mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
902 lines
40 KiB
Rust
902 lines
40 KiB
Rust
use crate::{
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ecs::MyEntity,
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hud::{DebugInfo, Event as HudEvent, Hud, HudInfo, PressBehavior},
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i18n::{i18n_asset_key, VoxygenLocalization},
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key_state::KeyState,
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menu::char_selection::CharSelectionState,
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scene::{camera, Scene, SceneData},
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settings::AudioOutput,
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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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use client::{self, Client, Event::Chat};
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use common::{
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assets::{load_watched, watch},
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clock::Clock,
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comp,
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comp::{Pos, Vel, MAX_PICKUP_RANGE_SQR},
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msg::{ClientState, Notification},
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terrain::{Block, BlockKind},
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util::Dir,
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vol::ReadVol,
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ChatType,
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};
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use log::{error, info};
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use specs::{Join, WorldExt};
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use std::{cell::RefCell, rc::Rc, time::Duration};
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use vek::*;
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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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selected_block: Block,
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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(global_state.window.renderer_mut());
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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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{
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let my_entity = client.borrow().entity();
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client
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.borrow_mut()
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.state_mut()
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.ecs_mut()
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.insert(MyEntity(my_entity));
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}
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Self {
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scene,
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client,
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key_state: KeyState::new(),
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inputs: comp::ControllerInputs::default(),
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hud,
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selected_block: Block::new(BlockKind::Normal, Rgb::broadcast(255)),
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}
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}
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}
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impl SessionState {
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/// Tick the session (and the client attached to it).
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fn tick(&mut self, dt: Duration) -> Result<TickAction, Error> {
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self.inputs.tick(dt);
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for event in self.client.borrow_mut().tick(
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self.inputs.clone(),
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dt,
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crate::ecs::sys::add_local_systems,
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)? {
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match event {
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Chat {
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chat_type: _,
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ref message,
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} => {
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info!("[CHAT] {}", message);
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self.hud.new_message(event);
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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 message = match time {
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0 => String::from("Goodbye!"),
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_ => format!("Connection lost. Kicking in {} seconds", time),
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};
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self.hud.new_message(Chat {
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chat_type: ChatType::Meta,
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message,
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});
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},
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client::Event::Notification(Notification::WaypointSaved) => {
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self.hud
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.new_message(client::Event::Notification(Notification::WaypointSaved));
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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 play(&mut self, _: Direction, global_state: &mut GlobalState) -> PlayStateResult {
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// Trap the cursor.
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global_state.window.grab_cursor(true);
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// Set up an fps clock.
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let mut clock = Clock::start();
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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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// Keep a watcher on the language
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let mut localization_watcher = watch::ReloadIndicator::new();
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let mut localized_strings = load_watched::<VoxygenLocalization>(
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&i18n_asset_key(&global_state.settings.language.selected_language),
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&mut localization_watcher,
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)
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.unwrap();
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let mut ori = self.scene.camera().get_orientation();
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let mut free_look = false;
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let mut auto_walk = false;
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fn stop_auto_walk(auto_walk: &mut bool, key_state: &mut KeyState, hud: &mut Hud) {
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*auto_walk = false;
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hud.auto_walk(false);
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key_state.auto_walk = false;
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}
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// Game loop
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let mut current_client_state = self.client.borrow().get_client_state();
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while let ClientState::Pending | ClientState::Character = current_client_state {
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// Compute camera data
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self.scene
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.camera_mut()
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.compute_dependents(&*self.client.borrow().state().terrain());
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let camera::Dependents {
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view_mat, cam_pos, ..
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} = self.scene.camera().dependents();
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// Choose a spot above the player's head for item distance checks
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let player_pos = match self
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.client
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.borrow()
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.state()
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.read_storage::<comp::Pos>()
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.get(self.client.borrow().entity())
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{
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Some(pos) => pos.0 + (Vec3::unit_z() * 2.0),
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_ => cam_pos, // Should never happen, but a safe fallback
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};
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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 {
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Vec3::unit_z() * 0.025
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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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let cam_dir: Vec3<f32> = Vec3::from(view_mat.inverted() * -Vec4::unit_z());
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// Check to see whether we're aiming at anything
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let (build_pos, select_pos) = {
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let client = self.client.borrow();
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let terrain = client.state().terrain();
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let cam_ray = terrain
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.ray(cam_pos, cam_pos + cam_dir * 100.0)
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.until(|block| block.is_tangible())
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.cast();
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let cam_dist = cam_ray.0;
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match cam_ray.1 {
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Ok(Some(_))
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if player_pos.distance_squared(cam_pos + cam_dir * cam_dist)
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<= MAX_PICKUP_RANGE_SQR =>
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{
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(
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Some((cam_pos + cam_dir * (cam_dist - 0.01)).map(|e| e.floor() as i32)),
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Some((cam_pos + cam_dir * cam_dist).map(|e| e.floor() as i32)),
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)
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},
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_ => (None, None),
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}
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};
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// Only highlight collectables
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self.scene.set_select_pos(select_pos.filter(|sp| {
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self.client
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.borrow()
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.state()
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.terrain()
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.get(*sp)
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.map(|b| b.is_collectible())
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.unwrap_or(false)
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}));
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// Handle window events.
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for event in global_state.window.fetch_events(&mut global_state.settings) {
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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(GameInput::Primary, state) => {
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// Check the existence of CanBuild component. If it's here, use LMB to
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// break blocks, if not, use it to attack
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let mut client = self.client.borrow_mut();
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if state
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&& client
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.state()
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.read_storage::<comp::CanBuild>()
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.get(client.entity())
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.is_some()
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{
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if let Some(select_pos) = select_pos {
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client.remove_block(select_pos);
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}
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} else {
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self.inputs.primary.set_state(state);
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}
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},
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Event::InputUpdate(GameInput::Secondary, state) => {
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self.inputs.secondary.set_state(false); // To be changed later on
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let mut client = self.client.borrow_mut();
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if state
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&& client
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.state()
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.read_storage::<comp::CanBuild>()
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.get(client.entity())
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.is_some()
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{
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if let Some(build_pos) = build_pos {
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client.place_block(build_pos, self.selected_block);
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}
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} else {
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self.inputs.secondary.set_state(state);
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}
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},
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Event::InputUpdate(GameInput::Roll, state) => {
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let client = self.client.borrow();
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if client
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.state()
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.read_storage::<comp::CanBuild>()
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.get(client.entity())
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.is_some()
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{
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if state {
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if let Some(block) = select_pos
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.and_then(|sp| client.state().terrain().get(sp).ok().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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self.inputs.roll.set_state(state);
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}
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},
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Event::InputUpdate(GameInput::Respawn, state)
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if state != self.key_state.respawn =>
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{
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self.key_state.respawn = state;
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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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Event::InputUpdate(GameInput::Jump, state) => {
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self.inputs.jump.set_state(state);
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},
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Event::InputUpdate(GameInput::Sit, state)
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if state != self.key_state.toggle_sit =>
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{
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self.key_state.toggle_sit = state;
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if state {
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stop_auto_walk(&mut auto_walk, &mut self.key_state, &mut self.hud);
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self.client.borrow_mut().toggle_sit();
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}
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}
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Event::InputUpdate(GameInput::Dance, state)
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if state != self.key_state.toggle_dance =>
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{
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self.key_state.toggle_dance = state;
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if state {
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stop_auto_walk(&mut auto_walk, &mut self.key_state, &mut self.hud);
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self.client.borrow_mut().toggle_dance();
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}
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}
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Event::InputUpdate(GameInput::MoveForward, state) => {
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if state && global_state.settings.gameplay.stop_auto_walk_on_input {
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stop_auto_walk(&mut auto_walk, &mut self.key_state, &mut self.hud);
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}
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self.key_state.up = state
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},
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Event::InputUpdate(GameInput::MoveBack, state) => {
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if state && global_state.settings.gameplay.stop_auto_walk_on_input {
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stop_auto_walk(&mut auto_walk, &mut self.key_state, &mut self.hud);
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}
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self.key_state.down = state
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},
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Event::InputUpdate(GameInput::MoveLeft, state) => {
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if state && global_state.settings.gameplay.stop_auto_walk_on_input {
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stop_auto_walk(&mut auto_walk, &mut self.key_state, &mut self.hud);
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}
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self.key_state.left = state
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},
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Event::InputUpdate(GameInput::MoveRight, state) => {
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if state && global_state.settings.gameplay.stop_auto_walk_on_input {
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stop_auto_walk(&mut auto_walk, &mut self.key_state, &mut self.hud);
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}
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self.key_state.right = state
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},
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Event::InputUpdate(GameInput::Glide, state) => {
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self.inputs.glide.set_state(state);
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},
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Event::InputUpdate(GameInput::Climb, state) => {
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self.key_state.climb_up = state;
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},
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Event::InputUpdate(GameInput::ClimbDown, state) => {
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self.key_state.climb_down = state;
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},
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/*Event::InputUpdate(GameInput::WallLeap, state) => {
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self.inputs.wall_leap.set_state(state)
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},*/
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Event::InputUpdate(GameInput::ToggleWield, state)
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if state != self.key_state.toggle_wield =>
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{
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self.key_state.toggle_wield = state;
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if state {
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self.client.borrow_mut().toggle_wield();
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}
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}
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Event::InputUpdate(GameInput::SwapLoadout, state)
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if state != self.key_state.swap_loadout =>
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{
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self.key_state.swap_loadout = state;
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if state {
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self.client.borrow_mut().swap_loadout();
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}
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}
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Event::InputUpdate(GameInput::ToggleLantern, true) => {
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self.client.borrow_mut().toggle_lantern();
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},
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Event::InputUpdate(GameInput::Mount, true) => {
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let mut client = self.client.borrow_mut();
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if client.is_mounted() {
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client.unmount();
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} else {
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let player_pos = client
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.state()
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.read_storage::<comp::Pos>()
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.get(client.entity())
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.copied();
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if let Some(player_pos) = player_pos {
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// Find closest mountable entity
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let closest_mountable = (
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&client.state().ecs().entities(),
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&client.state().ecs().read_storage::<comp::Pos>(),
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&client.state().ecs().read_storage::<comp::MountState>(),
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)
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.join()
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.filter(|(_, _, ms)| {
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if let comp::MountState::Unmounted = ms {
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true
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} else {
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false
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}
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})
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.min_by_key(|(_, pos, _)| {
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(player_pos.0.distance_squared(pos.0) * 1000.0) as i32
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})
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.map(|(uid, _, _)| uid);
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if let Some(mountee_entity) = closest_mountable {
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client.mount(mountee_entity);
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}
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}
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}
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},
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Event::InputUpdate(GameInput::Interact, state) => {
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let mut client = self.client.borrow_mut();
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// Collect terrain sprites
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if let Some(select_pos) = self.scene.select_pos() {
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client.collect_block(select_pos);
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}
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// Collect lootable entities
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let player_pos = client
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.state()
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.read_storage::<comp::Pos>()
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.get(client.entity())
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.copied();
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if let (Some(player_pos), true) = (player_pos, state) {
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let entity = (
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&client.state().ecs().entities(),
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&client.state().ecs().read_storage::<comp::Pos>(),
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&client.state().ecs().read_storage::<comp::Item>(),
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)
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.join()
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.filter(|(_, pos, _)| {
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pos.0.distance_squared(player_pos.0) < MAX_PICKUP_RANGE_SQR
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})
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.min_by_key(|(_, pos, _)| {
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(pos.0.distance_squared(player_pos.0) * 1000.0) as i32
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})
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.map(|(entity, _, _)| entity);
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if let Some(entity) = entity {
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client.pick_up(entity);
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}
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}
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},
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/*Event::InputUpdate(GameInput::Charge, state) => {
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self.inputs.charge.set_state(state);
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},*/
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Event::InputUpdate(GameInput::FreeLook, state) => {
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match (global_state.settings.gameplay.free_look_behavior, state) {
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(PressBehavior::Toggle, true) => {
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free_look = !free_look;
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self.hud.free_look(free_look);
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},
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(PressBehavior::Hold, state) => {
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free_look = state;
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self.hud.free_look(free_look);
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},
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_ => {},
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};
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},
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Event::InputUpdate(GameInput::AutoWalk, state) => {
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match (global_state.settings.gameplay.auto_walk_behavior, state) {
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(PressBehavior::Toggle, true) => {
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auto_walk = !auto_walk;
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self.key_state.auto_walk = auto_walk;
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self.hud.auto_walk(auto_walk);
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},
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(PressBehavior::Hold, state) => {
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auto_walk = state;
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self.key_state.auto_walk = auto_walk;
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self.hud.auto_walk(auto_walk);
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},
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_ => {},
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}
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},
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Event::AnalogGameInput(input) => match input {
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AnalogGameInput::MovementX(v) => {
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self.key_state.analog_matrix.x = v;
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},
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AnalogGameInput::MovementY(v) => {
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self.key_state.analog_matrix.y = v;
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},
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other => {
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self.scene.handle_input_event(Event::AnalogGameInput(other));
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},
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},
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Event::ScreenshotMessage(screenshot_message) => self.hud.new_message(Chat {
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chat_type: ChatType::Meta,
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message: screenshot_message,
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}),
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// Pass all other events to the scene
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event => {
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self.scene.handle_input_event(event);
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}, // TODO: Do something if the event wasn't handled?
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}
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}
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if !free_look {
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ori = self.scene.camera().get_orientation();
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self.inputs.look_dir = Dir::from_unnormalized(cam_dir + aim_dir_offset).unwrap();
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}
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// Calculate the movement input vector of the player from the current key
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// presses and the camera direction.
|
|
let unit_vecs = (
|
|
Vec2::new(ori[0].cos(), -ori[0].sin()),
|
|
Vec2::new(ori[0].sin(), ori[0].cos()),
|
|
);
|
|
let dir_vec = self.key_state.dir_vec();
|
|
self.inputs.move_dir = unit_vecs.0 * dir_vec[0] + unit_vecs.1 * dir_vec[1];
|
|
|
|
self.inputs.climb = self.key_state.climb();
|
|
|
|
// Runs if either in a multiplayer server or the singleplayer server is unpaused
|
|
if global_state.singleplayer.is_none()
|
|
|| !global_state.singleplayer.as_ref().unwrap().is_paused()
|
|
{
|
|
// Perform an in-game tick.
|
|
match self.tick(clock.get_avg_delta()) {
|
|
Ok(TickAction::Continue) => {}, // Do nothing
|
|
Ok(TickAction::Disconnect) => return PlayStateResult::Pop, // Go to main menu
|
|
Err(err) => {
|
|
global_state.info_message =
|
|
Some(localized_strings.get("common.connection_lost").to_owned());
|
|
error!("[session] Failed to tick the scene: {:?}", err);
|
|
|
|
return PlayStateResult::Pop;
|
|
},
|
|
}
|
|
}
|
|
|
|
// Maintain global state.
|
|
global_state.maintain(clock.get_last_delta().as_secs_f32());
|
|
|
|
// Recompute dependents just in case some input modified the camera
|
|
self.scene
|
|
.camera_mut()
|
|
.compute_dependents(&*self.client.borrow().state().terrain());
|
|
// Extract HUD events ensuring the client borrow gets dropped.
|
|
let mut hud_events = self.hud.maintain(
|
|
&self.client.borrow(),
|
|
global_state,
|
|
DebugInfo {
|
|
tps: clock.get_tps(),
|
|
ping_ms: self.client.borrow().get_ping_ms(),
|
|
coordinates: self
|
|
.client
|
|
.borrow()
|
|
.state()
|
|
.ecs()
|
|
.read_storage::<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_visible_chunks: self.scene.terrain().visible_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,
|
|
},
|
|
&self.scene.camera(),
|
|
clock.get_last_delta(),
|
|
HudInfo {
|
|
is_aiming,
|
|
is_first_person: matches!(
|
|
self.scene.camera().get_mode(),
|
|
camera::CameraMode::FirstPerson
|
|
),
|
|
},
|
|
);
|
|
|
|
// Look for changes in the localization files
|
|
if localization_watcher.reloaded() {
|
|
hud_events.push(HudEvent::ChangeLanguage(localized_strings.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().request_logout(),
|
|
HudEvent::Quit => {
|
|
return PlayStateResult::Shutdown;
|
|
},
|
|
HudEvent::AdjustMousePan(sensitivity) => {
|
|
global_state.window.pan_sensitivity = sensitivity;
|
|
global_state.settings.gameplay.pan_sensitivity = sensitivity;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::AdjustMouseZoom(sensitivity) => {
|
|
global_state.window.zoom_sensitivity = sensitivity;
|
|
global_state.settings.gameplay.zoom_sensitivity = sensitivity;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleZoomInvert(zoom_inverted) => {
|
|
global_state.window.zoom_inversion = zoom_inverted;
|
|
global_state.settings.gameplay.zoom_inversion = zoom_inverted;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::Sct(sct) => {
|
|
global_state.settings.gameplay.sct = sct;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::SctPlayerBatch(sct_player_batch) => {
|
|
global_state.settings.gameplay.sct_player_batch = sct_player_batch;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::SctDamageBatch(sct_damage_batch) => {
|
|
global_state.settings.gameplay.sct_damage_batch = sct_damage_batch;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::SpeechBubbleDarkMode(sbdm) => {
|
|
global_state.settings.gameplay.speech_bubble_dark_mode = sbdm;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleDebug(toggle_debug) => {
|
|
global_state.settings.gameplay.toggle_debug = toggle_debug;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleMouseYInvert(mouse_y_inverted) => {
|
|
global_state.window.mouse_y_inversion = mouse_y_inverted;
|
|
global_state.settings.gameplay.mouse_y_inversion = mouse_y_inverted;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleSmoothPan(smooth_pan_enabled) => {
|
|
global_state.settings.gameplay.smooth_pan_enable = smooth_pan_enabled;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::AdjustViewDistance(view_distance) => {
|
|
self.client.borrow_mut().set_view_distance(view_distance);
|
|
|
|
global_state.settings.graphics.view_distance = view_distance;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::AdjustSpriteRenderDistance(sprite_render_distance) => {
|
|
global_state.settings.graphics.sprite_render_distance =
|
|
sprite_render_distance;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::AdjustFigureLoDRenderDistance(figure_lod_render_distance) => {
|
|
global_state.settings.graphics.figure_lod_render_distance =
|
|
figure_lod_render_distance;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::CrosshairTransp(crosshair_transp) => {
|
|
global_state.settings.gameplay.crosshair_transp = crosshair_transp;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChatTransp(chat_transp) => {
|
|
global_state.settings.gameplay.chat_transp = chat_transp;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::CrosshairType(crosshair_type) => {
|
|
global_state.settings.gameplay.crosshair_type = crosshair_type;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::Intro(intro_show) => {
|
|
global_state.settings.gameplay.intro_show = intro_show;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleXpBar(xp_bar) => {
|
|
global_state.settings.gameplay.xp_bar = xp_bar;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleBarNumbers(bar_numbers) => {
|
|
global_state.settings.gameplay.bar_numbers = bar_numbers;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ToggleShortcutNumbers(shortcut_numbers) => {
|
|
global_state.settings.gameplay.shortcut_numbers = shortcut_numbers;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::UiScale(scale_change) => {
|
|
global_state.settings.gameplay.ui_scale =
|
|
self.hud.scale_change(scale_change);
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::AdjustMusicVolume(music_volume) => {
|
|
global_state.audio.set_music_volume(music_volume);
|
|
|
|
global_state.settings.audio.music_volume = music_volume;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::AdjustSfxVolume(sfx_volume) => {
|
|
global_state.audio.set_sfx_volume(sfx_volume);
|
|
|
|
global_state.settings.audio.sfx_volume = sfx_volume;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeAudioDevice(name) => {
|
|
global_state.audio.set_device(name.clone());
|
|
|
|
global_state.settings.audio.output = AudioOutput::Device(name);
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeMaxFPS(fps) => {
|
|
global_state.settings.graphics.max_fps = fps;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::UseSlot(x) => self.client.borrow_mut().use_slot(x),
|
|
HudEvent::SwapSlots(a, b) => self.client.borrow_mut().swap_slots(a, b),
|
|
HudEvent::DropSlot(x) => {
|
|
let mut client = self.client.borrow_mut();
|
|
client.drop_slot(x);
|
|
if let comp::slot::Slot::Equip(equip_slot) = x {
|
|
if let comp::slot::EquipSlot::Lantern = equip_slot {
|
|
client.toggle_lantern();
|
|
}
|
|
}
|
|
},
|
|
HudEvent::Ability3(state) => self.inputs.ability3.set_state(state),
|
|
HudEvent::ChangeFOV(new_fov) => {
|
|
global_state.settings.graphics.fov = new_fov;
|
|
global_state.settings.save_to_file_warn();
|
|
self.scene.camera_mut().set_fov_deg(new_fov);
|
|
self.scene
|
|
.camera_mut()
|
|
.compute_dependents(&*self.client.borrow().state().terrain());
|
|
},
|
|
HudEvent::ChangeGamma(new_gamma) => {
|
|
global_state.settings.graphics.gamma = new_gamma;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeAaMode(new_aa_mode) => {
|
|
// Do this first so if it crashes the setting isn't saved :)
|
|
global_state
|
|
.window
|
|
.renderer_mut()
|
|
.set_aa_mode(new_aa_mode)
|
|
.unwrap();
|
|
global_state.settings.graphics.aa_mode = new_aa_mode;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeCloudMode(new_cloud_mode) => {
|
|
// Do this first so if it crashes the setting isn't saved :)
|
|
global_state
|
|
.window
|
|
.renderer_mut()
|
|
.set_cloud_mode(new_cloud_mode)
|
|
.unwrap();
|
|
global_state.settings.graphics.cloud_mode = new_cloud_mode;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeFluidMode(new_fluid_mode) => {
|
|
// Do this first so if it crashes the setting isn't saved :)
|
|
global_state
|
|
.window
|
|
.renderer_mut()
|
|
.set_fluid_mode(new_fluid_mode)
|
|
.unwrap();
|
|
global_state.settings.graphics.fluid_mode = new_fluid_mode;
|
|
global_state.settings.save_to_file_warn();
|
|
},
|
|
HudEvent::ChangeLanguage(new_language) => {
|
|
global_state.settings.language.selected_language =
|
|
new_language.language_identifier;
|
|
localized_strings = load_watched::<VoxygenLocalization>(
|
|
&i18n_asset_key(&global_state.settings.language.selected_language),
|
|
&mut localization_watcher,
|
|
)
|
|
.unwrap();
|
|
localized_strings.log_missing_entries();
|
|
self.hud.update_language(localized_strings.clone());
|
|
},
|
|
HudEvent::ToggleFullscreen => {
|
|
global_state
|
|
.window
|
|
.toggle_fullscreen(&mut global_state.settings);
|
|
},
|
|
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;
|
|
},
|
|
HudEvent::ChangeAutoWalkBehavior(behavior) => {
|
|
global_state.settings.gameplay.auto_walk_behavior = behavior;
|
|
},
|
|
HudEvent::ChangeStopAutoWalkOnInput(state) => {
|
|
global_state.settings.gameplay.stop_auto_walk_on_input = state;
|
|
},
|
|
}
|
|
}
|
|
|
|
{
|
|
let client = self.client.borrow();
|
|
let scene_data = SceneData {
|
|
state: client.state(),
|
|
player_entity: client.entity(),
|
|
loaded_distance: client.loaded_distance(),
|
|
view_distance: client.view_distance().unwrap_or(1),
|
|
tick: client.get_tick(),
|
|
thread_pool: client.thread_pool(),
|
|
gamma: global_state.settings.graphics.gamma,
|
|
mouse_smoothing: global_state.settings.gameplay.smooth_pan_enable,
|
|
sprite_render_distance: global_state.settings.graphics.sprite_render_distance
|
|
as f32,
|
|
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.singleplayer.is_none()
|
|
|| !global_state.singleplayer.as_ref().unwrap().is_paused()
|
|
{
|
|
self.scene.maintain(
|
|
global_state.window.renderer_mut(),
|
|
&mut global_state.audio,
|
|
&scene_data,
|
|
);
|
|
}
|
|
|
|
let renderer = global_state.window.renderer_mut();
|
|
// Clear the screen
|
|
renderer.clear();
|
|
// Render the screen using the global renderer
|
|
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());
|
|
// Finish the frame
|
|
renderer.flush();
|
|
}
|
|
|
|
// Display the frame on the window.
|
|
global_state
|
|
.window
|
|
.swap_buffers()
|
|
.expect("Failed to swap window buffers!");
|
|
|
|
// Wait for the next tick.
|
|
clock.tick(Duration::from_millis(
|
|
1000 / global_state.settings.graphics.max_fps as u64,
|
|
));
|
|
|
|
// Clean things up after the tick.
|
|
self.cleanup();
|
|
|
|
current_client_state = self.client.borrow().get_client_state();
|
|
}
|
|
|
|
if let ClientState::Registered = current_client_state {
|
|
return PlayStateResult::Switch(Box::new(CharSelectionState::new(
|
|
global_state,
|
|
self.client.clone(),
|
|
)));
|
|
}
|
|
|
|
PlayStateResult::Pop
|
|
}
|
|
|
|
fn name(&self) -> &'static str { "Session" }
|
|
}
|