valence/examples/cow_sphere.rs

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Rust
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use std::borrow::Cow;
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use std::f64::consts::TAU;
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use std::net::SocketAddr;
use std::sync::atomic::{AtomicUsize, Ordering};
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use valence::prelude::*;
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pub fn main() -> ShutdownResult {
tracing_subscriber::fmt().init();
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valence::start_server(
Game {
player_count: AtomicUsize::new(0),
},
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ServerState {
player_list: None,
cows: vec![],
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},
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)
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}
struct Game {
player_count: AtomicUsize,
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}
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struct ServerState {
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player_list: Option<PlayerListId>,
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cows: Vec<EntityId>,
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}
#[derive(Default)]
struct ClientState {
entity_id: EntityId,
}
const MAX_PLAYERS: usize = 10;
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const SPAWN_POS: BlockPos = BlockPos::new(0, 100, -25);
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#[async_trait]
impl Config for Game {
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type ServerState = ServerState;
type ClientState = ClientState;
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type EntityState = ();
type WorldState = ();
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type ChunkState = ();
type PlayerListState = ();
type InventoryState = ();
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async fn server_list_ping(
&self,
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_server: &SharedServer<Self>,
_remote_addr: SocketAddr,
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_protocol_version: i32,
) -> ServerListPing {
const SAMPLE: &[PlayerSampleEntry] = &[
PlayerSampleEntry {
name: Cow::Borrowed("§cFirst Entry"),
id: Uuid::nil(),
},
PlayerSampleEntry {
name: Cow::Borrowed("§6§oSecond Entry"),
id: Uuid::nil(),
},
];
ServerListPing::Respond {
online_players: self.player_count.load(Ordering::SeqCst) as i32,
max_players: MAX_PLAYERS as i32,
player_sample: SAMPLE.into(),
description: "Hello Valence!".color(Color::AQUA),
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favicon_png: Some(include_bytes!("../assets/logo-64x64.png").as_slice().into()),
}
}
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fn init(&self, server: &mut Server<Self>) {
let (world_id, world) = server.worlds.insert(DimensionId::default(), ());
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server.state.player_list = Some(server.player_lists.insert(()).0);
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let size = 5;
for z in -size..size {
for x in -size..size {
world.chunks.insert([x, z], UnloadedChunk::default(), ());
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}
}
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world.chunks.set_block_state(SPAWN_POS, BlockState::BEDROCK);
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server.state.cows.extend((0..200).map(|_| {
let (id, e) = server.entities.insert(EntityKind::Cow, ());
e.set_world(world_id);
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id
}));
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}
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fn update(&self, server: &mut Server<Self>) {
let current_tick = server.current_tick();
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let (world_id, _) = server.worlds.iter_mut().next().expect("missing world");
server.clients.retain(|_, client| {
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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;
}
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match server
.entities
.insert_with_uuid(EntityKind::Player, client.uuid(), ())
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{
Some((id, entity)) => {
entity.set_world(world_id);
client.entity_id = id
}
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None => {
client.disconnect("Conflicting UUID");
return false;
}
}
client.respawn(world_id);
client.set_flat(true);
client.set_game_mode(GameMode::Creative);
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client.teleport(
[
SPAWN_POS.x as f64 + 0.5,
SPAWN_POS.y as f64 + 1.0,
SPAWN_POS.z as f64 + 0.5,
],
0.0,
0.0,
);
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client.set_player_list(server.state.player_list.clone());
if let Some(id) = &server.state.player_list {
server.player_lists[id].insert(
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client.uuid(),
client.username(),
client.textures().cloned(),
client.game_mode(),
0,
None,
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true,
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);
}
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}
let entity = &mut server.entities[client.entity_id];
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if client.is_disconnected() {
self.player_count.fetch_sub(1, Ordering::SeqCst);
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if let Some(id) = &server.state.player_list {
server.player_lists[id].remove(client.uuid());
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}
entity.set_deleted(true);
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return false;
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}
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while let Some(event) = client.next_event() {
event.handle_default(client, entity);
}
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true
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});
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let time = current_tick as f64 / server.shared.tick_rate() as f64;
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let rot = Mat3::rotation_x(time * TAU * 0.1)
.rotated_y(time * TAU * 0.2)
.rotated_z(time * TAU * 0.3);
let radius = 6.0 + ((time * TAU / 2.5).sin() + 1.0) / 2.0 * 10.0;
let player_pos = server
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.clients
.iter()
.next()
.map(|c| c.1.position())
.unwrap_or_default();
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// TODO: remove hardcoded eye pos.
let eye_pos = Vec3::new(player_pos.x, player_pos.y + 1.6, player_pos.z);
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for (cow_id, p) in server
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.state
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.cows
.iter()
.cloned()
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.zip(fibonacci_spiral(server.state.cows.len()))
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{
let cow = server.entities.get_mut(cow_id).expect("missing cow");
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let rotated = p * rot;
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let transformed = rotated * radius + [0.5, SPAWN_POS.y as f64 + 2.0, 0.5];
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let yaw = f32::atan2(rotated.z as f32, rotated.x as f32).to_degrees() - 90.0;
let (looking_yaw, looking_pitch) =
to_yaw_and_pitch((eye_pos - transformed).normalized());
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cow.set_position(transformed);
cow.set_yaw(yaw);
cow.set_pitch(looking_pitch as f32);
cow.set_head_yaw(looking_yaw as f32);
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}
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}
}
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/// Distributes N points on the surface of a unit sphere.
fn fibonacci_spiral(n: usize) -> impl Iterator<Item = Vec3<f64>> {
let golden_ratio = (1.0 + 5_f64.sqrt()) / 2.0;
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(0..n).map(move |i| {
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// Map to unit square
let x = i as f64 / golden_ratio % 1.0;
let y = i as f64 / n as f64;
// Map from unit square to unit sphere.
let theta = x * TAU;
let phi = (1.0 - 2.0 * y).acos();
Vec3::new(theta.cos() * phi.sin(), theta.sin() * phi.sin(), phi.cos())
})
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}