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 log::LevelFilter;
use valence::async_trait;
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use valence::block::{BlockPos, BlockState};
use valence::client::GameMode;
use valence::config::{Config, ServerListPing};
use valence::dimension::DimensionId;
use valence::entity::{EntityId, EntityKind};
use valence::server::{Server, SharedServer, ShutdownResult};
use valence::text::{Color, TextFormat};
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use valence::util::to_yaw_and_pitch;
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();
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valence::start_server(
Game {
player_count: AtomicUsize::new(0),
},
ServerData { cows: Vec::new() },
)
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}
struct Game {
player_count: AtomicUsize,
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}
struct ServerData {
cows: Vec<EntityId>,
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}
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 ChunkData = ();
type ClientData = ();
type EntityData = ();
type ServerData = ServerData;
type WorldData = ();
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,
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_server: &SharedServer<Self>,
_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),
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favicon_png: Some(include_bytes!("../assets/favicon.png")),
}
}
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fn init(&self, server: &mut Server<Self>) {
let (world_id, world) = server.worlds.create(DimensionId::default(), ());
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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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world.chunks.set_block_state(SPAWN_POS, BlockState::BEDROCK);
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server.data.cows.extend((0..200).map(|_| {
let (id, e) = server.entities.create(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 (world_id, world) = server.worlds.iter_mut().next().unwrap();
server.clients.retain(|_, client| {
if client.created_tick() == server.shared.current_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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client.spawn(world_id);
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,
);
world.meta.player_list_mut().insert(
client.uuid(),
client.username().to_owned(),
client.textures().cloned(),
client.game_mode(),
0,
None,
);
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}
if client.is_disconnected() {
self.player_count.fetch_sub(1, Ordering::SeqCst);
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world.meta.player_list_mut().remove(client.uuid());
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return false;
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}
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true
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});
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let time = server.shared.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();
// TODO: 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
.data
.cows
.iter()
.cloned()
.zip(fibonacci_spiral(server.data.cows.len()))
{
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>> {
(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())
})
}