_| can_build || is_mining)
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.or_else(|| match self.interactable {
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Some(Interactable::Block(_, block_pos)) => Some(block_pos),
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_ => None,
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}),
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);
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// Handle window events.
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for event in events {
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// Pass all events to the ui first.
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if self.hud.handle_event(event.clone(), global_state) {
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continue;
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}
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match event {
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Event::Close => {
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return PlayStateResult::Shutdown;
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},
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Event::InputUpdate(input, state)
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if state != self.inputs_state.contains(&input) =>
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{
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if !self.inputs_state.insert(input) {
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self.inputs_state.remove(&input);
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}
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match input {
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GameInput::Primary => {
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// If we can build, use LMB to break blocks, if not, use it to
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// attack
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let mut client = self.client.borrow_mut();
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if state && can_build {
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if let Some(select_pos) = select_pos {
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client.remove_block(select_pos.map(|e| e.floor() as i32));
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}
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} else {
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client.handle_input(
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InputKind::Primary,
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state,
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select_pos,
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target_entity.map(|t| t.0),
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);
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}
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},
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GameInput::Secondary => {
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let mut client = self.client.borrow_mut();
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if state && can_build {
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if let Some(build_pos) = build_pos {
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client.place_block(
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build_pos.map(|e| e.floor() as i32),
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self.selected_block,
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);
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}
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} else {
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client.handle_input(
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InputKind::Secondary,
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state,
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select_pos,
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target_entity.map(|t| t.0),
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);
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}
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},
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GameInput::Roll => {
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let mut client = self.client.borrow_mut();
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if can_build {
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if state {
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if let Some(block) = select_pos.and_then(|sp| {
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client
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.state()
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.terrain()
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.get(sp.map(|e| e.floor() as i32))
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.ok()
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.copied()
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}) {
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self.selected_block = block;
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}
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}
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} else {
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client.handle_input(
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InputKind::Roll,
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state,
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select_pos,
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target_entity.map(|t| t.0),
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);
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}
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},
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GameInput::Respawn => {
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self.stop_auto_walk();
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if state {
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self.client.borrow_mut().respawn();
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}
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},
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GameInput::Jump => {
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let mut client = self.client.borrow_mut();
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client.handle_input(
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InputKind::Jump,
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state,
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select_pos,
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target_entity.map(|t| t.0),
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);
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},
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GameInput::SwimUp => {
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self.key_state.swim_up = state;
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},
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GameInput::SwimDown => {
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self.key_state.swim_down = state;
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},
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GameInput::Sit => {
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if state {
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self.stop_auto_walk();
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self.client.borrow_mut().toggle_sit();
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}
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},
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GameInput::Dance => {
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if state {
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self.stop_auto_walk();
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self.client.borrow_mut().toggle_dance();
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}
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},
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GameInput::Sneak => {
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if state {
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self.stop_auto_walk();
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self.client.borrow_mut().toggle_sneak();
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}
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},
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GameInput::MoveForward => {
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if state && global_state.settings.gameplay.stop_auto_walk_on_input {
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self.stop_auto_walk();
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}
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self.key_state.up = state
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},
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GameInput::MoveBack => {
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if state && global_state.settings.gameplay.stop_auto_walk_on_input {
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self.stop_auto_walk();
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}
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self.key_state.down = state
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},
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GameInput::MoveLeft => {
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if state && global_state.settings.gameplay.stop_auto_walk_on_input {
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self.stop_auto_walk();
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}
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self.key_state.left = state
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},
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GameInput::MoveRight => {
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if state && global_state.settings.gameplay.stop_auto_walk_on_input {
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self.stop_auto_walk();
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}
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self.key_state.right = state
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},
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GameInput::Glide => {
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if state {
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self.client.borrow_mut().toggle_glide();
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}
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},
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GameInput::Fly => {
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// Not sure where to put comment, but I noticed when testing flight
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// Syncing of inputs between mounter and mountee broke with
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// controller change
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self.key_state.fly ^= state;
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let mut client = self.client.borrow_mut();
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client.handle_input(
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InputKind::Fly,
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self.key_state.fly,
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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::<comp::Pos>()
|
|
.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::<comp::Pos>(),
|
|
&client
|
|
.state()
|
|
.ecs()
|
|
.read_storage::<comp::MountState>(),
|
|
)
|
|
.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) => {
|
|
if block.is_collectible() {
|
|
client.collect_block(pos);
|
|
}
|
|
},
|
|
Interactable::Entity(entity) => {
|
|
if client
|
|
.state()
|
|
.ecs()
|
|
.read_storage::<comp::Item>()
|
|
.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(|| {
|
|
format!("<entity {:?}>", uid)
|
|
});
|
|
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;
|
|
},
|
|
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_admin());
|
|
},
|
|
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 !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]);
|
|
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::<Pos>()
|
|
.get(self.client.borrow().entity())
|
|
.cloned(),
|
|
velocity: self
|
|
.client
|
|
.borrow()
|
|
.state()
|
|
.ecs()
|
|
.read_storage::<Vel>()
|
|
.get(self.client.borrow().entity())
|
|
.cloned(),
|
|
ori: self
|
|
.client
|
|
.borrow()
|
|
.state()
|
|
.ecs()
|
|
.read_storage::<comp::Ori>()
|
|
.get(self.client.borrow().entity())
|
|
.cloned(),
|
|
num_chunks: self.scene.terrain().chunk_count() as u32,
|
|
num_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,
|
|
);
|
|
|
|
// 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::AdjustCameraClamp(angle) => {
|
|
global_state.settings.gameplay.camera_clamp_angle = angle;
|
|
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.interface.sct = sct;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::SctPlayerBatch(sct_player_batch) => {
|
|
global_state.settings.interface.sct_player_batch = sct_player_batch;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleTips(loading_tips) => {
|
|
global_state.settings.interface.loading_tips = loading_tips;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::SctDamageBatch(sct_damage_batch) => {
|
|
global_state.settings.interface.sct_damage_batch = sct_damage_batch;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::SpeechBubbleDarkMode(sbdm) => {
|
|
global_state.settings.interface.speech_bubble_dark_mode = sbdm;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::SpeechBubbleIcon(sbi) => {
|
|
global_state.settings.interface.speech_bubble_icon = sbi;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleDebug(toggle_debug) => {
|
|
global_state.settings.interface.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::ToggleControllerYInvert(controller_y_inverted) => {
|
|
global_state.window.controller_settings.pan_invert_y =
|
|
controller_y_inverted;
|
|
global_state.settings.controller.pan_invert_y = controller_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.interface.crosshair_transp = crosshair_transp;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChatTransp(chat_transp) => {
|
|
global_state.settings.interface.chat_transp = chat_transp;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChatCharName(chat_char_name) => {
|
|
global_state.settings.interface.chat_character_name = chat_char_name;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::CrosshairType(crosshair_type) => {
|
|
global_state.settings.interface.crosshair_type = crosshair_type;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::Intro(intro_show) => {
|
|
global_state.settings.interface.intro_show = intro_show;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleXpBar(xp_bar) => {
|
|
global_state.settings.interface.xp_bar = xp_bar;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleBarNumbers(bar_numbers) => {
|
|
global_state.settings.interface.bar_numbers = bar_numbers;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleShortcutNumbers(shortcut_numbers) => {
|
|
global_state.settings.interface.shortcut_numbers = shortcut_numbers;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::BuffPosition(buff_position) => {
|
|
global_state.settings.interface.buff_position = buff_position;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::UiScale(scale_change) => {
|
|
global_state.settings.interface.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::<comp::Inventory>()
|
|
.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::<comp::Inventory>()
|
|
.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::<comp::Inventory>()
|
|
.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::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::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::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.interface.map_zoom = map_zoom;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MapDrag(map_drag) => {
|
|
global_state.settings.interface.map_drag = map_drag;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MapShowTopoMap(map_show_topo_map) => {
|
|
global_state.settings.interface.map_show_topo_map = map_show_topo_map;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MapShowDifficulty(map_show_difficulty) => {
|
|
global_state.settings.interface.map_show_difficulty = map_show_difficulty;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MapShowTowns(map_show_towns) => {
|
|
global_state.settings.interface.map_show_towns = map_show_towns;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MapShowDungeons(map_show_dungeons) => {
|
|
global_state.settings.interface.map_show_dungeons = map_show_dungeons;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MapShowCastles(map_show_castles) => {
|
|
global_state.settings.interface.map_show_castles = map_show_castles;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MapShowCaves(map_show_caves) => {
|
|
global_state.settings.interface.map_show_caves = map_show_caves;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MapShowTrees(map_show_trees) => {
|
|
global_state.settings.interface.map_show_trees = map_show_trees;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::RequestSiteInfo(id) => {
|
|
let mut client = self.client.borrow_mut();
|
|
client.request_site_economy(id);
|
|
},
|
|
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::ChangeFreeLookBehavior(behavior) => {
|
|
global_state.settings.gameplay.free_look_behavior = behavior;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeAutoWalkBehavior(behavior) => {
|
|
global_state.settings.gameplay.auto_walk_behavior = behavior;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeCameraClampBehavior(behavior) => {
|
|
global_state.settings.gameplay.camera_clamp_behavior = behavior;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeStopAutoWalkOnInput(state) => {
|
|
global_state.settings.gameplay.stop_auto_walk_on_input = state;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeAutoCamera(state) => {
|
|
global_state.settings.gameplay.auto_camera = state;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::CraftRecipe(r) => {
|
|
self.client.borrow_mut().craft_recipe(&r);
|
|
},
|
|
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::MinimapShow(state) => {
|
|
global_state.settings.interface.minimap_show = state;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::MinimapFaceNorth(state) => {
|
|
global_state.settings.interface.minimap_face_north = state;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ResetInterfaceSettings => {
|
|
// Reset Interface Settings
|
|
let tmp = global_state.settings.interface.intro_show;
|
|
global_state.settings.interface = InterfaceSettings::default();
|
|
global_state.settings.interface.intro_show = tmp;
|
|
// Update Current Scaling Mode
|
|
self.hud
|
|
.set_scaling_mode(global_state.settings.interface.ui_scale);
|
|
// Save to File
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ResetGameplaySettings => {
|
|
// Reset Gameplay Settings
|
|
global_state.settings.gameplay = GameplaySettings::default();
|
|
// Reset Gamepad and Controller Settings
|
|
global_state.settings.controller = GamepadSettings::default();
|
|
global_state.window.controller_settings =
|
|
ControllerSettings::from(&global_state.settings.controller);
|
|
// Pan Sensitivity
|
|
global_state.window.pan_sensitivity =
|
|
global_state.settings.gameplay.pan_sensitivity;
|
|
// Zoom Sensitivity
|
|
global_state.window.zoom_sensitivity =
|
|
global_state.settings.gameplay.zoom_sensitivity;
|
|
// Invert Scroll Zoom
|
|
global_state.window.zoom_inversion =
|
|
global_state.settings.gameplay.zoom_inversion;
|
|
// Invert Mouse Y Axis
|
|
global_state.window.mouse_y_inversion =
|
|
global_state.settings.gameplay.mouse_y_inversion;
|
|
// Save to File
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ResetKeyBindings => {
|
|
global_state.settings.controls = ControlSettings::default();
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ResetGraphicsSettings => {
|
|
global_state.settings.graphics = GraphicsSettings::default();
|
|
global_state.settings.save_to_file_warn();
|
|
let graphics = &global_state.settings.graphics;
|
|
// View distance
|
|
self.client
|
|
.borrow_mut()
|
|
.set_view_distance(graphics.view_distance);
|
|
// FOV
|
|
self.scene.camera_mut().set_fov_deg(graphics.fov);
|
|
self.scene
|
|
.camera_mut()
|
|
.compute_dependents(&*self.client.borrow().state().terrain());
|
|
// LoD
|
|
self.scene.lod.set_detail(graphics.lod_detail);
|
|
// Render mode
|
|
global_state
|
|
.window
|
|
.renderer_mut()
|
|
.set_render_mode(graphics.render_mode.clone())
|
|
.unwrap();
|
|
// Fullscreen mode
|
|
global_state.window.set_fullscreen_mode(graphics.fullscreen);
|
|
// Window size
|
|
global_state.window.set_size(graphics.window_size.into());
|
|
},
|
|
HudEvent::ResetAudioSettings => {
|
|
global_state.settings.audio = AudioSettings::default();
|
|
global_state.settings.save_to_file_warn();
|
|
let audio = &global_state.settings.audio;
|
|
global_state.audio.set_music_volume(audio.music_volume);
|
|
global_state.audio.set_sfx_volume(audio.sfx_volume);
|
|
},
|
|
}
|
|
}
|
|
|
|
{
|
|
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" }
|
|
|
|
/// 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", "<Session as PlayState>::render");
|
|
// Render the screen using the global renderer
|
|
{
|
|
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(
|
|
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<f32>,
|
|
cam_dir: Vec3<f32>,
|
|
mut hit: impl FnMut(Block) -> bool,
|
|
) -> (
|
|
Option<Vec3<f32>>,
|
|
Option<Vec3<f32>>,
|
|
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::<comp::Pos>();
|
|
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::<comp::Body>(),
|
|
ecs.read_storage::<comp::Item>().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::<Vec<_>>();
|
|
// 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<i32>),
|
|
Entity(specs::Entity),
|
|
}
|
|
|
|
impl Interactable {
|
|
pub fn entity(self) -> Option<specs::Entity> {
|
|
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<Vec3<i32>>,
|
|
scene: &Scene,
|
|
mut hit: impl FnMut(Block) -> bool,
|
|
) -> Option<Interactable> {
|
|
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))
|
|
))
|
|
.or_else(|| {
|
|
let ecs = client.state().ecs();
|
|
let player_entity = client.entity();
|
|
let positions = ecs.read_storage::<comp::Pos>();
|
|
let player_pos = positions.get(player_entity)?.0;
|
|
|
|
let scales = ecs.read_storage::<comp::Scale>();
|
|
let colliders = ecs.read_storage::<comp::Collider>();
|
|
let char_states = ecs.read_storage::<comp::CharacterState>();
|
|
|
|
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::<i32>::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)))
|
|
})
|
|
}
|