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https://github.com/italicsjenga/valence.git
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Revise examples guideline and remove some examples. (#301)
# Description - Removed the advice about making examples as small as possible in CONTRIBUTING.md - Remove a couple of low-value examples. I would like to remove more, but their functionality would have to be covered by better examples first. My reasons are: - Examples are tedious to update and maintain. Boilerplate is inevitable. - The "Boilerplate to code" ratio is higher when examples are smaller. - Examples are likely the first thing that new users will try out, so we ought to make a good first impression by showing something substantial. - Complicated examples are better for showing how to use Valence in practice and serve as a useful reference. - Lots of small examples can distract from the more impressive ones. Tiny examples don't add much value.
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@ -17,11 +17,7 @@ knowledge to complete. New contributors are not required to start with these iss
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If you plan to work on something that's not an open issue, consider making one first so that it can be discussed. This
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way, your contribution will not be rejected when it is submitted for review.
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## Playgrounds and Examples
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Examples (found in the `examples/` directory) are a great way to document how pieces of Valence's API fit together. It's important that they remain as simple as possible. If you're working on a feature that requires a more complex scenario, consider making a playground instead.
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Examples can be run with `cargo run -p valence --example <example_name>`.
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## Playgrounds
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Playgrounds are meant to provide a quick and minimal environment to test out new code or reproduce bugs. Playgrounds are also a great way test out quick ideas. This is the preferred method for providing code samples in issues and pull requests.
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@ -1,106 +0,0 @@
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#![allow(clippy::type_complexity)]
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use tracing::warn;
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use valence::client::event::{ChatMessage, CommandExecution};
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use valence::client::{default_event_handler, despawn_disconnected_clients};
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use valence::entity::player::PlayerBundle;
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use valence::prelude::*;
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const SPAWN_Y: i32 = 64;
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pub fn main() {
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tracing_subscriber::fmt().init();
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App::new()
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.add_plugin(ServerPlugin::new(()))
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.add_startup_system(setup)
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.add_system(init_clients)
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.add_systems(
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(
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default_event_handler,
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handle_message_events,
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handle_command_events,
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)
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.in_schedule(EventLoopSchedule),
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)
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.add_systems(PlayerList::default_systems())
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.add_system(despawn_disconnected_clients)
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.run();
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}
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fn setup(mut commands: Commands, server: Res<Server>) {
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let mut instance = server.new_instance(DimensionId::default());
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for z in -5..5 {
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for x in -5..5 {
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instance.insert_chunk([x, z], Chunk::default());
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}
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}
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for z in -25..25 {
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for x in -25..25 {
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instance.set_block([x, SPAWN_Y, z], BlockState::OAK_PLANKS);
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}
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}
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commands.spawn(instance);
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}
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fn init_clients(
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mut clients: Query<(Entity, &UniqueId, &mut Client, &mut GameMode), Added<Client>>,
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instances: Query<Entity, With<Instance>>,
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mut commands: Commands,
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) {
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for (entity, uuid, mut client, mut game_mode) in &mut clients {
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*game_mode = GameMode::Adventure;
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client.send_message("Welcome to Valence! Talk about something.".italic());
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commands.entity(entity).insert(PlayerBundle {
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location: Location(instances.single()),
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position: Position::new([0.0, SPAWN_Y as f64 + 1.0, 0.0]),
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uuid: *uuid,
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..Default::default()
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});
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}
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}
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fn handle_message_events(
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mut clients: Query<(&mut Client, &Username)>,
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mut messages: EventReader<ChatMessage>,
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) {
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for message in messages.iter() {
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let Ok(username) = clients.get_component::<Username>(message.client) else {
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warn!("Unable to find client for message: {:?}", message);
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continue;
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};
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let message = message.message.to_string();
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let formatted = format!("<{}>: ", username.0).bold().color(Color::YELLOW)
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+ message.not_bold().color(Color::WHITE);
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// TODO: write message to instance buffer.
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for (mut client, _) in &mut clients {
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client.send_message(formatted.clone());
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}
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}
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}
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fn handle_command_events(
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mut clients: Query<&mut Client>,
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mut commands: EventReader<CommandExecution>,
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) {
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for command in commands.iter() {
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let Ok(mut client) = clients.get_component_mut::<Client>(command.client) else {
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warn!("Unable to find client for message: {:?}", command);
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continue;
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};
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let message = command.command.to_string();
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let formatted =
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"You sent the command ".into_text() + ("/".into_text() + (message).into_text()).bold();
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client.send_message(formatted);
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}
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}
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@ -1,94 +0,0 @@
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#![allow(clippy::type_complexity)]
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use valence::client::event::CommandExecution;
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use valence::client::{default_event_handler, despawn_disconnected_clients};
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use valence::entity::player::PlayerBundle;
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use valence::prelude::*;
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const SPAWN_Y: i32 = 64;
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pub fn main() {
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tracing_subscriber::fmt().init();
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App::new()
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.add_plugin(ServerPlugin::new(()))
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.add_startup_system(setup)
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.add_system(init_clients)
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.add_systems((default_event_handler, interpret_command).in_schedule(EventLoopSchedule))
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.add_systems(PlayerList::default_systems())
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.add_system(despawn_disconnected_clients)
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.run();
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}
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fn setup(mut commands: Commands, server: Res<Server>) {
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let mut instance = server.new_instance(DimensionId::default());
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for z in -5..5 {
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for x in -5..5 {
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instance.insert_chunk([x, z], Chunk::default());
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}
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}
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for z in -25..25 {
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for x in -25..25 {
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instance.set_block([x, SPAWN_Y, z], BlockState::GRASS_BLOCK);
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}
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}
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commands.spawn(instance);
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}
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fn init_clients(
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mut clients: Query<
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(Entity, &UniqueId, &mut Client, &mut GameMode, &mut OpLevel),
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Added<Client>,
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>,
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instances: Query<Entity, With<Instance>>,
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mut commands: Commands,
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) {
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for (entity, uuid, mut client, mut game_mode, mut op_level) in &mut clients {
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*game_mode = GameMode::Creative;
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op_level.set(2); // required to use F3+F4, eg /gamemode
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client.send_message("Welcome to Valence! Use F3+F4 to change gamemode.".italic());
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commands.entity(entity).insert(PlayerBundle {
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location: Location(instances.single()),
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position: Position::new([0.5, SPAWN_Y as f64 + 1.0, 0.5]),
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uuid: *uuid,
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..Default::default()
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});
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}
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}
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fn interpret_command(
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mut clients: Query<(&mut Client, &OpLevel, &mut GameMode)>,
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mut events: EventReader<CommandExecution>,
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) {
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for event in events.iter() {
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let Ok((mut client, op_level, mut game_mode)) = clients.get_mut(event.client) else {
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continue;
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};
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let mut args = event.command.split_whitespace();
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if args.next() == Some("gamemode") {
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if op_level.get() < 2 {
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// not enough permissions to use gamemode command
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continue;
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}
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let mode = match args.next().unwrap_or_default() {
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"adventure" => GameMode::Adventure,
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"creative" => GameMode::Creative,
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"survival" => GameMode::Survival,
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"spectator" => GameMode::Spectator,
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_ => {
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client.send_message("Invalid gamemode.".italic());
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continue;
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}
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};
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*game_mode = mode;
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client.send_message(format!("Set gamemode to {mode:?}.").italic());
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}
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}
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}
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