valence/examples/cow_sphere.rs

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Rust
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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 std::sync::Mutex;
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use log::LevelFilter;
use valence::client::GameMode;
use valence::config::{Config, ServerListPing};
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use valence::text::Color;
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use valence::util::to_yaw_and_pitch;
use valence::{
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async_trait, ClientMut, DimensionId, EntityId, EntityType, Server, ShutdownResult, Text,
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TextFormat, WorldId, WorldsMut,
};
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use vek::{Mat3, Vec3};
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pub fn main() -> ShutdownResult {
env_logger::Builder::new()
.filter_module("valence", LevelFilter::Trace)
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.parse_default_env()
.init();
valence::start_server(Game {
player_count: AtomicUsize::new(0),
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cows: Mutex::new(Vec::new()),
})
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}
struct Game {
player_count: AtomicUsize,
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cows: Mutex<Vec<EntityId>>,
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}
const MAX_PLAYERS: usize = 10;
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#[async_trait]
impl Config for Game {
fn max_connections(&self) -> usize {
// We want status pings to be successful even if the server is full.
MAX_PLAYERS + 64
}
fn online_mode(&self) -> bool {
// You'll want this to be true on real servers.
false
}
async fn server_list_ping(&self, _server: &Server, _remote_addr: SocketAddr) -> 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!("favicon.png")),
}
}
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fn join(
&self,
_server: &Server,
_client: ClientMut,
worlds: WorldsMut,
) -> Result<WorldId, Text> {
if let Ok(_) = self
.player_count
.fetch_update(Ordering::SeqCst, Ordering::SeqCst, |count| {
(count < MAX_PLAYERS).then(|| count + 1)
})
{
Ok(worlds.iter().next().unwrap().0)
} else {
Err("The server is full!".into())
}
}
fn init(&self, _server: &Server, mut worlds: WorldsMut) {
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let mut world = worlds.create(DimensionId::default()).1;
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world.meta.set_flat(true);
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let size = 5;
for z in -size..size {
for x in -size..size {
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world.chunks.create([x, z]);
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}
}
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self.cows.lock().unwrap().extend((0..200).map(|_| {
let (id, mut e) = world.entities.create();
e.set_type(EntityType::Cow);
id
}));
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}
fn update(&self, server: &Server, mut worlds: WorldsMut) {
let mut world = worlds.iter_mut().next().unwrap().1;
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world.clients.retain(|_, mut client| {
if client.created_tick() == server.current_tick() {
client.set_game_mode(GameMode::Creative);
client.teleport([0.0, 200.0, 0.0], 0.0, 0.0);
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}
if client.is_disconnected() {
self.player_count.fetch_sub(1, Ordering::SeqCst);
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false
} else {
true
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}
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});
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let time = server.current_tick() as f64 / server.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 cows = self.cows.lock().unwrap();
let cow_count = cows.len();
let radius = 6.0 + ((time * TAU / 2.5).sin() + 1.0) / 2.0 * 10.0;
// TODO: use eye position.
let player_pos = world
.clients
.iter()
.next()
.map(|c| c.1.position())
.unwrap_or_default();
for (cow_id, p) in cows.iter().cloned().zip(fibonacci_spiral(cow_count)) {
let mut cow = world.entities.get_mut(cow_id).expect("missing cow");
let rotated = p * rot;
let transformed = rotated * radius + [0.0, 100.0, 0.0];
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((player_pos - transformed).normalized());
cow.set_position(transformed);
cow.set_yaw(yaw);
cow.set_pitch(looking_pitch);
cow.set_head_yaw(looking_yaw);
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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>> {
(0..n).map(move |i| {
let golden_ratio = (1.0 + 5_f64.sqrt()) / 2.0;
// 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())
})
}