veloren/voxygen/src/session.rs
2021-04-06 09:16:17 -07:00

1891 lines
90 KiB
Rust

use std::{cell::RefCell, collections::HashSet, 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::{EquipSlot, Slot},
invite::InviteKind,
item::{tool::ToolKind, ItemDesc},
ChatMsg, ChatType, InputKind, InventoryUpdateEvent, Pos, Vel,
},
consts::{MAX_MOUNT_RANGE, MAX_PICKUP_RANGE},
outcome::Outcome,
terrain::{Block, BlockKind},
trade::TradeResult,
util::{
find_dist::{Cube, Cylinder, FindDist},
Dir,
},
vol::ReadVol,
};
use common_base::span;
use common_net::{
msg::{server::InviteAnswer, PresenceKind},
sync::WorldSyncExt,
};
use crate::{
audio::sfx::SfxEvent,
controller::ControllerSettings,
hud::{DebugInfo, Event as HudEvent, Hud, HudInfo, PromptDialogSettings},
i18n::{i18n_asset_key, Localization},
key_state::KeyState,
menu::char_selection::CharSelectionState,
render::Renderer,
scene::{camera, CameraMode, Scene, SceneData},
settings::{
AudioSettings, ControlSettings, GamepadSettings, GameplaySettings, GraphicsSettings,
InterfaceSettings, 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<RefCell<Client>>,
hud: Hud,
key_state: KeyState,
inputs: comp::ControllerInputs,
inputs_state: HashSet<GameInput>,
selected_block: Block,
walk_forward_dir: Vec2<f32>,
walk_right_dir: Vec2<f32>,
freefly_vel: Vec3<f32>,
free_look: bool,
auto_walk: bool,
camera_clamp: bool,
is_aiming: bool,
target_entity: Option<specs::Entity>,
selected_entity: Option<(specs::Entity, std::time::Instant)>,
interactable: Option<Interactable>,
}
/// 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<RefCell<Client>>) -> 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(),
inputs_state: HashSet::new(),
hud,
selected_block: Block::new(BlockKind::Misc, Rgb::broadcast(255)),
walk_forward_dir,
walk_right_dir,
freefly_vel: Vec3::zero(),
free_look: false,
auto_walk: false,
camera_clamp: false,
is_aiming: false,
target_entity: None,
selected_entity: None,
interactable: None,
}
}
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<Outcome>,
) -> Result<TickAction, Error> {
span!(_guard, "tick", "Session::tick");
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 (complicated since substituting phrases at this granularity may
// not be grammatical in some languages)
let kind_str = match kind {
InviteKind::Group => "Group",
InviteKind::Trade => "Trade",
};
let target_name = match client.player_list().get(&target) {
Some(info) => info.player_alias.clone(),
None => format!("<entity {}>", target),
};
let answer_str = match answer {
InviteAnswer::Accepted => "accepted",
InviteAnswer::Declined => "declined",
InviteAnswer::TimedOut => "timed out",
};
let msg = format!("{} invite to {} {}", kind_str, target_name, answer_str);
self.hud.new_message(ChatType::Meta.chat_msg(msg));
},
client::Event::TradeComplete { result, trade: _ } => {
let i18n = global_state.i18n.read();
let msg = match result {
TradeResult::Completed => i18n.get("hud.trade.result.completed"),
TradeResult::Declined => i18n.get("hud.trade.result.declined"),
TradeResult::NotEnoughSpace => i18n.get("hud.trade.result.nospace"),
};
self.hud.new_message(ChatType::Meta.chat_msg(msg));
},
client::Event::InventoryUpdated(inv_event) => {
let sfx_triggers = self.scene.sfx_mgr.triggers.read();
let sfx_trigger_item = sfx_triggers.get_key_value(&SfxEvent::from(&inv_event));
global_state.audio.emit_sfx_item(sfx_trigger_item);
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<Event>) -> PlayStateResult {
span!(_guard, "tick", "<Session as PlayState>::tick");
// TODO: let mut client = self.client.borrow_mut();
// TODO: can this be a method on the session or are there borrowcheck issues?
let (client_presence, client_registered) = {
let client = self.client.borrow();
(client.presence(), client.registered())
};
if client_presence.is_some() {
let camera = self.scene.camera_mut();
// Clamp camera's vertical angle if the toggle is enabled
if self.camera_clamp {
let mut cam_dir = camera.get_orientation();
let cam_dir_clamp =
(global_state.settings.gameplay.camera_clamp_angle as f32).to_radians();
cam_dir.y = (-cam_dir_clamp).max(cam_dir.y).min(cam_dir_clamp);
camera.set_orientation(cam_dir);
}
// Compute camera data
camera.compute_dependents(&*self.client.borrow().state().terrain());
let camera::Dependents {
cam_pos, cam_dir, ..
} = self.scene.camera().dependents();
let focus_pos = self.scene.camera().get_focus_pos();
let focus_off = focus_pos.map(|e| e.trunc());
let cam_pos = cam_pos + focus_off;
let (is_aiming, aim_dir_offset) = {
let client = self.client.borrow();
let is_aiming = client
.state()
.read_storage::<comp::CharacterState>()
.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;
let player_entity = self.client.borrow().entity();
let can_build = self
.client
.borrow()
.state()
.read_storage::<comp::CanBuild>()
.get(player_entity)
.map_or_else(|| false, |cb| cb.enabled);
let is_mining = self
.client
.borrow()
.inventories()
.get(player_entity)
.and_then(|inv| inv.equipped(EquipSlot::Mainhand))
.and_then(|item| item.tool())
.map_or(false, |tool| tool.kind == ToolKind::Pick)
&& self.client.borrow().is_wielding() == Some(true);
// Check to see whether we're aiming at anything
let (build_pos, select_pos, target_entity) =
under_cursor(&self.client.borrow(), cam_pos, cam_dir, |b| {
b.is_filled()
|| if is_mining {
b.mine_tool().is_some()
} else {
b.is_collectible()
}
});
self.inputs.select_pos = select_pos;
// Throw out distance info, it will be useful in the future
self.target_entity = target_entity.map(|x| x.0);
self.interactable = select_interactable(
&self.client.borrow(),
target_entity,
select_pos.map(|sp| sp.map(|e| e.floor() as i32)),
&self.scene,
|b| b.is_collectible() || (is_mining && b.mine_tool().is_some()),
);
// Only highlight interactables
// unless in build mode where select_pos highlighted
self.scene.set_select_pos(
select_pos
.map(|sp| sp.map(|e| e.floor() as i32))
.filter(|_| can_build || is_mining)
.or_else(|| match self.interactable {
Some(Interactable::Block(_, block_pos)) => Some(block_pos),
_ => None,
}),
);
// Handle window events.
for event in events {
// Pass all events to the ui first.
if self.hud.handle_event(event.clone(), global_state) {
continue;
}
match event {
Event::Close => {
return PlayStateResult::Shutdown;
},
Event::InputUpdate(input, state)
if state != self.inputs_state.contains(&input) =>
{
if !self.inputs_state.insert(input) {
self.inputs_state.remove(&input);
}
match input {
GameInput::Primary => {
// If we can build, use LMB to break blocks, if not, use it to
// attack
let mut client = self.client.borrow_mut();
if state && can_build {
if let Some(select_pos) = select_pos {
client.remove_block(select_pos.map(|e| e.floor() as i32));
}
} else {
client.handle_input(
InputKind::Primary,
state,
select_pos,
target_entity.map(|t| t.0),
);
}
},
GameInput::Secondary => {
let mut client = self.client.borrow_mut();
if state && can_build {
if let Some(build_pos) = build_pos {
client.place_block(
build_pos.map(|e| e.floor() as i32),
self.selected_block,
);
}
} else {
client.handle_input(
InputKind::Secondary,
state,
select_pos,
target_entity.map(|t| t.0),
);
}
},
GameInput::Roll => {
let mut client = self.client.borrow_mut();
if can_build {
if state {
if let Some(block) = select_pos.and_then(|sp| {
client
.state()
.terrain()
.get(sp.map(|e| e.floor() as i32))
.ok()
.copied()
}) {
self.selected_block = block;
}
}
} else {
client.handle_input(
InputKind::Roll,
state,
select_pos,
target_entity.map(|t| t.0),
);
}
},
GameInput::Respawn => {
self.stop_auto_walk();
if state {
self.client.borrow_mut().respawn();
}
},
GameInput::Jump => {
let mut client = self.client.borrow_mut();
client.handle_input(
InputKind::Jump,
state,
select_pos,
target_entity.map(|t| t.0),
);
},
GameInput::SwimUp => {
self.key_state.swim_up = state;
},
GameInput::SwimDown => {
self.key_state.swim_down = state;
},
GameInput::Sit => {
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_sit();
}
},
GameInput::Dance => {
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_dance();
}
},
GameInput::Sneak => {
if state {
self.stop_auto_walk();
self.client.borrow_mut().toggle_sneak();
}
},
GameInput::MoveForward => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.up = state
},
GameInput::MoveBack => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.down = state
},
GameInput::MoveLeft => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.left = state
},
GameInput::MoveRight => {
if state && global_state.settings.gameplay.stop_auto_walk_on_input {
self.stop_auto_walk();
}
self.key_state.right = state
},
GameInput::Glide => {
if state {
self.client.borrow_mut().toggle_glide();
}
},
GameInput::Fly => {
// Not sure where to put comment, but I noticed when testing flight
// Syncing of inputs between mounter and mountee broke with
// controller change
self.key_state.fly ^= state;
let mut client = self.client.borrow_mut();
client.handle_input(
InputKind::Fly,
self.key_state.fly,
select_pos,
target_entity.map(|t| t.0),
);
},
GameInput::Climb => {
self.key_state.climb_up = state;
},
GameInput::ClimbDown => {
self.key_state.climb_down = state;
},
GameInput::ToggleWield => {
if state {
self.client.borrow_mut().toggle_wield();
}
},
GameInput::SwapLoadout => {
if state {
self.client.borrow_mut().swap_loadout();
}
},
GameInput::ToggleLantern if state => {
let mut client = self.client.borrow_mut();
if client.is_lantern_enabled() {
client.disable_lantern();
} else {
client.enable_lantern();
}
},
GameInput::Mount if state => {
let mut client = self.client.borrow_mut();
if client.is_mounted() {
client.unmount();
} else {
let player_pos = client
.state()
.read_storage::<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)))
})
}