valence/examples/death.rs

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use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
use log::LevelFilter;
use valence::prelude::*;
pub fn main() -> ShutdownResult {
env_logger::Builder::new()
.filter_module("valence", LevelFilter::Trace)
.parse_default_env()
.init();
valence::start_server(
Game {
player_count: AtomicUsize::new(0),
},
ServerState::default(),
)
}
struct Game {
player_count: AtomicUsize,
}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
// World and position to respawn at
respawn_location: (WorldId, Vec3<f64>),
// Anticheat measure
can_respawn: bool,
}
struct WorldState {
player_list: PlayerListId,
}
#[derive(Default)]
struct ServerState {
first_world: WorldId,
second_world: WorldId,
third_world: WorldId,
}
const MAX_PLAYERS: usize = 10;
const FLOOR_Y: i32 = 64;
const PLATFORM_X: i32 = 20;
const PLATFORM_Z: i32 = 20;
const LEFT_DEATH_LINE: i32 = 16;
const RIGHT_DEATH_LINE: i32 = 4;
const FIRST_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(10, FLOOR_Y, 10);
const SECOND_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(5, FLOOR_Y, 5);
const THIRD_WORLD_SPAWN_BLOCK: BlockPos = BlockPos::new(5, FLOOR_Y, 5);
#[derive(Clone, Copy, PartialEq, Eq)]
enum WhichWorld {
First,
Second,
Third,
}
// Returns position of player standing on `pos` block
fn block_pos_to_vec(pos: BlockPos) -> Vec3<f64> {
Vec3::new(
(pos.x as f64) + 0.5,
(pos.y as f64) + 1.0,
(pos.z as f64) + 0.5,
)
}
#[async_trait]
impl Config for Game {
type ServerState = ServerState;
type ClientState = ClientState;
type EntityState = ();
type WorldState = WorldState;
type ChunkState = ();
type PlayerListState = ();
fn max_connections(&self) -> usize {
// We want status pings to be successful even if the server is full.
MAX_PLAYERS + 64
}
fn dimensions(&self) -> Vec<Dimension> {
vec![
Dimension {
fixed_time: Some(6000),
..Dimension::default()
},
Dimension {
fixed_time: Some(19000),
..Dimension::default()
},
]
}
async fn server_list_ping(
&self,
_server: &SharedServer<Self>,
_remote_addr: SocketAddr,
_protocol_version: i32,
) -> ServerListPing {
ServerListPing::Respond {
online_players: self.player_count.load(Ordering::SeqCst) as i32,
max_players: MAX_PLAYERS as i32,
description: "Hello Valence!".color(Color::AQUA),
favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()),
player_sample: Default::default(),
}
}
fn init(&self, server: &mut Server<Self>) {
// We created server with meaningless default state.
// Let's create three worlds and create new ServerState.
server.state = ServerState {
first_world: create_world(server, FIRST_WORLD_SPAWN_BLOCK, WhichWorld::First),
second_world: create_world(server, SECOND_WORLD_SPAWN_BLOCK, WhichWorld::Second),
third_world: create_world(server, THIRD_WORLD_SPAWN_BLOCK, WhichWorld::Third),
};
}
fn update(&self, server: &mut Server<Self>) {
server.clients.retain(|_, client| {
if client.created_this_tick() {
if self
.player_count
.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
(count < MAX_PLAYERS).then_some(count + 1)
})
.is_err()
{
client.disconnect("The server is full!".color(Color::RED));
return false;
}
match server
.entities
.insert_with_uuid(EntityKind::Player, client.uuid(), ())
{
Some((id, _)) => client.state.entity_id = id,
None => {
client.disconnect("Conflicting UUID");
return false;
}
}
let first_world_id = server.state.first_world;
let first_world = server.worlds.get(first_world_id).unwrap();
client.state.respawn_location = (
server.state.first_world,
block_pos_to_vec(FIRST_WORLD_SPAWN_BLOCK),
);
// `set_spawn_position` is used for compass _only_
client.set_spawn_position(FIRST_WORLD_SPAWN_BLOCK, 0.0);
client.set_flat(true);
client.spawn(first_world_id);
client.teleport(client.state.respawn_location.1, 0.0, 0.0);
client.set_player_list(first_world.state.player_list.clone());
server
.player_lists
.get_mut(&first_world.state.player_list)
.insert(
client.uuid(),
client.username(),
client.textures().cloned(),
client.game_mode(),
0,
None,
);
client.set_respawn_screen(true);
client.send_message("Welcome to the death example!".italic());
client.send_message("Step over the left line to die. :)");
client.send_message("Step over the right line to die and respawn in second world.");
client.send_message("Jumping down kills you and spawns you in another dimension.");
client.send_message("Sneaking triggers game credits after which you respawn.");
}
// TODO after inventory support is added, show interaction with compass.
if client.is_disconnected() {
self.player_count.fetch_sub(1, Ordering::SeqCst);
server.entities.remove(client.state.entity_id);
if let Some(list) = client.player_list() {
server.player_lists.get_mut(list).remove(client.uuid());
}
return false;
}
// Handling respawn locations
if !client.state.can_respawn {
if client.position().y < 0.0 {
client.state.can_respawn = true;
client.kill(None, "You fell");
// You could have also killed the player with `Client::set_health_and_food`,
// however you cannot send a message to the death screen
// that way
if client.world() == server.state.third_world {
// Falling in third world gets you back to the first world
client.state.respawn_location = (
server.state.first_world,
block_pos_to_vec(FIRST_WORLD_SPAWN_BLOCK),
);
client.set_spawn_position(FIRST_WORLD_SPAWN_BLOCK, 0.0);
} else {
// falling in first and second world will cause player to spawn in third
// world
client.state.respawn_location = (
server.state.third_world,
block_pos_to_vec(THIRD_WORLD_SPAWN_BLOCK),
);
// This is for compass to point at
client.set_spawn_position(THIRD_WORLD_SPAWN_BLOCK, 0.0);
}
}
// Death lanes in the first world
if client.world() == server.state.first_world {
let death_msg = "You shouldn't cross suspicious lines";
if client.position().x >= LEFT_DEATH_LINE as f64 {
// Client went to the left, he dies
client.state.can_respawn = true;
client.kill(None, death_msg);
}
if client.position().x <= RIGHT_DEATH_LINE as f64 {
// Client went to the right, he dies and spawns in world2
client.state.can_respawn = true;
client.kill(None, death_msg);
client.state.respawn_location = (
server.state.second_world,
block_pos_to_vec(SECOND_WORLD_SPAWN_BLOCK),
);
client.set_spawn_position(SECOND_WORLD_SPAWN_BLOCK, 0.0);
}
}
}
let player = server.entities.get_mut(client.state.entity_id).unwrap();
while let Some(event) = handle_event_default(client, player) {
match event {
ClientEvent::RespawnRequest => {
if !client.state.can_respawn {
client.disconnect("Unexpected RespawnRequest");
return false;
}
// Let's respawn our player. `spawn` will load the world, but we are
// responsible for teleporting the player.
// You can store respawn however you want, for example in `Client`'s state.
let spawn = client.state.respawn_location;
client.spawn(spawn.0);
client.teleport(spawn.1, 0.0, 0.0);
client.state.can_respawn = false;
}
ClientEvent::StartSneaking => {
// Roll the credits, respawn after
client.state.can_respawn = true;
client.win_game(true);
}
_ => {}
}
}
true
});
}
}
// Boilerplate for creating world
fn create_world(server: &mut Server<Game>, spawn_pos: BlockPos, world_type: WhichWorld) -> WorldId {
let dimension = match world_type {
WhichWorld::First => server.shared.dimensions().next().unwrap(),
WhichWorld::Second => server.shared.dimensions().next().unwrap(),
WhichWorld::Third => server.shared.dimensions().nth(1).unwrap(),
};
let player_list = server.player_lists.insert(()).0;
let (world_id, world) = server
.worlds
.insert(dimension.0, WorldState { player_list });
// Create chunks
for chunk_z in -3..3 {
for chunk_x in -3..3 {
world.chunks.insert(
[chunk_x as i32, chunk_z as i32],
UnloadedChunk::default(),
(),
);
}
}
// Create platform
let platform_block = match world_type {
WhichWorld::First => BlockState::END_STONE,
WhichWorld::Second => BlockState::AMETHYST_BLOCK,
WhichWorld::Third => BlockState::BLACKSTONE,
};
for z in 0..PLATFORM_Z {
for x in 0..PLATFORM_X {
world
.chunks
.set_block_state([x, FLOOR_Y, z], platform_block);
}
}
// Set death lines
if world_type == WhichWorld::First {
for z in 0..PLATFORM_Z {
world
.chunks
.set_block_state([LEFT_DEATH_LINE, FLOOR_Y, z], BlockState::GOLD_BLOCK);
world
.chunks
.set_block_state([RIGHT_DEATH_LINE, FLOOR_Y, z], BlockState::DIAMOND_BLOCK);
}
}
// Set spawn block
world
.chunks
.set_block_state(spawn_pos, BlockState::REDSTONE_BLOCK);
world_id
}